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Made in gb
Elusive Dryad






Ok, I just love the models, want to make an HQ for them. Here's how I am thinking of constructing the unit.

Start with the Succubus.

-Upgrade the Wychsuit to Ghostplate armour, 6+ to 4+/6++
-Retain the dodge save, 4++
-Give Scourge wings, Infantry to Jump Infantry
-Drop the combat drugs
-Retain the Succubus weapon options

I am thinking this adds 25 points to the Succubus base cost.

-New Option: Tail Graft, the models gains two extra Agoniser attacks that strike at initiative for +25 points.

So, my Scourge HQ:

WS 8, BS6
S3, T3
W3, I8
A4, LD9

Ghostplate Armour
Venom Blade
Blast Pistol
Plasma Grenades
Tail Graft

Total 135pts.


Its got a 4+/4++ save, makes 5 poisoned (2+) attacks with the venom blade and two poisoned (4+, ignores armour) attacks with the agoniser Tail Graft in close combat.

Thoughts?
   
Made in us
Screaming Shining Spear







I like it at school so cant do a long comment, will get 1 up l8r

 
   
Made in gb
Gavin Thorpe




Its fairly cool, but unjustified for a Scourge. For starters the WS should be 7 *at most*, and thats if you want your flappy ranged specialist on par with an Archon / Phoenix Lord. Honestly I would think 6 to be more appropriate, and still extremely high.

Also I would consider changing the weaponry about in favour of more ranged options, since its what Scourges are best known for. Perhaps allowing him to buy a Blaster, Heat Lance or Haywire Blaster would be a plan. Also that tail weapon is a bit brutal, putting his combat output on level with a Bloodthirster. I would really tone down the combat side in favour of shooting.

Note that this is all assuming you want a Scourge HQ< and not just a flying Archon. Part of the charm is the ranged dominance and so I think you should stick to that.

This message was edited 1 time. Last update was at 2011/10/27 15:21:02


WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
 
   
Made in fi
Roaring Reaver Rider




My personal secret lair

I'd go with:
WS5 BS 6(or 7) S3 T3 W2 (or 3) I6 A3 Ld9
Unit type: jump infantry
wargear: Ghostplate, Plasma grenades, Splinter pistol and ccw
Special rules: same as scourges
Could replace weapons with: a blaster, a haywire blaster, sharcarbine, venom blade, power weapon, agoniser, blast pistol
Additionally could get Haywire grenades

Points... 60-75 base plus upgrades? I am bad with points costs.

This message was edited 1 time. Last update was at 2011/10/29 12:43:51


I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!

Hollowman wrote:

Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.

 
   
Made in gb
Ichor-Dripping Talos Monstrosity






The best way to make a Scourge HQ would be to start with a Solarite.

So your base is:
Spoiler:
FO: Fast Attack
Squad: Scourges
Unit: Solarite, Points Per: 32 (22+10), Models: 1, Unit Type: Jump Infantry, WS-4, BS-4, S-3, T-3, W-1, I-5, A-2(3), Ld-9, Sv-4+(6+*).
Wargear:
Shardcarbine
Ghostplate Armour
Plasma Grenades

Special Rules:
- Deep Strike
Fleet
Night Vision
Power from Pain

Options:
The Solarite may replace his Shardcarbine with a Splinter
Pistol and one of the following:
Close Combat Weapon +0
Venom Blade +5
Power Weapon +10
Agoniser +20
The Solarite may replace his Splinter Pistol with:
Blast Pistol +15


Then we upgrade the solarite, give it a name, independent character, a few +1's and +2's to the statline and switch its base weapons:
Spoiler:
FO: HQ
Squad: Scourge Luminate
Unit: Luminate, Points Per: 60 (Base doubled and rounded), Models: 1, Unit Type: Jump Infantry, WS-6, BS-6, S-3, T-3, W-3, I-6, A-3(4), Ld-9, Sv-4+(6+*).
Wargear:
Close Combat Weapon
Splinter Pistol
Ghostplate Armour
Plasma Grenades

Special Rules:
- Deep Strike
Fleet
Night Vision
Power from Pain
Independent Character
- Move Through Cover
- Skilled Rider


Then, we combine the options for Scourges and a Solarite with the options for an Archon:
Spoiler:
Options:
The Luminate may replace its CCW and/or Splinter Pistol with:
Venom Blade +5
Power Weapon +10
Agoniser +20
Electrocorrosive Whip +20
Blast Pistol +15
Shardcarbine +5
Heatlance +12
Blaster + 15
Shredder +5
Take any of the following:
Haywire Grenades +5
Tail Graft +10
Combat Drugs +10
Clone Field +20
Phantasm Grenade Launcher +25

I'd also say make the tail simply grant +1 attack it simplifies it and makes it more versatile.

Overall this results in the following unit:
Spoiler:
FO: HQ
Squad: Scourge Luminate
Unit: Luminate, Points Per: 60, Models: 1, Unit Type: Jump Infantry, WS-6, BS-6, S-3, T-3, W-3, I-6, A-3(4), Ld-9, Sv-4+(6+*).
Wargear:
Close Combat Weapon
Splinter Pistol
Ghostplate Armour
Plasma Grenades

Special Rules:
- Deep Strike
Fleet
Night Vision
Power from Pain
Independent Character
- Move Through Cover
- Skilled Rider

Options:
The Luminate may replace CCW and/or Splinter Pistol with:
Venom Blade +5
Shredder +5
Shardcarbine +5
Power Weapon +10
Heatlance +12
Blast Pistol +15
Blaster +15
Agoniser +20
Electrocorrosive Whip +20
Take any of the following:
Haywire Grenades +5
Combat Drugs +10
Tail Graft +10
Clone Field +20
Phantasm Grenade Launcher +25



I'd also consider doing a decidedly more expensive Special Character version boasting this rule:
Keeper of Aeries: Scourges become troop choices.

This message was edited 5 times. Last update was at 2011/11/06 18:05:49


   
 
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