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Let's show the guys in the special snowflake thread how it's done.
Codex Space Marines special character:
Captain Jeck Moses of the DEATH BADGERS...................................130pts W B S T W I A LdSv .6 5 4 4. 3 5 3 10 3+/3++
Wargear: Power Armour, Power Sword, Bolt Pistol, Frag and Krak Grenades, Badass Eyepatch
Special Rules: IC, ATSKNF, Badger Grit, Tactical Genius, Chapter Tactics
Badass Eyepatch As is common amongst space marine officers, Moses has a bad habit of removing his combat helmet in the middle of battle. His recklessness once cost him an eye and the eyepatch he now wears inspires respect and bravery in his men Any unit joined by Jeck Moses may use his Leadership for morale and pinning tests. To represent his lack of depth perception, Moses must re-roll successful initiative tests.
Badger Grit Jeck Moses is one of the most toughest guys around. He has conquered foes twice his size and more, sometimes shrugging off blows that would fell a land raider. But the tougher a badger is, the stronger his badger moxie. It drives him to pit his sword against absolutely anything, no matter how many limbs it's got. Jeck Moses has a 3+ invulnerable save. However, he must always issue and accept a challenge whenever possible.
Tactical Genius Jeck Moses is commander of the Death Badgers reserve company. As such, he has limited access to his chapter's toys of war. Frequently sent head first into the fray to secure victory in the name of his illustrious superiors, Moses has learned to rely on nothing but flexibility and furious tenacity. If your detachment includes Jeck Moses, you may take Tactical Squads as troops.
Chapter Tactics If your detachment includes Jeck Moses, all its units exchange the Combat Tactics special rule for the BADGER'S CURSE special rule detailed below.
BADGER'S CURSE Due in part to their naturally bad eyesight, space marines of the Death Badgers chapter are notoriously bad navigators. They have been known to end up smack in the middle of some of the galaxy's most punishing firefights, right when they least expect it. More commonly however, they just get lost on the way. When rolling to see if a unit with this rule arrives from reserve, your opponent may choose to have you re-roll the result, and if the unit is outflanking, the die to determine which board edge it arrives from. Units with this special rule may only ever fire snap shots.
This message was edited 2 times. Last update was at 2012/11/01 14:49:58
... is it bad that the Badger Grit actually makes this guy kind of awesome, despite being made of failium?
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
I was going to comment that the Badass Eyepatch does nothing but force him to reroll sucessful initiative tests, but then I read "May take tactical squads as troops".
Taschrenn, Phoenix Lord of the Shining Spears (235)
WS 7, BS 7, S 4, T 5, W 3, I 7, A 4, Ld 10, Sv 2+
Unit: Jetbike, Independent Character
Special Rules
Fearless
Fleet of Foot
Eternal Warrior
Disciples (Shining Spears)
Skilled Rider (Taschrenn and his unit are all Skilled Riders)
Withdraw (Taschrenn and his unit all have Hit and Run)
Stormbringer (Taschrenn and his squad are mysteriously surrounded by a constant blizzard. He and his unit all have a 4+ Cover save against all attacks originating more than 6" away)
Shining Spear Temple (While Taschrenn is an HQ choice in your army, Shining Spears are 1+ and only cost 28pts/model)
Equipment
Sun Lance (S10/AP2 on a round in which he charges, 6"/S10/AP2/Assault 1/Lance as a shooting weapon)
Eldar Jetbike (unit type, is armed with a Shuriken Cannon)
Almarine wrote: Let's show the guys in the special snowflake thread how it's done.
Captain Jeck Moses of the DEATH BADGERS...................................130pts W B S T W I A LdSv .6 5 4 4. 3 5 3 10 3+/3++
WS 0.6. Like a boss.
I don't know, I think this will just lead to spam lists where people use a bunch of their troops choices for cheesy 10-man Tactical squads.
Necroshea wrote: You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!
And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
Edit: Never mind guys I came up with a new one, price check this guy instead:
The oldest and perhaps most secret of the Inquisition's orders is the Ordo Serpentis. The Snake Stranglers, as they are formally known, are a space marine chapter tasked with battling snakes everywhere. Founded by the Emperor himself when a python jammed the engine of his thunderhawk, they were expunged from all records to facilitate their mission. Unfortunately no-one has believed them since and they continue to get assignments unrelated to their field of expertise.
Captain Scud Sliver IX of the SNAKE STRANGLERS..................................150 WSBS S T W I A LdSv 6 5 4 4 3 5 3 10 3+/4++
Wargear: Power Armour, Power Fist (x2), Frag and Krak Grenades, Iron Halo
Special Rules: IC, ATSKNF, Chapter Tactics, Prerogative, Double Check
Chapter Tactics If your detachment includes Scud Sliver, all its units exchange the Combat Tactics special rule for the Snake Mastery special rule detailed below.
Snake Mastery Space marines of the Snake Stranglers chapter are the ultimate snake slayers. They know 403 ways of killing any snake in the universe, using only their hands. Each marine can perfectly predict every action and movement of any snake, as they all spend four months out of every solar year in ritual attunement, actually pretending to be a snake. These marines do not fight or spar, instead snaking around the rooms and corridors of the chapter's ships, biting ankles and stealing food and being a general nuisance. Units with this special rule have Preferred Enemy: Snakes. Units with this special rule will automatically fail all pinning tests they are required to make, as they lie down and slither past the enemy.
Prerogative Amongst the Snake Stranglers it is customary for the biggest and most fearsome snake to be destroyed by the highest ranking marine, normally the one with more power fists. Most captains take this right very seriously as on the rare occasion they actually get to do battle with snakes, there's often not enough to go around. As long as they are in the same combat, Scud Sliver may issue a challenge to any snake, even if the model is not a character, and regardless of their relative positions. If there is only one snake, Scud Sliver will always issue a challenge. In either case, the snake may not decline - there is no escape.
Double Check Though not common occurrence, the Snake Stranglers' records are spotted with incidents of snakes cheating death through the use of clever disguises. Scud Sliver has sworn to never let a snake fool him, no matter how convincing it may be. If Scud Sliver slays an enemy model in close combat, he will strike at i1 in his next assault phase as he must make sure the enemy are not secretly snakes. Or if they are snakes, that they're dead.
Snakes... Why couldn't it be snakes? - Scud Sliver II M33Y852
.
This message was edited 3 times. Last update was at 2012/11/01 14:34:39
I think he needs a little bit more of a downside vs. the less-played races to counteract his godliness vs. Snakes. Maybe:
"Are you a snake?" - Desperately hoping that his enemy is not really a xenos or heretic, but actually a snake in disguise, after Scud kills a non-Snake enemy model in close combat he must not make any attacks during the next round as he attempts to pull off the corpse's "mask", Scooby-Doo style, to reveal its true slithery nature. If the enemy model is in fact a Snake Infiltrator, Scud may immediately yell "I knew it!", giving him +1 attack next round.
Necroshea wrote: You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!
And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
High Apothecary Paracelsus of the Hospitallers..................................170
WSBS S T W I A LdSv 5 4 4 4 3 4 2 10 3+/4++
Wargear: Power Armour, Power Sword, Bolt Pistol, Artificier Narthecium, Frag and Krak Grenades, Iron Halo
Special Rules: IC, ATSKNF, Endless Compassion, Reliever of Pain
Artificier Narthecium: This Narthecium is one of the sacred treasures of the Hospitallers Chapter. It's intricate design provides instant relief to anyone who's in pain The Artificier Narthecium allows grants the Feel No Pain (3+) special rule to enemy units within 6" of Paracelsus, as he eases their pain and closes their wounds.
Endless Compassion:
The Hospitallers live only to ease the pain of everyone they meet and no one embodies that purpouse more than the High Apothecary. It is not uncommon for Paracelsus to burst into tears upon seeing the suffering the enemy has to endure, causing him to charge straight through his own lines to ease the pain of the wounded. Paracelsus (and any unit he joins) has to move as fast as possible towards the nearest enemy within Line of Sight in each Movement Phase.
Reliever of Pain
Seeing his allies gravely wounded, Paracelsus steels his heart and grants them the Emperor's Mercy, for he cannot bear asking them to fight on with such grievous wounds. Any time a friendly or allied model, within 24" of Paracelsus and with more than one wound remaining, takes a wound, roll a D6. On a 2+, remove that model from play, as Paracelsus has granted the model the Emperor's Mercy. On a roll of 1, the shot misses; resolve it against the friendly or allied model nearest to Paracelsus instead.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
And thought who Stands with Me shall Be my Brother -
Any one apart of the Col's Company ( standard 2k point FOC ) may use his leadership value while within 6 inchs in addition any Guardsmen within 6' inchs may also conduct a look out sir without rolling as described in the IG codex
Walking is for the Poor Frakkers -
All Vet Squads in the Col.s Army Must be taken in Chimera Armored Transports , Infantry platoons may also follow this rule on the players choice
" Me insane ?! you must be joking "
IF the Good Colonel suffers from a perils of the warp attack while attached with a Commisar the Commisar must roll ad D6 on a 3+ the Colonel shoots the commisar inflicting 2 Plasma Pistol wounds on the unit , roll to wound as nessisary
May Choose 1 Warp Power from the following sections - ( may only choose one subsection )
Telekenesis
Telepathy
Biomancy
Pyromancy
Upon fighting with the Cadian Troops the Col. Showed latent pyskic ability when engaged in fighting a Demon on the planet cadia itself during hte opening hours of the seige , His brutal Blitzkreig like tactics have earned him multiple names the "Warden " , " Ole' Metal head " and the Redeemer just to name a few ,
This message was edited 2 times. Last update was at 2012/11/01 00:32:47
Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y
Grand Master Furyk Karede (200pts)
WS 6, BS 6, S 4(5), T 4, W 3, I 5, A 3, Ld 10, Sv 2+/4++(3++)
Equipment
Terminator armor
Storm Bolter
Frag/Krak Grenades
Psyk-Out Grenades
Iron Halo
Lightbringer (Lightbringer functions as a master-crafted Nemesis sword, but it adds +1 to the wielder's Strength in addition to the normal rules)
Special Rules
The Aegis
ATSKNF Grand Strategy
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery 1)
Renegades (Grand Master Karede's contingent of Grey Knights are among those who split off from the original Chapter during the revisions brought on by Draigo's promotion to Supreme Grand Master. As such they do not have access to large supplies of the fancier tech that came along with the transition; Dreadknights, Purifiers, and Paladins are 0-1 in an army led by Grand Master Karede, and you may not take any other Special Character without this rule)
Inquisition Support (You may take generic Inquisitors as Elites choices in an army led by Grand Master Karede; each one permits you to take a Henchmen warband as normal)
Reliever of Pain
Seeing his allies gravely wounded, Paracelsus steels his heart and grants them the Emperor's Mercy, for he cannot bear asking them to fight on with such grievous wounds. Any time a friendly or allied model, within 24" of Paracelsus and with more than one wound remaining, takes a wound, roll a D6. On a 2+, remove that model from play, as Paracelsus has granted the model the Emperor's Mercy. On a roll of 1, the shot misses; resolve it against the friendly or allied model nearest to Paracelsus instead.
AHAHA! Reminds me of the old RT apothecary drawing where he's about to shoot this fully conscious guy. I still think his fnp buff is pretty OP.
And thought who Stands with Me shall Be my Brother -
Any one apart of the Col's Company ( standard 2k point FOC ) may use his leadership value while within 6 inchs in addition any Guardsmen within 6' inchs may also conduct a look out sir without rolling as described in the IG codex
Walking is for the Poor Frakkers -
All Vet Squads in the Col.s Army Must be taken in Chimera Armored Transports , Infantry platoons may also follow this rule on the players choice
" Me insane ?! you must be joking "
IF the Good Colonel suffers from a perils of the warp attack while attached with a Commisar the Commisar must roll ad D6 on a 3+ the Colonel shoots the commisar inflicting 2 Plasma Pistol wounds on the unit , roll to wound as nessisary
May Choose 1 Warp Power from the following sections - ( may only choose one subsection )
Telekenesis
Telepathy
Biomancy
Pyromancy
Upon fighting with the Cadian Troops the Col. Showed latent pyskic ability when engaged in fighting a Demon on the planet cadia itself during hte opening hours of the seige , His brutal Blitzkreig like tactics have earned him multiple names the "Warden " , " Ole' Metal head " and the Redeemer just to name a few ,
Madness mate, TWO plasma pistols???
matapata98 wrote:I now really, really want to play the ordo serpentis. do you have a colour scheme?
Lol it would be sweet if you did. Probably they'd be a solid green colour for camouflage, with variations depending on company and duties. Constrictor company, Viper company, COBRA COMPANY (veterans) etc. Chapter symbol is the imperial fist fist, but holding a snake (or a penis I guess).
The badgers i envisage in solid black, and white helmets with those badger stripes across the eyes.
codemonkey wrote:
Spoiler:
I don't know, I think this will just lead to spam lists where people use a bunch of their troops choices for cheesy 10-man Tactical squads.
I think he needs a little bit more of a downside vs. the less-played races to counteract his godliness vs. Snakes. Maybe:
"Are you a snake?" - Desperately hoping that his enemy is not really a xenos or heretic, but actually a snake in disguise, after Scud kills a non-Snake enemy model in close combat he must not make any attacks during the next round as he attempts to pull off the corpse's "mask", Scooby-Doo style, to reveal its true slithery nature. If the enemy model is in fact a Snake Infiltrator, Scud may immediately yell "I knew it!", giving him +1 attack next round.
You raise good points codemonkey. How about:
Double Check Though not common occurrence, the Snake Stranglers' records are spotted with incidents of snakes cheating death through the use of clever disguises. Scud Sliver has sworn to never let a snake fool him, no matter how convincing it may be. If Scud Sliver slays an enemy model in close combat, he will strike at i1 in his next assault phase as he must make sure the enemy are not secretly snakes. Or if they are snakes, that they're dead.
This message was edited 1 time. Last update was at 2012/11/01 08:59:41
Reliever of Pain
Seeing his allies gravely wounded, Paracelsus steels his heart and grants them the Emperor's Mercy, for he cannot bear asking them to fight on with such grievous wounds. Any time a friendly or allied model, within 24" of Paracelsus and with more than one wound remaining, takes a wound, roll a D6. On a 2+, remove that model from play, as Paracelsus has granted the model the Emperor's Mercy. On a roll of 1, the shot misses; resolve it against the friendly or allied model nearest to Paracelsus instead.
AHAHA! Reminds me of the old RT apothecary drawing where he's about to shoot this fully conscious guy. I still think his fnp buff is pretty OP.
And thought who Stands with Me shall Be my Brother -
Any one apart of the Col's Company ( standard 2k point FOC ) may use his leadership value while within 6 inchs in addition any Guardsmen within 6' inchs may also conduct a look out sir without rolling as described in the IG codex
Walking is for the Poor Frakkers -
All Vet Squads in the Col.s Army Must be taken in Chimera Armored Transports , Infantry platoons may also follow this rule on the players choice
" Me insane ?! you must be joking "
IF the Good Colonel suffers from a perils of the warp attack while attached with a Commisar the Commisar must roll ad D6 on a 3+ the Colonel shoots the commisar inflicting 2 Plasma Pistol wounds on the unit , roll to wound as nessisary
May Choose 1 Warp Power from the following sections - ( may only choose one subsection )
Telekenesis
Telepathy
Biomancy
Pyromancy
Upon fighting with the Cadian Troops the Col. Showed latent pyskic ability when engaged in fighting a Demon on the planet cadia itself during hte opening hours of the seige , His brutal Blitzkreig like tactics have earned him multiple names the "Warden " , " Ole' Metal head " and the Redeemer just to name a few ,
Madness mate, TWO plasma pistols???
matapata98 wrote:I now really, really want to play the ordo serpentis. do you have a colour scheme?
Lol it would be sweet if you did. Probably they'd be a solid green colour for camouflage, with variations depending on company and duties. Constrictor company, Viper company, COBRA COMPANY (veterans) etc. Chapter symbol is the imperial fist fist, but holding a snake (or a penis I guess).
The badgers i envisage in solid black, and white helmets with those badger stripes across the eyes.
codemonkey wrote:
Spoiler:
I don't know, I think this will just lead to spam lists where people use a bunch of their troops choices for cheesy 10-man Tactical squads.
I think he needs a little bit more of a downside vs. the less-played races to counteract his godliness vs. Snakes. Maybe:
"Are you a snake?" - Desperately hoping that his enemy is not really a xenos or heretic, but actually a snake in disguise, after Scud kills a non-Snake enemy model in close combat he must not make any attacks during the next round as he attempts to pull off the corpse's "mask", Scooby-Doo style, to reveal its true slithery nature. If the enemy model is in fact a Snake Infiltrator, Scud may immediately yell "I knew it!", giving him +1 attack next round.
You raise good points codemonkey. How about:
Double Check Though not common occurrence, the Snake Stranglers' records are spotted with incidents of snakes cheating death through the use of clever disguises. Scud Sliver has sworn to never let a snake fool him, no matter how convincing it may be. If Scud Sliver slays an enemy model in close combat, he will strike at i1 in his next assault phase as he must make sure the enemy are not secretly snakes. Or if they are snakes, that they're dead.
He is allowed to have two plasma pistols , its the gunslinger special rule - the Imperial Guard stormtrooper sergeants can take 2 as well ( have to buy both ) because it says mayrepalce And/Or his Hotshot lasgon/Pistol with any of the following
Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y
AnomanderRake wrote: Grand Master Furyk Karede (200pts)
WS 6, BS 6, S 4(5), T 4, W 3, I 5, A 3, Ld 10, Sv 2+/4++(3++)
Equipment
Terminator armor
Storm Bolter
Frag/Krak Grenades
Psyk-Out Grenades
Iron Halo
Lightbringer (Lightbringer functions as a master-crafted Nemesis sword, but it adds +1 to the wielder's Strength in addition to the normal rules)
Special Rules
The Aegis
ATSKNF Grand Strategy
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery 1)
Renegades (Grand Master Karede's contingent of Grey Knights are among those who split off from the original Chapter during the revisions brought on by Draigo's promotion to Supreme Grand Master. As such they do not have access to large supplies of the fancier tech that came along with the transition; Dreadknights, Purifiers, and Paladins are 0-1 in an army led by Grand Master Karede, and you may not take any other Special Character without this rule)
Inquisition Support (You may take generic Inquisitors as Elites choices in an army led by Grand Master Karede; each one permits you to take a Henchmen warband as normal)
Psychic Powers
Hammerhand
Psychic Communion
He could have True Grit, if he split off during the time when the Grey Knights collectively forgot about it.
Necroshea wrote: You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!
And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
Yes, the other thread did rather turn into "how OP can I make this guy before anyone notices?"
Anyway...
Army: Imperial (Includes IG, SM and variants, Sisters of Battle, and any other Imperial force.)
Note: Does not take up a FOC slot, but otherwise acts as a HQ choice.
Unit: 1 Unit 22A, "Washington"
Points: 130
WS: 5 BS: 2 S:3 T:3 W:2 I:5 A:3 Ld:9 Sv:4+
Unit type: Infantry (Unique)
Equipment:
Power Sword, MK8 Compound Armour, Frag and Krak grenades.
Healing unit: Confers Feel No Pain to Washington.
Special Rules:
Fearless, Psyker (Mastery Level 1), Independent Character
Dodge: A preternatural instinct often guides Washington during battle. He has a natural 5+ invulnerable save outside of close combat, and a 4+ while in close combat.
Psychic Powers:
Hammerhand (see Codex: Grey Knights)
Foresight: Washington's dodge save is increased by 1, as well as his Initiative. He may also re-roll to hit rolls in the assault phase.
Options:
Take a Jump Pack: 10 Pts
Replace Power Sword with Vambrace Blades (Count as paired Lightning Claws): 20 points.
This message was edited 4 times. Last update was at 2012/11/03 16:41:05
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice.
Reliever of Pain
Seeing his allies gravely wounded, Paracelsus steels his heart and grants them the Emperor's Mercy, for he cannot bear asking them to fight on with such grievous wounds. Any time a friendly or allied model, within 24" of Paracelsus and with more than one wound remaining, takes a wound, roll a D6. On a 2+, remove that model from play, as Paracelsus has granted the model the Emperor's Mercy. On a roll of 1, the shot misses; resolve it against the friendly or allied model nearest to Paracelsus instead.
AHAHA! Reminds me of the old RT apothecary drawing where he's about to shoot this fully conscious guy. I still think his fnp buff is pretty OP.
Just making sure, you do realize that, in his infinite mercy, it's the ENEMY who gets FNP, yes?
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
I'd edit out the second part of the Reliever of Pain rule so it just misses rather than being resolved against someone else.
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice.
@Walrus
lol yeah just a bad joke. I really should stop.
@Everyone else
Spoiler:
Jeck Moses is an SM captain w/PW+SS Scud Sliver is an SM captain w/PFx2
Paracelsus is an SM captain w/PW and worse stats that costs more
Garus Kane is Cassius
It's all legal schhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
This message was edited 1 time. Last update was at 2012/11/01 20:27:15
AnomanderRake wrote: Grand Master Furyk Karede (200pts)
WS 6, BS 6, S 4(5), T 4, W 3, I 5, A 3, Ld 10, Sv 2+/4++(3++)
Equipment
Terminator armor
Storm Bolter
Frag/Krak Grenades
Psyk-Out Grenades
Iron Halo
Lightbringer (Lightbringer functions as a master-crafted Nemesis sword, but it adds +1 to the wielder's Strength in addition to the normal rules)
Special Rules
The Aegis
ATSKNF Grand Strategy
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery 1)
Renegades (Grand Master Karede's contingent of Grey Knights are among those who split off from the original Chapter during the revisions brought on by Draigo's promotion to Supreme Grand Master. As such they do not have access to large supplies of the fancier tech that came along with the transition; Dreadknights, Purifiers, and Paladins are 0-1 in an army led by Grand Master Karede, and you may not take any other Special Character without this rule. IN ADDITION: All Grey Knight models (this includes Brother-Captains, Grand Masters, Brotherhood Champions, Paladins, Purifiers, Terminators, Purgators, Strike squads, Techmarines, and Interceptors) in your army have the True Grit special rule (Any model with this rule counts boltguns or storm bolters as one-handed weapons for purposes of gaining an additional close combat attack, but since the weapon is unwieldy the unit does not gain a bonus attack for charging))
Inquisition Support (You may take generic Inquisitors as Elites choices in an army led by Grand Master Karede; each one permits you to take a Henchmen warband as normal)
Psychic Powers
Hammerhand
Psychic Communion
He could have True Grit, if he split off during the time when the Grey Knights collectively forgot about it.
Good idea! Since Renegades is almost entirely a set of limitations right now, let's add giving them True Grit back into it. Not sure about adding back any of the other old special rules, though, The Shrouding was pretty powerful. Maybe add a squad leader special character who adds The Shrouding to his Strike squad?
Justicar Uriel Kars
WS 5, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 3+
One Strike Squad in your army may replace its Justicar with Justicar Kars for +35pts
Unit: 1 Character
Equipment: Master-crafted Nemesis sword, power armor, storm bolter, frag grenades, krak grenades, psyk-out grenades
Special Rules: The Aegis, Brotherhood of Psykers, Combat Squads, Deep Strike, Preferred Enemy (Daemons), ATSKNF, The Shrouding (Justicar Kars has perfected a psychic technique that hides his squad from the eyes of the enemy. Any enemy unit wishing to fire on a squad including Kars treats them as subject to the Night Fighting rules. If the Night Fighting rules are already in effect, treat the squad as being 12" further away than it is for purposes of determining its cover save), Renegades (Justicar Kars may only be taken in an army that includes an HQ with the Renegades rule)
This message was edited 1 time. Last update was at 2012/11/01 20:53:18
No love for my post? I doubt it's perfect by any means.
And what did True Grit do back in the day?
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice.
Heck, might as well post rules for EPICPISTOLBOY while I'm at it, he is somewhat related to Karede and Kars in the backstory:
Inquisitor Saris Revant, The Eagle (135pts)
Saris Revant is an HQ choice for a Grey Knights army
WS 4, BS 5, S 3, T 3, W 3, I 4, A 3, Ld 10, Sv 4+/4++
Unit: Independent Character, 1, Unique
Equipment: Needle Pistol (12", S 3, AP 3, Poisoned (2+), Pistol), Carapace Armor, Rosarius, Frag Grenades, Krak Grenades, Psyk-Out Grenades
Special Rules:
Pistolier: Saris Revant is a masterful marksman. He counts as being equipped with an AP3 weapon in close combat, and he may choose to fire his pistol in one of three ways:
* Regular: As per the normal pistol rules
* Far Shot: Fire two shots at up to 24", but this otherwise counts as a Heavy weapon, so he may only fire Snap Shots if he moved beforehand and may not assault afterwards
* Rapid Fire: Fire two shots at up to 12", but he may not assault afterwards
Renegades (Inquisitor Revant's contingent of Grey Knights are among those who split off from the original Chapter during the revisions brought on by Draigo's promotion to Supreme Grand Master. As such they do not have access to large supplies of the fancier tech that came along with the transition; Dreadknights, Purifiers, and Paladins are 0-1 in an army led by Inquisitor Revant, and you may not take any other Special Character without this rule. All Grey Knight models (this includes Brother-Captains, Grand Masters, Brotherhood Champions, Paladins, Purifiers, Terminators, Purgators, Strike squads, Techmarines, and Interceptors) in your army have the True Grit special rule (Any model with this rule counts boltguns or storm bolters as one-handed weapons for purposes of gaining an additional close combat attack, but since the weapon is unwieldy the unit does not gain a bonus attack for charging))
Inquisition Support (You may take generic Inquisitors as Elites choices in an army led by Inquisitor Revant; each one permits you to take a Henchmen warband as normal. In addition, you may take Valkyries as per Codex: Imperial Guard as Dedicated Transports for Henchmen warbands)
We Haven't Come This Far... (Revant does not allow himself or his men to be halted by petty misfortune. You may reroll one die of any kind per player turn (once in your turn, once in your opponent's), this one die may be part of a larger set (one of the two for penetrating armor with a melta weapon, for instance), the result of the reroll stands even if it would be worse. In addition, Inquisitor Revant is Fearless)
The Eagle's Claw (Inquisitor Revant may take the Eagle's Claw, detailed below, instead of permitting you to take a normal Henchmen squad)
The Eagle's Claw
This is a squad of 3-7 of the 7 unique infantry models that follow; it is otherwise treated as an Inquisitorial Henchmen warband. The squad may choose to take a Valkyrie from Codex: Imperial Guard as a Dedicated Transport.
Severus Inerion, Death-Cult Team Leader (30)
WS 5, BS 3, S 4, T 3, W 1, I 6, A 3, Ld 10, Sv 5+/4++
Equipment: Flak armor, two power weapons
Special Rules: Superior Reflexes (4++ Inv save), Leader (Severus may issue and accept challenges as if he were a character)
Elara Nerennon, Sister Hospitallier (35)
WS 3, BS 4, S 3, T 3, W 1, I 4, A 2, Ld 9, Sv 3+
Equipment: Power armor, chirurgeon's tools (squad gains FNP, her close combat attacks are treated as Poisoned (3+)), Needle Pistol (12", S 3, AP 3, Poisoned (3+), Pistol)
Special Rules: None
Tariel Sareth, Sister of the Order of the Golden Light (20)
WS 4, BS 4, S 3, T 3, W 1, I 4, A 2, Ld 9, Sv 3+
Equipment: Power armor, boltgun, frag grenades, krak grenades
Special Rules: Bodyguard (Any time another model in this squad is removed for any reason, you may elect to remove Tariel instead)
Markus Aren, Priest of the Emperor (20)
WS 4, BS 3, S 3, T 3, W 1, I 4, A 2, Ld 8, Sv 4+/5++
Equipment: Carapace armor, chainsword, bolt pistol
Special Rules: Shield of Faith (5++ Inv), Righteous Rage (on a turn in which Markus' unit charges, all models in the unit reroll missed rolls to hit), Inspiration (as long as Markus is alive, the entire unit becomes Fearless)
Mad Georgios the Summoner, Sanctioned Psyker (15)
WS 3, BS 3, S 3, T 3, W 1, I 3, A 1, Ld 9, Sv 5+
Equipment: Flak armor, bolt pistol, chainsword
Special Rules: Psyker (Mastery 1; Georgios knows the psychic power The Summoning)
Sergeant Tamlin Markham, Warhawk (15)
WS 3, BS 4, S 3, T 3, W 1, I 3, A 1, Ld 9, Sv 4+
Equipment: Hot-shot lasgun, carapace armor
Special Rules: Warhawks (If Sergeant Markham is included in the Eagle's Claw, it may choose to remain in Reserves and deploy by Deep Strike)
Options: Sergeant Markham may replace his weapon with a combi-weapon for +5pts or a plasma gun, meltagun, or flamer for +10pts. He may take a teleport homer for +15pts
Sergeant Antonin Faris, Warhawk (15)
WS 4, BS 3, S 3, T 3, W 1, I 4, A 2, Ld 9, Sv 4+
Equipment: Hot-shot laspistol, chainsword, carapace armor
Special Rules: Warhawks (If Sergeant Faris is included in the Eagle's Claw, it may choose to remain in Reserves and deploy by Deep Strike)
Options: Sergeant Faris may replace his chainsword with a power weapon for +10pts, and he may replace his hot-shot laspistol with a plasma pistol for +10pts or a storm shield for +15pts
Automatically Appended Next Post:
liquidjoshi wrote: No love for my post? I doubt it's perfect by any means.
And what did True Grit do back in the day?
Exactly what it does up there, except that there was a clause specifying that it only applied to Storm Bolters when used by Grey Knights.
This message was edited 1 time. Last update was at 2012/11/01 21:50:52
Army: Imperial (Includes IG, SM and variants, Sisters of Battle, and any other Imperial force.)
Note: Does not take up a FOC slot, but otherwise acts as a HQ choice.
Unit: 1 Unit 22A, "Washington"
Points: 130
WS: 5 BS: 2 S:3 T:3 W:2 I:5 A:3 Ld:9 Sv:4+
Unit type: Infantry (Unique)
Equipment:
Power Sword, MK8 Compound Armour, Frag and Krak grenades.
Healing unit: Confers Feel No Pain to Washington.
Special Rules:
Fearless, Psyker (Mastery Level 1), Independent Character.
Psychic Powers:
Hammerhand (see Codex: Grey Knights), Smite.
Options:
Take a Jump Pack: 10 Pts
Replace Power Sword with Vambrace Blades (Count as paired Lightning Claws): 20 points.
Dude this guy kinda sucks for his cost. No IC so he's just gonna get gunned down/punched in the face the second he gets close. Though I guess he can swap and roll the meltagun power. If he can take rulebook psychics.
Dude this guy kinda sucks for his cost. No IC so he's just gonna get gunned down/punched in the face the second he gets close. Though I guess he can swap and roll the meltagun power. If he can take rulebook psychics.
Erm...
Marine player I'm guessing But I'll look at the point about him being kinda sucky. You get (from an IG perspective) an IC that can hide in a blob squad or vet squad, go in a chimera, etc. He comes with a PW, can upgrade to LCs and/or jump pack (Assault marine potential), and can hit as hard as a marine. Yes, he isn't fantastic, but he's not OP. Also comes with FNP as well as grenades, which means a lot in Guard assault (who come with no 'nades IIRC).
Downsides are he's squishy, probably overcosted, and has a low BS. He won't be that effective in marine lists, but then that isn't his role. Having said that, I'll update it later.
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice.
Anyway I see now that he has IC, clearly that is way OP. Just hide in a big squad and bam, split off with your JP+DLC like a frickin' chaos lord and wreck some combat squad. There's a reason CSM and IG aren't battlebrothers ye?
...
Nope, sorry, not buying that the addition of IC is "OP". He can be instagibbed by a fething krak grenade. Barrage weapons, snipers and so on pose a threat to a two wound T3 IC, so do power fist/ klaw nobs and sergeants, as well as the fact that he does feth all to TEQs. Jump pack means he's limited to the squad's speed, so joining infantry is a waste of a JP. Also, buying the VBs and JP mean he is nearly 200 points. Let that sink in. 200 points on a very squishy, not too effective model. Yeah, still OP? Didn't think so.
And I didn't have my IG codex on me, sorry for not needing frags with guard because I don't play power blobs.
Also, last time I checked, Vanguard Vets can take LCs, as can many SM commanders. They're battle brothers with Guard.
This message was edited 1 time. Last update was at 2012/11/03 15:45:48
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice.
Anyway I see now that he has IC, clearly that is way OP. Just hide in a big squad and bam, split off with your JP+DLC like a frickin' chaos lord and wreck some combat squad. There's a reason CSM and IG aren't battlebrothers ye?
...Really? This guy's 160pts with a jump pack and twin lightning claws. A similarly-equipped Space Marine Captain (who has WS 6, 3 Wounds, and a 3+/4++ save) is 145pts and can also hide in an IG blob squad when taken as allies. This guy is almost laughably bad; about as far from 'broken' as you can get without being Aun'va.
No, he is laughably bad. Update time. Suggestions?
Added INV save and a power that boosts it, as well as other bonuses in CC. Might also put in a points drop.
This message was edited 2 times. Last update was at 2012/11/03 16:42:14
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice.
Well first off, putting a JP model in an infantry squad is not a waste. In fact it's a time-honored practice that allows you to pull off some pretty advanced assault techniques.
Second, while it's true that IG can take an SM captain and do the same thing, they would then have to take a troop unit with him.
Made another balanced character guys. Points about right?
A relatively young chapter, the Star Cods were founded primarily as a garrison force, tasked with protecting imperial interests in the Ichtys system. The chapter lost its bearings along with their home planet Ichtys III. Once a beautiful ocean world, it was annihilated by a shadowy order of dancing terrorists.
Thereafter known as the Hell Cods, the chapter's obsession is to embody the emperor's apocalypse according to their own fishy eschatology.
Commander Garus Kane of the HELL CODS................................125 WSBS S T W I A LdSv 5 4 4 6 2 4 2 10 3+/4++
Wargear: Power Armour, Power Mace, Frag and Krak Grenades, Iron Halo
Special Rules: IC, ATSKNF, Eternal Prophet, Lord of Dance, Chapter Tactics, Apocalypse
Chapter Tactics: If your detachment includes Garus Kane, all its units exchange the Combat Tactics special rule for the Dance of Doom special rule detailed below.
Dance of Doom During their rebirth, the Hell Cods adopted the ancient dance that killed their world. It is a terrifying thing to behold, the motions a haunting mimicry of choking fish that scars the soul. Although originally danced mostly on the bridges of warships as part of orbital bombardments and deployments, it has since spread to plummeting drop pods and from there to the battlefield itself. When a unit with this special rule launches an assault the defenders become so deeply unnerved by their sudden spastic eruptions that they can't defend themselves - instead of the normal charge bonus, every model gains bonus attacks equal to their initiative (up to a maximum of 1). A unit with this special rule rolls 3d6 for their charge length and discards the highest roll.
Apocalypse The Hell Cods always deploy from orbit. They are the rain of fire and the falling sky, always heralding the end of the world. They don't even have any rhinos. If your detachment includes Garus Kane, all units must deploy by Deep Strike. If a unit can't deploy by deep strike, it may not be used in the battle and will be considered lost for the purposes of victory points.
Eternal Prophet Garus Kane is the first and only commander of his chapter. He was there on Ichtys when the sky darkened with fish, and he hasn't missed it since. As his flesh grows weaker the war-surgeons replace more and more of his natural frame with bionic machinery. The machine makes him tougher, but it can't keep him up forever... Garus Kane has the Feel No Pain special rule, as well as an increased toughness value (included in his profile).
Lord of Dance Garus Kane is the undisputed master of the dance that dooms the world. In his robotic form, the motions become impossibly sublime, driving those around him into frenzied imitation. Garus Kane and any unit he joins is Fearless. On a player turn in which he assaults, Garus Kane and all members of his unit may re-roll failed rolls to hit.
Heh just had a funny idea, as the backstory of fateweaver is that he crawled out of the galactic well that exists in the center of the universe what if you made a HQ choice focused on the other heralds that Tzneetch shoved in and how they later came out so decayed that they were just sentient space dust and eventually found their way to nurgle's pot of disease where they were able to grow a new body. after hearing their story and hearing at how they were uninterested in spreading disease, nurgle tried to kill them so he could start over with what he previously had in the pot. Of course they knew that this would happen and managed to escape. They then received the attention of Khorne and Slaneesh as they had great anger towards their previous master and exulted in the pain and excess in the gravity well. Khorne and Slaneesh gave them gifts but they knew what their real purpose was and escaped after taking the gifts.
Thus the laughing god was formed and seeks to enact his revenge on the chaos gods.
Avatar of the Laughing God (250) <--subject to change
1 1 5 6 4 3 3 10 3++
-The Laughing God's messengers: Harlequins may be taken as troop choices but only up to 3 units
Omniscience: They know that you were going to kill them so they used their prowess to make you think that was him. Anytime the Avatar of the Laughing God dies you may remove a harlequin model and replace the Avatar in the exact same spot but with 1 less wound each time.
Gifts of the Chaos Gods: having been blessed in one way or another by the Chaos Gods but being extremely insane due to the Well they may or may not remember a useful spell. They have a Mastery level of 4, we are legion and rolls a d6 four times for different gifts from the gods, on a 1 they don't remember anything, on a 2 it's a generic gift of chaos, 3 it's a Slaneesh power, 4 a Khorne Power, 5 a Nurgle Power and on a 6 it's a Tzneetch power. You make this roll at the beginning of every turn, changing their powers each time. In further determining the power roll a d6 for the chaos gods and a d10 on the generic chaos gifts
d6 Khorne+Nurgle: 1 is warpfire, 2 is reroll and all other results correspond to the order in the Daemon Codex
d6 Slaneesh: 1 is warpfire and all other results correspond to the order in the Daemon Codex
d6 Tzneetch: 1 is warpfire, 2 is bolt, 3 gives mastery level 5 and an extra roll on "Gifts of the Chaos Gods", 4 is soul devourer, 5 is warpfire and 6 restarts the roll at the beginning of the list
d8: all rolls apply to the corresponding order in the Daemon codex