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![[Post New]](/s/i/i.gif) 2010/08/28 19:58:29
Subject: The Nemesis Assassins (4 down, 2 to go!)
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Lord of the Fleet
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For those who have read/are reading Nemesis, you may recognise this guy. I finished reading it last week and I absolutely loved this character, who represents every single part of the Eversor's way of battle, and who I thought deserved his own set of rules.
The Garantine - 170 Points
WS6 BS4 S5 T4 W3 I5 A3 Ld8 Sv4+
Weapons and wargear
Neuro-Gauntlet
Power Weapon
Melta Bombs
MK-II Executioner Pistol
MK-II Executioner Pistol This weapon was designed especially for the Garantine, as any other weapon would be damaged irreparibly by the Garantine's constant fits of rage. As a result, it has been fitted with increased ammo capacity allowing the Garantine to deliver a bigger punch than the still reliable MK-I Executioner
Range 12" S4 Ap5 Assault 3
or
Range 12" SX (wounds on 4's) Ap4 Assault 2
Special Rules
[i]Infiltrate
Fearless
Dodge
Enhanced Combat Drugs
Hulking Monstrosity: The Garantine is a hulking beast, a result of the constant metabolic strain of the combat drugs. He easily matches even an Astartes in terms of size and strength. Because of this, he has +1 WS, S, and W (already included in his profile).
Unleashed Rage: At the start of each game turn, the Garantine must take a Leadership test, if failed, he gains the Rage, Furious Charge, Move Through Cover and Fleet rules for the rest of the game as stimms flood his system, causing him to lose any sense of self preservation or sanity.
Enhanced Combat Drugs: Instead of gaining D6 attacks when he charges, you may roll 2D6 and choose the highest when determining the number of extra attacks gained when the Garantine assaults. If a double 1 or 2 is rolled the Garantine takes a single wound with no saves of any kind allowed as the stimms reach a lethal dose.
So what do you guys think? This was thought up in about 10 minutes so I suspect there may be a couple of problems. Hopefully, I'll make some rules for Kell, Koyne, Soalm, Tariel and Iota too.
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This message was edited 6 times. Last update was at 2010/08/31 18:44:49
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![[Post New]](/s/i/i.gif) 2010/08/28 20:56:48
Subject: The Garantine
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Potent Possessed Daemonvessel
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He looks good, though I would make the "unleash rage" also give him...rage. Also, what is the strength (or poisen value) of his second pistol option? ATM it's just given as "X".
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This message was edited 1 time. Last update was at 2010/08/28 20:57:58
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![[Post New]](/s/i/i.gif) 2010/08/28 20:58:59
Subject: The Garantine
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[ADMIN]
Decrepit Dakkanaut
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Nice rules, the only thing I can think of in the book that is not represented here would be feel no pain, but that would make him even more insane.
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![[Post New]](/s/i/i.gif) 2010/08/28 21:02:06
Subject: The Garantine
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Lord of the Fleet
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Little lord Fauntleroy wrote:He looks good, though I would make the "unleash rage" also give him...rage.
Also, what is the strength (or poisen value) of his second pistol option? ATM it's just given as "X".
Oops, forgot about that, added Rage.
I meant X to be the same as sniper rifles, wounding on 4's. I'll make that clearer in the rules.
Automatically Appended Next Post:
Ok, here's a go at Eristede Kell.
Eristede Kell - 160 Points
WS4 BS6 S4 T4 W2 I5 A2 Ld9 Sv4+
Weapons and Wargear
Widowmaker I know Kell never really had a name for his rifle but it was depicted as unique, as a part of him so I felt it should be a unique Exitus (and Widowmaker was the first name I could think of)
Exitus Pistol
Stealth Suit
Spy Mask
Camo Cloak
Widowmaker
Range 60" S- Ap2 Heavy 1, Pinning, Rending
The Widowmaker wounds on 3's, regardless of the enemy's toughness. Kell also has access to the unique rounds used by standard Vindicare Assassins
Camo Cloak
Adds +1 to Kell's cover saves.
Special Rules
Marksman
Infiltrate
Dodge
Rapid Fire
The Hammer Falls
The Hammer Falls: Before the game starts, after all units and Infiltraters have been deployed, you may perform a single round of shooting from Kell at any enemy unit within range and LoS. This is worked out exactly as a normal shooting phase, except that Kell may only use the Widowmaker. The target and any enemy units within 3" of the target must take a Pinning test once the damage is calculated.
Rapid Fire: If Kell does not move during the Movement Phase, he may fire his Exitus Pistol twice, at different targets if he wishes. Also, he is considered to have a seperate supply of Hellfire, Shield-Breaker and Turbo-Penetrator rounds which he may use in the pistol (remember he may only use each round once).
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This message was edited 2 times. Last update was at 2010/08/30 22:28:14
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![[Post New]](/s/i/i.gif) 2010/08/28 23:01:44
Subject: Re:The Garantine and Eristede Kell
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Wicked Canoptek Wraith
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Nice.
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Flashman
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![[Post New]](/s/i/i.gif) 2010/08/29 22:10:11
Subject: Re:The Garantine and Eristede Kell
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Fixture of Dakka
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Regarding Garatine, the combat drugs should be dangerous to use - there is a chance of overdosing. This can be represented by any roll of 1,1 or 2,2 and he takes 1W without saves of any kind. Either that or he gets +2D6 on the charge, however, any rolls of doubles and he takes a wound (save allowed) and on a 1,1 he is instantly killed.
Eristede is too cheap. For only 20pts more than a regular vindicare, you get:
-1 WS
+1 BS
-1 A
-1 LD
Camo cloaks
A much better gun
Rapid fire
The Hammer falls
Not sure why his other stats would differ so much from regular assassins.
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![[Post New]](/s/i/i.gif) 2010/08/30 00:00:32
Subject: The Garantine and Eristede Kell
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Lord of the Fleet
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Hmm, what if I price Kell at 160 - 170 points instead? And I think I'll add an overdose rule to the Garantine.
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![[Post New]](/s/i/i.gif) 2010/08/30 05:44:21
Subject: The Garantine and Eristede Kell
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Fixture of Dakka
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Valkyrie wrote:Hmm, what if I price Kell at 160 - 170 points instead? And I think I'll add an overdose rule to the Garantine.
160 sounds like a reasonable cost for Kell.
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![[Post New]](/s/i/i.gif) 2010/08/30 22:28:29
Subject: The Garantine and Eristede Kell
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Lord of the Fleet
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Ok Kell is now 160 points.
Automatically Appended Next Post:
Iota - 140 Points
WS5 BS5 S4 T4 W2 I5 A3 Ld9 Sv4++
Weapons and Wargear
Animus Speculum
Psyk-out Grenades
Iota's Animus Speculum may fire a single shot instead of the regular profile:
Range 6" S8 Ap1 Assault 1, Blast
Special Rules
Etherium
Psychic Abomination
Psychic Assassin
Infiltrate
Dodge
Life Drain
Soulless
Sense of Impending Doom
Touch of the Pariah
Touch of the Pariah: Any of Iota's attacks cause Instant Death against psykers or indeed any model considered to be a psyker (such as Grey Knight Justicars).
Sense of Impending Doom: At the start of each player turn, any unit within 12" of Iota must take a Pinning test. Fearless models are unaffected.
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This message was edited 3 times. Last update was at 2010/08/31 17:53:36
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![[Post New]](/s/i/i.gif) 2010/08/31 00:32:51
Subject: Re:The Nemesis Assassins (3 down, 3 to go!)
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Willing Inquisitorial Excruciator
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i like, keep them coming
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"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
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![[Post New]](/s/i/i.gif) 2010/08/31 03:05:14
Subject: The Nemesis Assassins (3 down, 3 to go!)
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Fixture of Dakka
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Is there a reason you lowered the LD of all these assassins? Normally they are LD10.
For Iota, did you purposefully leave out Etherium, psychic abominaton and psyker assassin?
Regarding Touch of the Pariah, Grey Knight Justicars are psykers only in fluff. They are not psykers in gameplay as they do not have any psychic powers nor the psyker special rule. Just something to consider.
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![[Post New]](/s/i/i.gif) 2010/08/31 17:52:19
Subject: The Nemesis Assassins (3 down, 3 to go!)
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Lord of the Fleet
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Oops, forgot about Etheruim and those things. I didn't have my DH 'dex at hand when I wrote Iota so I was getting the regular Culexus rules from memory. Etheruim, Psychic Abomination and Assassin have been added.
Also, P20 of the (paper copy) of the DH dex states that the squad leaders count as psykers in all respects apart from actually casting powers (not the exact words but best put). This is what I was referring to. Automatically Appended Next Post: Koyne - 170 Points
WS6 BS5 S4 T4 W2 I5 A3 Ld10 Sv4++
Weapons and Wargear
C'tan Phase Blade
Neural Shredder
Polymorphine
Poison Blades
Once per game, Koyne's Neural Shredder may fire a focussed bolt of neurological energy. This counts as a normal Neural Shredder shot, but the target's Leadership value is halved before damage is calculated.
Special Rules
Jump Back
A Word In Your Ear...
Blademaster
Sudden Onslaught
Blademaster: During the Assault Phase, Koyne may reduce her attacks by one in order to choose one model in base contact. That model has it's WS value halved for that Assault Phase.
Sudden Onslaught: If Koyne assaults in the same turn she arrives via Polymorphine, she gains an extra D3 attacks.
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This message was edited 1 time. Last update was at 2010/08/31 18:44:11
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![[Post New]](/s/i/i.gif) 2010/09/01 21:03:58
Subject: The Nemesis Assassins (4 down, 2 to go!)
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Lord of the Fleet
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Anyone care to comment on Koyne?
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