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Made in us
Longtime Dakkanaut




Houston, Texas

Well my friends and I are having a Christmas Eve Apocalypse game at the local game store sometime around 6 over here.
All my friends have found my Emperor rules to be fine, so that's not what we're really going over. It's basically going to be a square table with 4500 points on each corner. My tyranid playing friend is bringing a hierophant, my CSM playing friend is bringing a reaver titan, and my Daemon playing friend is bringing An'ggrath & Aetaos Rau Keres, and metric tons of FMC's.
So in this list we're going to focus on a general balance between titan killing, AT, AA, and volumes of fire.
Well here we go.
Lord of War
Emperor of Mankind 1500 points
WS:8/ BS:8/ S:7/ T:7/ W:7/ I:7/ A:6/ LD:10/ SV: 2+/ 3++
Special Rules: Psychic Mastery 6, Unique Powers, Master of Mankind, Master of the Astartes, Primarch, Like Unto A God, Immortal
Wargear: Interminatus Conquestum, The Aquilla's Grasp, Armor of the Emperor
Powers
The Emperor may not use BRB powers and instead only uses these powers.
+Blood of Golgotha: Witchfire/ Cost:4/ S:7, AP:3/ Assault 6d6/ Range: 36 inches
+Devastation Maelstrom: Witchfire/ Cost:6/ S:10, AP:1/ 10inch blast, MC, Psyfire/ Range: 36 inches
+Wave of Withering: Witchfire/ Cost: 6/ S: D, AP:1/ Hellstorm Template
+Adamantium Arm: Blessing/ Cost: 2/ Target: The Emperor/ Target gains an additional d3 Strength & toughness (to a maximum of 10), 1 additional attack and a 5+ FNP/ 1 turn duration
+Blessings of the Emperor: Blessing/ Cost: 2/ Target: 1 friendly unit within 24 inches the Emperor has line of sight to/ Target unit gains an additional point of Strength, Toughness, and Initiative, a 5+ FNP, and MC to all their attacks../ Duration: 1 turn
+Transliminal Stride: ?/ Cost: 2/ The Emperor makes a fiery enhanced charge, moving in any direction in a straight line 18 inches/ Models that fall in the path (the straight line, it could be drawn with erasable marker) of this charge are hit with a S:10 AP:1 hit.
Army Buffing Rules
=Master of the Astartes: The Emperor can grant any 3 vanilla tactical marine squads any set of legion special rules. These squads are chosen at the beginning of the game.
=Master of Mankind: The Emperor can grant any 2 units Perfect Deepstriking (do not scatter when deep striked). These are chosen at the beginning of the game.
Wargear
***Burning Blade: Strength: +3, AP:2, Blind, incandescent. The Emperor is not affected by incandescent or blind.
***Aquilla's Grasp: S:As User/ AP:2/ Succesful Unsaved wounds caused by this weapon result in the affected permanently losing 1 S, T, & I.
General Special Rules
-Like Unto A God: The Emperor ignores perils of the warp on a 4+, Possesses a 3+ DTW, Models attempting to deny the Emperor's powers have -1 to their DTW (No ballsy guardsmen getting lucky), Ignores Shadows in the Warp, and may not be turned into a Chaos Spawn or Daemonic Herals under any circumstances.
-Immortal: The Emperor does not take multiple wounds from S: D hits, instead only taking one under any circumstances. The Emperor may also attempt to heal two wounds per turn with his IWND.
-Primarch: This rule combines a cadre of other rules. Including a 4+ It Will Not Die!, Fearless, Fleet, Terror, Independent Character, Eternal Warrior, Adamantium Will, and Master of the Legion. A character with this rule is automatically the warlord.
-Master of the Legion: When a character with this rule is your warlord, you may have 2 warlord traits, and steal the initiative on a 4+.

HQ
Legion Praetor 120 points
WS:6/ BS:5/ S:4/ T:4/ W:3/ I:5/ A:4/ LD:10/ SV:2+
Wargear: Archaeotech Pistol, Artificer Armor, Chainsword, Frag and Krak Grenades
Archaeotech Pistol: S:8, AP:2, Pistol, Assault 2

Troops
3 20 Man Legion Tactical SM Squads (60 man in total) 750 points
(Stats are same as normal Tactical marines, with 1 sergeant, & 19 marines per squad)

Heavy Support
Legion Artillery Tank Squadron composed of 3 Whirlwinds all armed with Hyperios air defense missiles 225 points
BS:4/ Front:11/ Side:11/ Rear:10/ HP:3
Hyperios air defense missiles:48 inch range, S:8, AP:3, Heavy 1, Skyfire

10 man Legion Heavy Support Squad all armed with Vokite Culverins w/ a rhino 370 points
(Normal Tactical marine squad stats, with 1 sergeant & 9 marines)
Volkite Culverin: 45 inch range, S:6, AP:5, Heavy 4, Deflagrate (after resolving unsaved wounds, this weapon deals a number of auto hits with the weapon's profile equal to the number of unsaved wounds inflicted)

Legion Sicaran Battle Tank 135 points
BS: 4/ Front:13/ Side:12/ Rear:12/ HP:3
Wargear: Searchlights, Smoke Launchers, Heavy Bolter, Extra armor, Twin linked accelerator autocannon
Accelerator Autocannon: 48 inch range, S:7, AP:4, Heavy 6, Rending, Ignores jink saves


Allies

HQ
Archmagos Points:110
Ws:4/ BS:5/ S:4/ T:5/ W:3/ I:3/ A:2/ LD:10/ SV:3+
Wargear: Power Weapon, Laspistol, Cortex Controller, Refractor Field
Special Rules: Stubborn, Cybertheurgy, Battlesmith, Relentless


Troops
1 9 man Mechanicum Thallax Cohort 375 points
WS:3/ BS:4/ S:5/ T:5/ W:3/ I:2/ A:2/ SV:4+
Wargear: Lorica Thallax, Lightning Gun, CCW, Frag Grenades
Special Ruels: Stubborn, Bulky, Djinn Sight (enemies have -2 to their cover saves)

5 man Legio Cybernetica Castellax Battle Automata 475 points
WS:3/ BS:4/ S:6/ T:7/ W:4/ I:3/ A:2/ SV:3+ (Yes these are the stats of each)
Wargear: Mauler Pattern Bolter Cannon, Atomantic Shielding, Two Boltguns, Powerblades
Special Rules: Cybernetica Cortex, Rage, Reactor Blast, Monstrous Creature (Yes every one of them)
Mauler Pattern Bolt Cannon: 48 inch range, S:6, AP:4, Assault 3, Pinning
Powerblades: S: As User, AP:2, Rending, Melee

Fast Attack
Imperial Avenger Strike Fighter 180 points
BS:3/ Front:12, Side:10, Rear:10/ HP:3
Wargear: Avenger Bolt Cannon, Two lascannons, Two autocannons, Defensive heavy bolter, Armored Cockpit
Special Rules: Strafing Run, Deepstrike, Supersonic, Flyer (obviously)
Avenger Bolt Cannon: S:6, AP:3, Heavy 7

Imperial Avenger Strike Fighter 180 points
BS:3/ Front:12, Side:10, Rear:10/ HP:3
Wargear: Avenger Bolt Cannon, Two lascannons, Two autocannons, Defensive heavy bolter, Armored Cockpit
Special Rules: Strafing Run, Deepstrike, Supersonic, Flyer (obviously)
Avenger Bolt Cannon: S:6, AP:3, Heavy 7

Imperial Avenger Strike Fighter 180 points
BS:3/ Front:12, Side:10, Rear:10/ HP:3
Wargear: Avenger Bolt Cannon, Two lascannons, Two autocannons, Defensive heavy bolter, Armored Cockpit
Special Rules: Strafing Run, Deepstrike, Supersonic, Flyer (obviously)
Avenger Bolt Cannon: S:6, AP:3, Heavy 7

Cybertheurgy
CYBERTHEURGY The Magos Dominus of the Legio Cybernetica are privy to many ancient secrets from the Dark Age of Technology, a time when the un-living phalanxes of Mankind's creations shattered forgotten alien empires to carve humanity's first empire from the stars. Although much of this lore has been lost or become expressly forbidden, such fragments of knowledge allow the Magos to fashion and maintain a small, but powerful, cadre of Battle-automata for the Imperium. Such is the nature of the dark arcarna of Cybertheurgy, however, that it is not without its risks, as what is awakened may slip the leash of its master's control with disastrous consequences.
A model with Cybertheurgy may use a single power in the Shooting phase instead of making a shooting attack, and may not do so if engaged in an assault or falling back. One power effect may be selected from the list that follows each time Cybertheurgy is used and, unless specified in the power, a single friendly model with the Battle-automata special rule within 12" must be selected as the target of the power's effect. Unless noted, the effect lasts for a full game turn. Place a suitable marker next to the affected Battle-automata for the duration of the power to indicate its effect.
Using Cybertheurgy: In order to successfully use the power, the Cybertheurgist must take a Leadership test. Depending on the strength and difficulty of the power, a bonus or penalty may be imposed on the Leadership value of the model making the test (note that this is applied always to the characteristic value being tested, not the dice result). If the test is passed, the power takes effect. If the test is failed, the power does not take effect. If the test is failed and a result of a 12 (a double '6') is rolled, the power has both failed and gone awry. Roll immediately on the Cybertheurgy Mishap table (see page 269).
THE PoWERS oF CYBERTHEURGY
• Rite of Celerity ................................................................... Modifier: +I The chosen Battle-automata gains +2 to its Initiative score for the duration of the effect.
• Rite ofEternity ............................................................. Modifier: None The chosen Battle-automata gains the It Will Not Die special rule for the duration of the effect.
• Rite ofFury ........................................................................... Modifier: -I The chosen Battle-automata gains +D3 attacks for the duration of the effect.
• Rite of Destruction ............................................................. Modifier: -2 The chosen Battle-automata may fire twice with its shooting weapons against a single target unit this turn. However, if this power is successful, the affected Battle-automata may not use its ranged weapons in the following turn.
• Rite of Dread Castigation ................................................. Modifier: -2 Unlike the other listed powers, this ability may only be used against an enemy Battle-automata in range and represents a form of attack rather than augmentation. Both sides roll a D6 and add the Leadership value of the Cybertheurgist in the case of the attacking player, and the Battle-automata in the case of the defending player. The Battle-automata suffers a wound with no armour save or cover save for each point that the attacker's total exceeds that of the defender's.
• Rite ofimmolation ............................................................. Modifier: -3 By overcoming the safety protocols and self-preservation systems of the Battle-automata's reactor core, the Cybertheurgist forces the Battle-automata to catastrophically self-destruct. If the power is used successfully, the model is destroyed, immediately removed from play and replaced by a Large Blast (5") marker. All models under the marker suffer a hit with a Strength value equivalent to the Battle-automata's Toughness and an AP value equal to the Battle-automata's armour save.
Should a failed attempt at Rite ofrmmolation result in a Cybertheurgy Mishap, the Malifi.ca result occurs automatically and there is no need to roll on the table

CYBERTHEURGY MISHAP TABLE Should a Battle-automata be the subject of a Cybertheurgy Mishap, roll on the following table and immediately apply the result to the targeted model.
D6
1-3 Effect Signal Corruption: The Battle-automata may only fire Snap Shots and fights with WS I in assaults for the next game turn.
4-5 Corrosive Paradox: The Battle-automata suffers a wound with no armour saves or cover saves possible.
6.Malifica: The machine-spirit rebels and the Battle- automata gains spiteful self-awareness. The Battle- automata is now destroyed for the purpose of Victory points if used and is no longer part of the controlling player's force. If part of a unit, the Battle-automata is split from that unit and placed out of coherency with it. The Battle-automata is still used in the previously controlling player's turn, but will from now on move towards and shoot at the closest unit each turn and then assault that same unit if able. Both sides may now target the Battle- automata if they desire.
Total: 4500 points


Automatically Appended Next Post:
Half done with the game. It's being played until there are no models left.
Leaving everything as is in the store and finishing Christmas afternoon.
I still go two of the Avengers, The Emperor at 5 wounds, 26 marines, 6 Thallax, a Sicaran, and 4 Castellax all with more than 2 wounds.
Going pretty well for me.

This message was edited 9 times. Last update was at 2013/12/25 05:34:54


Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
 
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