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Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Points cost: 40000
The Space Emprah can only be fielded in games that contain at least 3 Space Marine Legions, a Titan Legion and one Planetary Defence Force not numbering any less than 100000 points.

WS8 BS8 S6 T5 W5 A5 I6 Sv2+/2+/2+ Ld10

The Space Emprah has a psychic save of 2+. This is always taken before any of his other saves.
The Space Emprah's Terminator Armor has a base save of 2+
The Space Emprah's Terminator Armor has a built in conversion field that grants him an invulnerable save of 2+
Feel No Pain
Eternal Warrior
Master Crafted Relic Blade (+2S)
Master Crafted Stormbolter with Damnation Rounds (Autoglance, Wound on a 2+, AP2)
Frag and Krak Grenades

Psychic Godhead: The Space Emprah is a psyker and is considered to pass every psychic test he is called on to make. His powers are cast with irresistable force, and can not be negated. His might is such that all enemies feel the weight of his titanic might pressing down upon them as if under a gigantic pressure. Enemies starting their movement within 48" of the Space Emprah count as being in difficult terrain. Enemy infantry starting their movement in his LOS (45 degree to the front) are pinned. Enemy vehicles within his LOS are stunned.

Light of the Emperor: Any enemy models attempting to attack the Space Emprah must make a leadership check to do so. If the model making the check is within 36" of the Space Emprah, they subtract -1 from their leadership for every 6" under 36" they are from the Emprah. i.e. A model within 12" of the Space Emprah tests at -4LD. Enemy models who attempt to attack but fail their check become pinned (or stunned, in the case of a vehicle). Friendly Imperial models are considered to pass every leadership check they are required to make.

Supreme Strategist: Armies led by the Space Emprah always choose deployment zone, deploy second and go first. Outflanking units arrive on the board edge of choice, deep strikers do not scatter and reserves arrive on turns designated by the Space Emprah's controller. In the event that the battle is being fought with a Space Emprah on both sides, revert to normal deployment and reserve rules as their supreme strategies have nullified each other.

Emprah's "Greater" Psychic Powers. These may be used in place of any of his normal powers, but only one can be used per turn.

Psychic Holocaust: The Space Emprah may use this psychic power during any of his shooting phases. Every enemy model within 60" of his location immediately takes a S8 AP1 hit with 2D6 armor penetration. This power is so draining that the Space Emprah immediately takes D3 wounds after resolving this attack. (-edit- no he can't "save" against his own power you cheesy gits!)

Mass Teleportation: This power is used at the start of the turn. The Space Emprah may immediately remove up to 2D6 friendly units (including himself) and reposition them within 24" of their starting locations (as long as they can fit). These models may move and shoot normally. This power requires some preparation, so the Space Emprah becomes pinned for 1 turn after using this ability.

Warp Pulse: Place the Apocalyptic Blast marker within 48" of the Space Emprah and within his LOS during any of his shooting phases. This is a strength D attack.

Ether Blade: Draw a 48" line from the Space Emprah's location. The Space Emprah immediately moves to the end of this line. Any model that the line bisects is hit by a strength D attack.

Emprah's other Psychic Powers. The Space Emprah has all Imperial Psychic Powers and is assumed to also have such mastery that he may use psychic powers from the Eldar list as well. Due to his supreme mastery of the psychic arts, he may cast 6 powers a turn.

Hahaha.

This message was edited 5 times. Last update was at 2009/10/21 17:06:10


 
   
Made in gb
Sneaky Sniper Drone






Strength D hits with no AP.

And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it. 
   
Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Str D always ignores armour saves...

   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

No custodes as optional upgrade?




Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Battlewagon Driver with Charged Engine






emperor, meet vortex grenade

H.B.M.C. wrote:
"Balance, playtesting - a casual gamer craves not these things!" - Yoda, a casual gamer.
Three things matter in marksmanship -
location, location, location
MagickalMemories wrote:How about making another fist?
One can be, "Da Fist uv Mork" and the second can be, "Da Uvver Fist uv Mork."
Make a third, and it can be, "Da Uvver Uvver Fist uv Mork"
Eric
 
   
Made in us
Regular Dakkanaut





Emprah meet Jaws of the World Wolf

DT:80S++G++M--B--I--Pw40k99#+D++A+++/mWD-R+++T(T)DM++

Archonate wrote:Do they [Space Marines] ruin the game? Nah. If you don't like em, don't play them. If you wanna play em, go ahead. But don't get all bent out of shape if your opponent looks disdainfully upon your lack of originality while tabling you in 4 turns because he's got beating SMs down to an exact science after fighting them for hundreds of consecutive games.
 
   
Made in au
Angry Chaos Agitator




Somewhere on Terra

1hadhq wrote: No custodes as optional upgrade?





thats coz its spossed to be a joke



...nothing else matters...


 
   
Made in us
Regular Dakkanaut





The Space Emprah vs the Space Pope

A great fight? Or the GREATEST Fight?

DT:80S++G++M--B--I--Pw40k99#+D++A+++/mWD-R+++T(T)DM++

Archonate wrote:Do they [Space Marines] ruin the game? Nah. If you don't like em, don't play them. If you wanna play em, go ahead. But don't get all bent out of shape if your opponent looks disdainfully upon your lack of originality while tabling you in 4 turns because he's got beating SMs down to an exact science after fighting them for hundreds of consecutive games.
 
   
Made in au
Hard-Wired Sentinel Pilot






Sydney

Dude, I think this may be overpowered a tad.
However, accounting for codex creep, he should be unplayable in 2-3 editions.

Armies Owned: Iron Warriors, Tau


Undead Titan Log
Malfred: Terminator Armor has always had room for extra boobage.
Drake_Marcus: It's true- that's why the Space Wolves love termie armour so much. The whole "bear" thing they've got going on is just a thinly veiled cover-up of their huge, hairy cleavage. 
   
Made in au
Lady of the Lake






Pre-heresy


Or current?

   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

blinky wrote:Dude, I think this may be overpowered a tad.
However, accounting for codex creep, he should be unplayable in 2-3 editions.


Heheh. He is only playable if you own 3 Space Marine Legions and 100000 points of Planetary Defense Force, Titan Legion... and then find someone to play a 1000000 point game with...

Assuming each Legion is 50x Battle Company instead of 10, due to the partitioning after the Heresy, and taking each battle company to be around 4000 points after vehecular support, each Legion is 200000 points.
x3 Legions is 600000 points.
+1 PDF is 700000 points
+1 Titan Legion... uh... Say 260000 points for symetry's sake...
+1 Space Emprah is 1000000 points.

Due to request: Custodes!

Armies including the Space Emprah may take any number of Adeptus Custodes as Retinue: Squad size 3+ (no maximum) - Base: 800 points (1 Primus, 2 Custodes), 200 each+

Custodes Primus
WS6 BS6 S4(6) T4 A2 W3 Sv2+/3+I Ld10
Psyker: May take up to 3 Space Marine, Daemonhunter or Witch Hunter psychic powers (included in cost). One may be cast per turn.
Psychic Conduit: The Space Emprah may channel one of his psychic powers through the Custodes Primus. For all intents and purposes, treat the Primus model as the Space Emprah for the duration of the power. If it is a greater power, in addition to any penalties to cast, the Primus is immediately removed as a casualty after resolving this ability.
Other equipment: See Custodes listing.

May upgrade to Custodes Prime for +100 points.
Psyker: May take up to 5 Space Marine, Daemonhunter or Witch Hunter psychic powers. Two may be cast per turn.

Custodes
WS5 BS5 S4(6) T4 A3 W2 Sv2+/3+I Ld10
Equipment:
Artificer Armor
Psyker: For purposes of Force Weapon only.
Shrouding: Enemies targetting the Custodes must test for LOS as per night fight rules.
Nemisis Force Weapon (+2S) with built in stormbolter
Storm Shield
Frag and Krak Grenades
Hellfire Rounds
Fearless
Feel no Pain
Heroic Intervention

Custodes squads numbering 12 or less may be equipped with:

A Land raider for +250 points
A Drop pod for +35 points
A Chimera for +60 points

Custodes may be equipped with Terminator Armor for +10 points each.
Custodes may be equipped with Jump Packs (can not combine with Terminator Armor or Bikes, cheesy gits!) for +20 points each.
Custodes may be equipped with Bikes for +35 points each (can not combine with Terminator Armor or Jump Packs!)

One custodes per army may carry the BANNER OF THE SPACE EMPRAH for 500 points. Friendly models within 36" of the Banner gain +1 attack in HTH, their base saves count as invulnerable, the Feel no Pain special rule, as well as And They Shall Know no Fear special rule. If the model carrying the banner is slain, the BANNER OF THE SPACE EMPRAH counts as an objective for the opposing army. While held by the enemy... the game can only be scored a draw no matter how many objectives the Space Emprah's army holds.

Upgrades per respective codecies.

THIS POST IS JOKES.

This message was edited 1 time. Last update was at 2009/10/21 17:09:16


 
   
 
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