Regular Dakkanaut
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Very, very rough ideas:
Wargear:
Daemon Weapon: 40 pts, S5 power weapon, +D6 attacks, take wound on roll of 1.
Psychic Focus: 25 points. May reroll 1 die on Psychic tests. Must use the rerolled value, even if worse.
Demiurge Graviton web: 30 pts. S6 AP4 Assault 1 Template. Units hit roll a D6. If the result is higher than their initiative value, they are pinned. A roll of 6 always fails. If the test is failed, test again at the beginning of each of the target's subsequent movement phases until it is passed.
Retinue:
Gain access to Penitent, Xenos, and Medium
Units:
Elite:
0-1 Daemonhosts
0-1 Rogue Psykers 75 points, 1-3 independent models / FOC
WS3 BS4 S3 T3 I5 A1 LD7 Sv4+Inv
Psyker. Laspistol, Force Weapon, Psychic Hood
Psychic Powers: Always have Translocation, Transmaterium and Channel. Each Rogue Psyker must choose one additional power from the Inquisitor list and pay the appropriate cost. Rogue Psykers may use two powers a turn.
Channel: Rogue Psykers can weave their energies together to create more devestating effects. During the shooting phase, a Rogue Psyker may Channel to another Rogue Psyker within 18" by successfully passing a Psychic Test. Up to two Rogue Psykers may channel to assist a single psychic test. Unless stated otherwise, Channeling allows the psyker to either increase the Strength of a psychic attack by 1 or modify the results of the psychic test by 1 (this cannot prevent Perils of the Warp.) This decision must be made before the test is rolled. For example, an Inquisitor Lord casting Bloodboil is being Channeled to by a single Rogue Psyker. The Inquistor Lord opts to increase the Strength of his power, then rolls an 11 for his Psychic Test. The power fails to go off, but if he had chosen to modify the psychic test, he could have reduced the roll to 10, passing the test.
Translocation: At the beginning of the movement phase, re-enter play via Deep Strike and make a Psychic Test. On any failure, you take a Perils of the Warp attack.
Transmaterium: With a blinding shriek of unreal energy, the enemy is ripped bodily into the Immaterium. Does not effect vehicles. This power is modified depending on the number of Rogue Psykers channeling it.
No Channellers: 18" range. On a successful Psychic Test, a single model in Line of Sight makes a Leadership test on its base Leadership -2 (ignoring Rites of Battle, increased leadership for sargeants in the unit, vox, Synapse, etc). If it fails, it is immediately removed as a casualty, regardless of wounds. Ignores all saves.
1 Channeller: Resolve as a small blast. All models underneath the blast marker make leadership tests as described above. Ignores all saves.
2 Channellers: Resolve as a large blast. All models underneath the blast marker make leadership tests as described above. Ignores all saves. In addition, any model underneath the center hole takes a S6 hit that ignores armor saves.
Troops:
Tainted - 7pts. 5-10/squad.
WS3 BS4 S3 T3 I3 A1 LD7 W1 Sv4+
Infiltrate.
Equipment:
Hellgun. Each model may replace a Hellgun with a Bolter or BP/CCW for +1pt. Up to two models may replace Hellgun with Meltagun or Flamer for +5 points, or Plasma Gun for +10 points, or may form a heavy weapons team with a Heavy Bolter, Missile Launcher, or Multimelta for +20 points.
Options:
One model may be upgraded to a Confessor for +10 points. A Confessor may carry a Flamer for +5 points or an Eviscerator for +10 points.
Transport: May be mounted in a Chimera or Rhino.
Entire unit may become Veterans for +5 points/model. Veterans gain +1 LD and gain choice of +1 WS, S, T, I, or A.
Special Rules:
On the Edge: Tainted are recruited from the remnants of platoons who have faced apocalyptic horror, and whose sanity and will is a fragile thing. Any unit which begins its turn 12" away from a Confessor, Tainted Commissar, or Inquisitor must take a leadership check. If failed, roll 1d6 on the following table:
1-2: Pinned. Leaderless and fearing for their lives, the unit goes to ground.
3-5: Fall Back. Unit falls back normally towards the nearest Confessor, Tainted Commissar or Inquisitor, or unit containing one of the above.
6: Reckless. Unit Moves and Runs as far as possible towards the closest non-vehicle enemy unit, is considered Fleet, and must charge if able.
Survivors: A unit of Tainted which voluntarily Goes to Ground may move 3" in the movement phase. They may not shoot or assault. Additionally, if a unit of Tainted passes through another unit of Tainted while Falling Back, make a morale check for both squads. If both succeed, the unit that was Falling Back joins the other unit. The original Falling Back unit is considered destroyed and cedes a KP to the enemy in scenarios that use kill points.
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