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![[Post New]](/s/i/i.gif) 2010/01/13 03:05:38
Subject: Re:Create Your Own Apocalypse Datasheet!
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Yellin' Yoof on a Scooter
Spokane, WAAAAAGH!
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I'm trying balance out these awesome mythical figures, but in my interpretation they are more evil than good.
Four Horsemen of the Apocalypse 1000 pts.
Manifesting out of the Warp, the Four Horsemen ride to plunge the world into madness and despair. These are not guardians of justice and truth, but harbingers of destruction and death. All that stand before them will crumble under a facet of the destruction they wrought. Be it Conquest, War, Famine, or Death. To call the Horsemen is a death sentence to the planet's very fiber of reality. Those that witness the Horsemen can only hope to escape the devastation. For those who remain, a swift judgement is at hand. Pity the souls that are reaped by the Horsemen, for they will be destroyed utterly. While the land they tread, will become tainted by Chaos.
The Horsemen have come!
The Four Horsemen are Independent Characters that cannot join any other unit, besides there brethren. The Horsemen may not arrive from Deep Strike using any Chaos Icons. But instead, on the turn they arrive from reserve, scatter as normal but should they scatter onto impassable terrain or another model (friend or foe!) then reduce the scatter distance by the minimum required in order to avoid the obstacle. In addition on the turn they arrive and deep strike, put a apocalyptic barrage Str. 8 Ap. 3 (4) on top of Conquest. Resolve wounds accordingly. The Horsemen are unaffected by wounds created in this manner.
Unit: 4 Horsemen of the Apocalypse (models, chaotic in nature, on mounts)
Type: Calvary
Daemonic Gifts: Daemonic Gaze, Breath of Chaos
Conquest:
Ws /Bs/ S / T / W / I / A / Ld /Sv
4 / 6 / 5 / 5 / 3 / 4 / 2 / 10 / +3/+4
Gifts: Crown of Wrath, Bolt of Tzeentch, Master of Sorcery
Crown of Wrath: The crown Conquest wears instills the deepest rage, cunning and skill that a warrior would need to annihilate his foes. For the benefit of his brothers, the Crown of Wrath, grants Counter-Attack, Preferred Enemy and allow the Horsemen to Re-Roll failed to wound rolls.
War:
Ws /Bs/ S / T / W / I / A / Ld /Sv
7 / 0 / 6 / 5 / 3 / 5 / 5 / 10 / +3/+4
Gifts: Monstrous Creature, 'To Destroy, my Purpose'
To Destroy, my Purpose: Such is the purpose of War to destroy, that his rage fuels his own momentum. When rolling to hit, each 6 rolled allows War to make an additional attack. As long as you continue to roll 6's War can keep attacking.
Famine:
Ws/ Bs/ S / T / W / I / A / Ld /Sv
4 / 4 / 5 / 5 / 3 / 4 / 3 / 10 / +3/+4
Gifts: Feel no Pain, Scales of Damnation, Pestilence Unblemished
Scales of Damnation: The scales Famine holds do not weigh in favor of the good. That is opposite, Famine's purpose is to tip the scales eternally in the favor of the Horsemen. The Scales of Damnation count as an Instrument of Chaos, and confer Feel no Pain to his brothers.
Pestilence Unblemished: Hunger is the a necessity that every living organism can embrace. Be it the need for nutrients or even souls. Famine's touch leaves his victims starving, there bodies devouring every ounce of nourishment it can provide. To feed the organs that sustain its life. To represent this in game terms. Close combat attack from Famine are poisoned and wound on a 2+ also if an unsaved wound is taken, it takes two instead.
Death:
Ws/ Bs/ S / T / W / I / A / Ld /Sv
4 / 4 / 5 / 5 / 3 / 4 / 3 / 10 / +3/+4
Gifts: The Harvester of Souls
Harvester of Souls: Deaths unwieldy scythe is a powerful artifact that incurs soul death to those struck by its crescent blade. The blade doesn't cut through your physical armor but the shell of your soul, then devours it, leaving your body a lifeless husk. In close combat no save of any kind may be taken against Death. Furthermore, when a model is wounded by Death, it must immediately take a leadership test for each wound suffered (on its own Leadership value, the model cannot use another model's Ld for this test). If any of the tests are failed, the victim suffers instant death.
C+C welcome! Hopefully this all makes sense.
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13,000 Bad Moons
3,000 Vostroyan Artillery
6,000 Iyanden Craftworld
6,000 Daemons
3,000 Death Company
"A trembling hand does not thrust the blade true."
"Pray not for easier lives, but to be, stronger men." |
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![[Post New]](/s/i/i.gif) 2010/06/15 22:05:36
Subject: Create Your Own Apocalypse Datasheet!
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Flashy Flashgitz
Kintnersville/Philadelphia, PA
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Got bored, put this together. Apoc. Formation Battlewagon Brigade - 250pts + models Formation: 4+ Battlewagons 1+ Nobz Mob 3+ Boyz Mob Special Rules: Strike Force: One Battlewagon must be nominated as the "Kommander's Ride." All models must be deployed within 18" of the Kommander's Ride, or if coming on from reserve, they must enter the table within 18" of the point entered by the Kommander's Ride. Additionally, all infantry models must be mounted on a Battlewagon when they are deployed or enter the table. Da Big Hurt: Every infantry model in the Battlewagon Brigade is upgraded to 'Eavy Armor for free. Additionally, if the unit assaults on the turn it disembarks, it gains +2A on the charge instead of the usual +1. Krumpin' Ramps: Models transported in the Battlewagons may assault regardless of if the vehicle has moved or not. Excitable Krew: All of the battlewagons may fire their Big shootas or Rokkits regardless of distance moved, except when using the "Overhaulin!" rule (below.) Keep 'Em Light: None of the battlewagons in the unit may have the Killkannon upgrade. Additionally, they may choose to replace the standard Kannon/Lobba/Zzap Gun upgrade with an additional 2 Big Shootas for +10 points, or an additional 2 Rokkit Launchas for +20 points, for a total of 6 Big Shootas/Rokkits. Overhaulin!: Often, the biggest problems that Orks have with their Battlewagons is that the behemoths move too slowly, and seek to remedy this by adding multiple Turbo Boosters to their engines, despite the additional danger of explosions that this brings. In the Movement phase, the Battlewagon Brigade may choose to move 24" instead of moving normally; however, it cannot fire any weapons, and each Battlewagon must make a Dangerous Terrain test. This test cannot be rerolled, even if the model has a Deff Rolla or Reinforced Ram, and instead of being Immobilized, the vehicle instead suffers a Destroyed - Explodes! result, as the engine rips the tank to pieces in its death throes.
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This message was edited 1 time. Last update was at 2010/06/26 20:40:13
Ouze on GW: "I'd like to be like, hey baby, you're a freak but you just got too much crazy going on, and I don't hook up with bunny boilers. But then Necrons are going to come out, and I'm going to be like damn girl, and then next thing you know, it's angry sex time again.
It's complicated."
Da Goldtoof Marauders - 2000 pts, The Sacred Host of Kai'Xili (Lizardmen) - 500 pts
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![[Post New]](/s/i/i.gif) 2010/06/16 06:17:45
Subject: Create Your Own Apocalypse Datasheet!
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Been Around the Block
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Kroot Kindred Counter-Attack Unit
200 points +models
The Kroot Kindred Counterattack Unit consists of 3-6 Kroot Carnivore units, with the normal options for Hounds, shapers, and Krootox. The unit is led by a master shaper which has the stats of a normal shaper with the following additions: +1 WS, +1 BS, +1 A, +1 W, +1 LD, and a 5+ save.
The Master Shaper guides his kindred in their DNA manipulation techniques, allowing each individual squad's models to have either +1 Toughness, initiative, or attacks.
What do ya'll think? Too underpriced? Can you think of a better name?
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This message was edited 1 time. Last update was at 2010/06/16 06:18:53
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![[Post New]](/s/i/i.gif) 2010/06/17 23:00:44
Subject: Re:Create Your Own Apocalypse Datasheet!
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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TFG - 3000 points
At any point in the game after the opposing force has been deployed, you may elect to use this Apocalyptic Datasheet.
When the TFG has been declared as in use, roll 10d6.
If the resulting dice rolls equal 40 or greater, the controlling player must immediately run through the FLGS, in search of TFG.
When he/she has been discovered, they are to be thrown on to the table. Any model struck is immediately destroyed and any unit within 3d6" of the impact must take a LD test (always, regardless of any special rules). If this test is failed, the unit immediately flees 2d6" directly away from TFG.
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2010/06/26 11:52:22
Subject: Create Your Own Apocalypse Datasheet!
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Dakka Veteran
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Lawl,
My Datasheet is a "Communications Chimera"
Chimera (as normal) but with Damocles Rhino Rules -
Improved Communications (Re-roll a reinforcement dice each turn and re-roll to hit for a preliminary bombardment.)
Teleport Beacon (Re-roll scatter and deepstrike dice)
Orbital Bombardment (x1)
As an upgrade for 0-3 Chimeras in a single force, 30pts
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This message was edited 1 time. Last update was at 2010/06/26 11:53:22
Okay, I've been on a bit of a hiatus 2011-14
Currently working on my Riot Guard.
DA:90-S+++G+M++++B+++I+Pw40k99+D++A+++/cWD142R++T(M)DM+ |
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![[Post New]](/s/i/i.gif) 2010/06/26 12:18:46
Subject: Re:Create Your Own Apocalypse Datasheet!
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Servoarm Flailing Magos
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GodofForge wrote:I'm trying balance out these awesome mythical figures, but in my interpretation they are more evil than good.
Four Horsemen of the Apocalypse 1000 pts.
Manifesting out of the Warp, the Four Horsemen ride to plunge the world into madness and despair. These are not guardians of justice and truth, but harbingers of destruction and death. All that stand before them will crumble under a facet of the destruction they wrought. Be it Conquest, War, Famine, or Death. To call the Horsemen is a death sentence to the planet's very fiber of reality. Those that witness the Horsemen can only hope to escape the devastation. For those who remain, a swift judgement is at hand. Pity the souls that are reaped by the Horsemen, for they will be destroyed utterly. While the land they tread, will become tainted by Chaos.
The Horsemen have come!
The Four Horsemen are Independent Characters that cannot join any other unit, besides there brethren. The Horsemen may not arrive from Deep Strike using any Chaos Icons. But instead, on the turn they arrive from reserve, scatter as normal but should they scatter onto impassable terrain or another model (friend or foe!) then reduce the scatter distance by the minimum required in order to avoid the obstacle. In addition on the turn they arrive and deep strike, put a apocalyptic barrage Str. 8 Ap. 3 (4) on top of Conquest. Resolve wounds accordingly. The Horsemen are unaffected by wounds created in this manner.
Unit: 4 Horsemen of the Apocalypse (models, chaotic in nature, on mounts)
Type: Calvary
Daemonic Gifts: Daemonic Gaze, Breath of Chaos
Conquest:
Ws /Bs/ S / T / W / I / A / Ld /Sv
4 / 6 / 5 / 5 / 3 / 4 / 2 / 10 / +3/+4
Gifts: Crown of Wrath, Bolt of Tzeentch, Master of Sorcery
Crown of Wrath: The crown Conquest wears instills the deepest rage, cunning and skill that a warrior would need to annihilate his foes. For the benefit of his brothers, the Crown of Wrath, grants Counter-Attack, Preferred Enemy and allow the Horsemen to Re-Roll failed to wound rolls.
War:
Ws /Bs/ S / T / W / I / A / Ld /Sv
7 / 0 / 6 / 5 / 3 / 5 / 5 / 10 / +3/+4
Gifts: Monstrous Creature, 'To Destroy, my Purpose'
To Destroy, my Purpose: Such is the purpose of War to destroy, that his rage fuels his own momentum. When rolling to hit, each 6 rolled allows War to make an additional attack. As long as you continue to roll 6's War can keep attacking.
Famine:
Ws/ Bs/ S / T / W / I / A / Ld /Sv
4 / 4 / 5 / 5 / 3 / 4 / 3 / 10 / +3/+4
Gifts: Feel no Pain, Scales of Damnation, Pestilence Unblemished
Scales of Damnation: The scales Famine holds do not weigh in favor of the good. That is opposite, Famine's purpose is to tip the scales eternally in the favor of the Horsemen. The Scales of Damnation count as an Instrument of Chaos, and confer Feel no Pain to his brothers.
Pestilence Unblemished: Hunger is the a necessity that every living organism can embrace. Be it the need for nutrients or even souls. Famine's touch leaves his victims starving, there bodies devouring every ounce of nourishment it can provide. To feed the organs that sustain its life. To represent this in game terms. Close combat attack from Famine are poisoned and wound on a 2+ also if an unsaved wound is taken, it takes two instead.
Death:
Ws/ Bs/ S / T / W / I / A / Ld /Sv
4 / 4 / 5 / 5 / 3 / 4 / 3 / 10 / +3/+4
Gifts: The Harvester of Souls
Harvester of Souls: Deaths unwieldy scythe is a powerful artifact that incurs soul death to those struck by its crescent blade. The blade doesn't cut through your physical armor but the shell of your soul, then devours it, leaving your body a lifeless husk. In close combat no save of any kind may be taken against Death. Furthermore, when a model is wounded by Death, it must immediately take a leadership test for each wound suffered (on its own Leadership value, the model cannot use another model's Ld for this test). If any of the tests are failed, the victim suffers instant death.
C+C welcome! Hopefully this all makes sense.
The Four Horsemen are: War, Famine, Pesilence and Death.
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"Praise Be To The Omissiah!"
"Three things make the Empire great: Faith, Steel and Gunpowder!"
Azarath Metrion Zinthos
Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.
Come at me Heretic. |
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![[Post New]](/s/i/i.gif) 2010/06/26 13:16:51
Subject: Re:Create Your Own Apocalypse Datasheet!
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Willing Inquisitorial Excruciator
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i've put a bit of a twist on BOLS knight warden
knight warden 475 points
WS: 3 BS:4 S: 10 Front: 14 Side: 13 Rear: 12 I: 2 A: 1
Type: Super heavy walker
Structure points: 2
Void sheild: 1
weapons:
2 arm mounted vulcan mega bolter chambers (counts as a linked vulcan mega bolter)
1 hull mount Wardan missile launcher
Mega Bolter: Range 60" STR: 6 AP 3 Heavy 15
Warden missile launcher: Range G 12" - 120" STR 9 AP 3 Apocalypse barrage 3
Special rules
Lumbering: the warden may only move 6" per turn due to it's heavy armor
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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) 2010/07/02 06:30:14
Subject: Re:Create Your Own Apocalypse Datasheet!
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Bounding Assault Marine
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Whereas other C’tan were content merely with their newfound forms and casual manipulation of the material universe whilst satiating their varied appetites for slaughter, soul-energy, and worship, the Void Dragon reveled in its deliverance from ignorance and the development of self awareness aside knowledge. From its Nectrontyr subjects and later, combat with the Old Ones and their ethereal minions, the Void Dragon learned the secrets of science and the warp. Taking such knowledge and combining it with its own mastery of the materium, the Void Dragon unlocked nearly all the secrets of the universe, making it a true living god amongst all mortals. As such, when the Old Ones released their psychic spawn upon the universe and the C’tan who had been fighting amongst themselves for sport found their armies being turned aside like the Necrontyr before them, they turned to the greatest mind amongst their number to lead them back to victory—the Void Dragon. United once more, the C’tan lent their strength and resources to the Void Dragon as it began to utilize its arcane knowledge of the materium and immaterium alike to cast a veil across the stars to seal off the universe from the warp-spawned magicks of the immaterium forever, guaranteeing C’tan dominion. With such force behind the effort, the success of the ward was merely a matter of time, however, like many great projects before and since, its completion was never to come to be. As great as the Void Dragon’s mastery of the materium was, so too was the Deceiver’s of the mind and perception--even amongst its own kind. While at first eager to aid the Void Dragon, over time the Deceiver became keenly aware of the Void Dragon’s superior mastery over the technologies controlling all their Nectronyr slaves, and that just as much as the ward would seal the denizens of the warp beyond any corner of realspace, it would equally seal the C’tan within—a universe wherein none could rival the power of the Void Dragon or its forces. Thus, when the Enslavers, the ruinous powers of Chaos, erupted outward across the cosmos the Deceiver was quick to take advantage of the situation and convince its fellows to abandon the Great Ward and instead choose to entomb themselves, to wait out the psychic infestation and await a day when the universe could be culled once more. So it was, that the Void Dragon was forced to lay aside its work without the added power of its brethren. Bitter and incensed, the Void Dragon warned its ilk against the scheming of the Deceiver, but the words fell on deaf ears. Left in defeat and swearing vengeance for their abandonment of the project, the Void Dragon marshaled the bulk of its forces and retreated to an outer arm of the galaxy to entomb itself and servants. However, before it lay to rest the embittered ancient entity bid a series of commands to its most trusted followers and guardians—to plant a poison amongst the feast for the enslavers whenever a suitably mutable race should emerge and lay the groundwork for their own God’s rise to power via the completion of his masterwork, this time absent the assistance of his fellow C’tan. The full consequence of this action is still yet unknown, but what can be assured is that however far the Deceiver schemes into the future, the Chaos Gods twist and plan, and the Eldar sift through sand and time for clues and dreams of what may come, the Void Dragon remains more patient, more calculating, more vast, more ancient , and more alien an intelligence than they may ever conceive. What thoughts lurk within its mind none can ponder and what designs it may have put into instrumentality none can know. Now, that it is free once more not only from its entombment but the shackles that the Immortal God Emperor of Man hath wrought for it, what hope does the cosmos have? How are any to prevail against an entity that has walked atop the stars and warred in the time before time, when the gods themselves were not yet children at its feet?? Void Dragon 3000 pt v.1.5 WS 7 BS 7 S D T 9 A 9 W 10 I 6 Ld 10 Sv 2+/3+ SPECIAL RULES::: Gargantuan Creature Above All Others: The C’tan will tolerate each other’s presence when needed as they regain their strength, but in front of their amassed forced there can be no compromises. In any Necron Force in a Warhammer 40K Apocalypse Battle, only one C’tan with the Gargantuan Creature special rule may be played. Wings of the Abyss: The Void Dragon’s material construct soars on massive, vorpal wings as black as night. It’s said gazing upon them is like looking into the dead, dark space between the stars. The Wings of the Abyss allow the Void dragon to move 18” in its movement phase, ignoring any intervening terrain/models. Lord of the Void: The Void Dragon’s namesake is no longer merely an adjective in respect to the past method of his imprisonment by the Immortal God Emperor. Given time, interest, and incentive to both influence the outer world as well as eventually free itself, the C’tan mastered those powers which would cause a schism in between the material and immaterial realms. They are no threat to him. The Void Dragon is immune to the effects of vortex weaponry (i.e. vortex grenades, missiles, etc.) as well as any other special abilities which would remove him directly from the table and game. Destroyer of Worlds: Such is the unnatural power of the living god in the material plane that no force can stay his wrath. In addition to his attacks counting as being dealt from a D strength weapon, no invulnerable saves or other types of save may be used against wounds from the Void dragon. Wrath of the Void Dragon: Such is the anger of the Void Dragon since the indemnity of his imprisonment that the mere death and consumption of the soul-energy of his foes is insufficient. To assuage his wrath he must remove the very memory of their existence from the material plane. Any models reduced to 0 wounds or vehicles destroyed by the Void Dragon are not removed as casualties or left as wrecks or craters on the table, but instead are removed from the game entirely. Any counters, bonuses, abilities, etc, the enemy gained from their presence in their force whilst alive is removed, and no such thing may be gained from their death (i.e. Faith points, Unique space marine chapter tactics, etc…). Any special wargear, assets, and items on or with their person likewise disappear into the void. Kill points/victory points earned by the removed unit remain however. Likewise, kill points/victory points earned by their destruction also remain. Manifestation of a Living God: The sheer power and presence of a near fully empowered C’tan makes all its foes, mortal and god alike think twice before affronting him in combat. All models and units wishing to assault the Void Dragon must pass a leadership test to do so. Fearless units must also pass this test, however, if they fail they may choose to assault any other legal unit within their assault range. For the purposes of this test, vehicles with a weapon skill assaulting the Void Dragon count as having Ld 10. Super Heavy Vehicles and Monstrous creatures may re-roll the test. March of the Entombed: Recently unearthed from their rest and eager at sight of their God to fly to war, the Necron Lords loyal to the Void Dragon have ordered their forces to cease their careful, hit-and-run tactics and instead have switched to Necrontyr siege tactics more suitable for the prolonged, inter-galactic war soon to come. The Necron Phase Out rule is suspended this game. Additionally, all Necron Models on the table are Fearless for as long the Void Dragon remains alive. Resurrection Core: Unlike other C’tan who merely appropriated the ancient technologies of the Necrontyr, the Void Dragon made them his own and as such his mastery of them is absolute. All Necron units on the table may roll their WBB as if they were near a resurrection orb for as long as the Void Dragon remains alive. Additionally, Necron units within 48” of the Void Dragon may act as if they were within 12” of a Tomb Spyder for the purposes of WBB. Architect of the Great Ward: Utilizing its vast knowledge and arcane mastery of the materium, the Void Dragon manipulates reality itself to reject the presence of the warp and its ilk. All enemy units within 48” of the Void Dragon have their leadership reduced to 7. Units Making Ld tests for Psychic Powers and abilities will roll 3 dice and take the 2 highest. Special Abilities which would conflict with this effect are nullified by the awesome power the Void Dragon exerts on reality itself. All psychic abilities which would affect the Void Dragon were he a normal model automatically fail and cause a perils of the warp test which must be re-rolled if successful. Units of Demons/Daemons with a model within 12” of the Void Dragon find themselves especially susceptible to his manipulations as their very essence is shorn from them. Any such units moving, running, or assaulting must take a leadership test. If they fail, all models in the unit are considered to have failed a dangerous terrain test. Gaze of the Abyss: If the Void Dragon is not locked in assault during the shooting phase, it may instead turn its attention and mastery of the material universe towards corrupting the technologies it has spent millennia whispering the secrets of across the cosmos. The Void Dragon may take the standard large template and place it over any vehicle model(s) within its line of sight. All vehicle models underneath the template are subsequently held under the control of the Void Dragon for the Shooting Phase. In this Shooting Phase, the controlling player may pivot the vehicles towards their targets, but vehicles must shoot as if they had moved 6” regardless of whether or not they did due to the crews fighting against the influence of the Void Dragon. At the beginning of their next owners turn, models which were controlled by the Void Dragon Must take a Leadership test to shake the influence of the C’tan. If they fail they remain under the thrall of the Void Dragon and may not move or shoot that turn. Instead, in the Void’s Dragon’s next shooting phase they will continue to fire as directed. Super Heavy Vehicles which would be the target of this ability may take a Leadership test at Ld 10 to resist this power. Death of a Star God: Like all C’tan, the true essence of the Void Dragon is an ageless energy being which feeds on the life of stars. Their mortal form of writhing, living metal is but a temporary coil to house the true awe of their form. When such a form is released from its host however, the result is an explosive spectacle not soon to be forgotten. When the Void Dragon is reduced to 0 wounds, its essence is freed and a cataclysmic explosion of epic proportions ensues. All models within 4 D6 inches of the Void Dragon take a Strength D hit. All terrain pieces within range of the explosion are removed from the table as the force of the blast literally turns them to flat glass. Units with models which were not on the floor level of the terrain pieces are cast into the air in the explosion and scatter 2 D6 inches regardless of a hit using the deep strike rules. All Necron Units on table with a Ld characteristic must immediately take a Leadership test.
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This message was edited 6 times. Last update was at 2010/07/02 08:32:39
Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"
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![[Post New]](/s/i/i.gif) 2011/02/14 19:56:56
Subject: Create Your Own Apocalypse Datasheet!
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Fresh-Faced New User
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Character Name: Tyr Boreas
Points:
Description:
Type: Infantry
Weapons and Equipment: Blessed Heavy Bolter with Bayonet, Bolt Pistol and Melta Bombs
Options: none
Weapon Range STR AP Special
Blessed Heavy Bolter 36”+2xD6 Norm Norm Bayonet
Bolt Pistol 12” Norm Norm None
Special Rules:
Aim of the Emperor: Always re-rolls missed to hit and wounds and can aim at certain target(s) in a unit and wounds must be allocated on that Character. Unit can also fire both weapons at different units.
Feel no Pain: see Rulebook
Relentless: See Rulebook
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![[Post New]](/s/i/i.gif) 2011/02/15 17:07:45
Subject: Create Your Own Apocalypse Datasheet!
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Major
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treadnomancy fail
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![[Post New]](/s/i/i.gif) 2011/02/15 19:07:06
Subject: Create Your Own Apocalypse Datasheet!
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Junior Officer with Laspistol
University of St. Andrews
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7 months necromancy...We've had worse. At first I thought it was a 4 YEAR necromancy...that'd have been pretty good.
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"If everything on Earth were rational, nothing would ever happen."
~Fyodor Dostoevsky
"Never attribute to malice that which is adequately explained by stupidity."
~Hanlon's Razor
707th Lubyan Aquila Banner Motor Rifle Regiment (6000 pts)
Battlefleet Tomania (2500 pts)
Visit my nation on Nation States!
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