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Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
Arguing with some people is like playing chess with a pigeon. You can play the best chess in the world, but at the end of the day the pigeon will still knock all the pieces off the board and then gak all over it.
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
And how does a Chaos god fall?
I mean...
Once you get to Chaos that's pretty much rock bottom.
No one is gonna take you after that...
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Watch for Gerry.
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...
?!
No, crazy talk. Overpowered.
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...
You also forgot to mention that it's T6 W4 and isn't a MC (which would be MORE OP). If I was DE Venom spam I would allow it! But otherwise no haha I don't think I would ever allow an opponent to play anything with a 2++ unless it has something like the DE Archon one which fails after it's been beaten once.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
First, the 'chapter's vets and leading members are all Fallen.
I have no idea how MC works as I've never played Nids or any other thing that gets them. I mostly just copied and pasted from what someone else decided he would get based on his fluff. Eternal warrior is kinda pointless if he is T6. -.- If it was balanced him then lets go for it.
2+/3++ balance better?
He fell because his sphere of influence was absorbed into Khorne's territory and instead of being destroyed along with it he shattered into shards and fell into the materium.,
Also forgot: Cannot be fielded in battles less than 2k points.
First, the 'chapter's vets and leading members are all Fallen.
I have no idea how MC works as I've never played Nids or any other thing that gets them. I mostly just copied and pasted from what someone else decided he would get based on his fluff. Eternal warrior is kinda pointless if he is T6. -.- If it was balanced him then lets go for it.
2+/3++ balance better?
He fell because his sphere of influence was absorbed into Khorne's territory and instead of being destroyed along with it he shattered into shards and fell into the materium.,
Also forgot: Cannot be fielded in battles less than 2k points.
The only thing this guy would get for being an MC is the 2d6AP and Move Through Cover. Since he has no BS value, being able to fire at two different targets is useless to him. Yes, 2+/3++ balances better. or he could just have the Invlun save and no armor save, like some of the daemons in ze codex of daemons.
I like the concept, but I need more fluff. As it is, it seems kind of wonky, even if he is a member of the Fallen. Preferred Enemy: Chaos indicates a hatred of chaos, but he is a daemon in all respects, just broken up a bit. The problem is the justification for his abilities is nil. Who is he? How did he get bamboozled into his current state? Who bamboozled him in the first place?
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10
Unit type: Jump infantry
Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos
pts: ...?
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...
If I'm not mistaken the Sanguinor, exemplar of the host has a 2+ with eternal warrior, it's not an inv. save but he's only 275 points. and his stat line is stronger than the poster's character.
This message was edited 1 time. Last update was at 2012/02/24 04:25:09
It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies.
Quick fluff: (this is for my homebrew codex, which I am almost done with, and I figured I'd post another thing here) The Aesur are a psyker-species similar to the Eldar, but no quite the same. Their entire species was nearly facerolled (i.e exterminated) by daemons shortly after their Psyker-dom became more ubiquitous throughout their species. In the aftermath, the remaining Aesur vowed to never use the Warp for their power again. they began experimenting with other dimensions, looking for new places to draw power from, and they found a few. Long story short, their powers aren't as powerful (until you get to higher Psyker Mastery Levels), but do not have to worry about the Perils of the Warp. Both the powers and units/models are a touch more expensive than other armies psykers/powers.
Summon Shadowfiend ------- 100 points
As the Aesur experimented with other sources of power, they came across one in particular that intrigued them: a shadowy labyrinth dimension that was host to what the Dark Eldar call Mandrakes, beings of shadow that can slip into reality through shadows. However, the Aesur quickly learned that the Mandrakes are just as dangerous as any daemon, and even though Mandrakes generally do not make your head explode, they do tend to stab you to death, which is just as bad. So, instead of calling the homicidal Mandrakes to battle, the Aesur learned to control the shadows, molding them into semi-sentient beings they call Shadowfiends.
Shadowfiends are among the most deadly servants of the Aesur. More powerful Magi are able to summon more deadly Shadowfiends, as they are able to bend the very essence of the shadowy realm to their will.
The Shadowfiend may be summoned at any time during the game. Once summoned, he becomes a separate model, and cannot join any units. The Shadowfiend uses the following profile:
WSBS S T W I A LdSv 6 3 3 3 2 6 3 10 3+
UNIT TYPE: Beast
WARGEAR: Claws and teeth
SPECIAL RULES: Fearless, Eternal Warrior, Stealth
If the Shadowfiend hits a model in close combat, both players roll a d6 and add the Leadership of their respective models. The difference is added to the strength of the Shadowfiend, up to a maximum strength of 10, for the purposes of resolving the Shadowfiend’s attacks. After the Shadowfiend has resolved all of its attacks, its strength goes back to 3. Against vehicles, the Shadowfiend uses its basic strength and gains the Rending special rule.
The Shadowfiend may also use the following attack in the shooting phase:
Soulrend- R:12” S: 7 AP: * Type: Assault 2*
*To Wound rolls from this shooting attack are made against the target’s Leadership, rather than toughness. No saves of any kind may be taken against wounds caused by this weapon. This weapon has no effect on models without a Leadership value.
-The following rule only applies to Shadowfiends summoned by models who are Psyker Mastery (Level 3) or higher:
Fear Incarnate: The Shadowfiend is the physical manifestation of fear, and its mere presence is capable of shattering any soldiers resolve. All enemy models within 12” of the Shadowfiend suffer -3 Leadership until they are no longer within 12”.
This is just a guy I made for fluff reasons for my own army. I'm curious if you guys think his points are fair. Also, he has powered armor due to him being from a forge world, his world is wealthy but small on population, so they make due with powerful equipment on small units.
WSBS S T W I A LdSv Commander Titan| 5 4 4 4 3 3 3 9 3+
Unit Type: Infantry (Unique)
Wargear: Storm Bolter, Imperial Claws (counts as twin, power weapons), power armor, Frag & krak grenades and a Refractor Field.
Special Rules: Feel no pain, rend, independent character and insperational leader.
Insperational leader: Titan and any unit he's attached too gain fearless, fleet, furious charge and counter attack.
Commander Thayen Titan, born on the planet of Perdition, between Cadia and Terra. A young forge world of little population, it bares only a single army group, the Perdition 1st.
Titan was a massive man, near the size of a Space Marine without the augmentations and towered over most of his peers. He clearly stood above the average Guardsman in the White Shield corp of the Perdition 1st. He quickly made his way through the ranks in battles against Chaos. Commissars had nearly shot him on several occasions for him breaking rank and charging head long into the enemy lines, but his effectiveness was clear.
He was eventually noticed by a Lord Commissar who made him his personal body guard where he tought Titan the discipline and understanding of tactics he needed.
After a decade and a dozen battles against countless Xenos, the Perdition 1st came to reinforce his current battle group. During an assault against an Ork infestation the Lord Commissar was wounded and with his dying words had Titan take command only to kill every last Ork, some with his own armored hands.
From that point on Titan became the supreme commander of the Perdition 1st where he remains and leads his army from the front lines, showing his men how it's done.
"A good soldier obeys without question.
A good officer commands without doubt."
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
Masterful snip
Just curtious if you missed something... A librarian with no psychic powers or weapons?
And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.
Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...
If I'm not mistaken the Sanguinor, exemplar of the host has a 2+ with eternal warrior, it's not an inv. save but he's only 275 points. and his stat line is stronger than the poster's character.
Actually, you're right. The Sanguinor has 2+/3++ saves, Eternal Warrior, 5 Attacks, and Furious Charge. For 275 points. Not to mention the bonuses he can grant models around him.
Vin Diesel - Quixotic Space Marine Captain, 25 points
Vin Diesel is an actor and has no place on the field of war, however after a terrible 40k gaming accident, he was transported into the ranks of his army, his extensive experience pretending to swing swords and shoot guns in movies has translated to a modestly effective statline.
WS 3
BS 3
S 3
T 3
I 3
W 1
Ld 8
Sv 5+
Special Rules:
Independent Character, Unique
Acting like it doesn't hurt: Vin Diesel is excellent at acting like a tough guy, therefor he benefits from the 'feel no pain' special rule, ignoring injuries only a result of 6.
This can't be happening: Vin Diesel is considered to be stubborn until the first time he fails a morale save, at which point he acquires the "It's all in my head" Special rule.
It's all in my head: At the start of each game turn, Roll a D6 and add the current Turn number to the result. If the result exceeds 8, it has suddenly dawned on Vin Diesel that what is happening is all in his head, and he will lose his f'ing mind... and chaos will fill its place. Replace Vin Diesel with a Summoned Greater Chaos Daemon.
Wargear: Vin Diesel begins play with no wargear. If a model, friendly or enemy, is removes as a casualty within 6" of Vin Diesel, he may choose a single piece of wargear that model was equipped with, and act like he knows how to use it.
TheLordOfSins wrote:This is just a guy I made for fluff reasons for my own army. I'm curious if you guys think his points are fair. Also, he has powered armor due to him being from a forge world, his world is wealthy but small on population, so they make due with powerful equipment on small units.
Unit Type: Infantry (Unique)
Wargear: Storm Bolter, Imperial Claws (counts as twin power weapons), power armor, Frag & krak grenades and a Refractor Field.
Special Rules: Feel no pain, Rending, Independent Character and Inspirational Leader.
Inspirational Leader: Titan and any unit he's attached to gain Fearless, Fleet, Furious Charge, and Counter-Attack.
Commander Thayen Titan, born on the planet of Perdition, between Cadia and Terra. A young forge world of little population, it bares only a single army group, the Perdition 1st.
Titan was a massive man, near the size of a Space Marine without the augmentations and towered over most of his peers. He clearly stood above the average Guardsman in the White Shield corp of the Perdition 1st. He quickly made his way through the ranks in battles against Chaos. Commissars had nearly shot him on several occasions for him breaking rank and charging head long into the enemy lines, but his effectiveness was clear.
He was eventually noticed by a Lord Commissar who made him his personal body guard where he tought Titan the discipline and understanding of tactics he needed.
After a decade and a dozen battles against countless Xenos, the Perdition 1st came to reinforce his current battle group. During an assault against an Ork infestation the Lord Commissar was wounded and with his dying words had Titan take command only to kill every last Ork, some with his own armored hands.
From that point on Titan became the supreme commander of the Perdition 1st where he remains and leads his army from the front lines, showing his men how it's done.
Fixed a few things.
I like this guy. I think he could be a tad more expensive (only 5 more points or so), but other than that I think this is pretty fair.
junk wrote:Vin Diesel - Quixotic Space Marine Captain, 25 points
Vin Diesel is an actor and has no place on the field of war, however after a terrible 40k gaming accident, he was transported into the ranks of his army, his extensive experience pretending to swing swords and shoot guns in movies has translated to a modestly effective statline.
WS 3
BS 3
S 3
T 3
I 3
W 1
Ld 8
Sv 5+
Special Rules:
Independent Character, Unique
Acting like it doesn't hurt: Vin Diesel is excellent at acting like a tough guy, therefor he benefits from the 'feel no pain' special rule, ignoring injuries only a result of 6.
This can't be happening: Vin Diesel is considered to be stubborn until the first time he fails a morale save, at which point he acquires the "It's all in my head" Special rule.
It's all in my head: At the start of each game turn, Roll a D6 and add the current Turn number to the result. If the result exceeds 8, it has suddenly dawned on Vin Diesel that what is happening is all in his head, and he will lose his f'ing mind... and chaos will fill its place. Replace Vin Diesel with a Summoned Greater Chaos Daemon.
Wargear: Vin Diesel begins play with no wargear. If a model, friendly or enemy, is removes as a casualty within 6" of Vin Diesel, he may choose a single piece of wargear that model was equipped with, and act like he knows how to use it.
Pure genius.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
I am working on an eldar corsair codex. The HQ characters are able to be personalized quite a bit. Mal-Celm Rey is a normal prince created using the options available in the the fandex:
Equipment: two shuriken pistols with bio-explosive ammo, disruption blade, gyrinx
Gunslinger: Many princes utilize multiple pistols, as they are highly practical weapons considering the corsairs’ lifestyle. This leads many princes to becoming very skilled at maximizing their use of their side arms. The prince is able to fire two different pistols during his shooting phase. Shots must be directed at the same target, this ability is lost if the prince is has taken a dragon mount, jetbike, or eldar power fist upgrade.
Dirty Tricks: The prince is known for using sly tactics at the upset of their typically more powerful opponents. The corsair player can force their opponent to reroll any one roll that determines when a unit arrives or where it arrives from a turn.
Bio-explosive ammunition: These are specially modified shurikens that contain a potent mix of venoms which enzymes that converts the targets own anatomy into an explosive weapon. A weapon with Bio-explosive ammunition will wound on a 2+ rather than using the weapon’s strength characteristic. A model that has its last wound removed by a bio-explosive hit will explode. Place a 3-inch blast over the model and inflict a strength hit equal to the targets toughness with and AP equal to the target’s armor save. Bio-explosive ammunition causes pinning.
Disruption Blade: Corsairs often use weapons that are can overcome an opponent with the slightest cut. The weapon releases an energy that attacks the nervous system of its victim. Whether this instrument is designed to slay the opponent outright or merely renders them unconscious depends on the attitude of the corsair. Disruption blades are a close combat weapon that counts as a poisoned weapon that wounds on a 2+. Vehicles are effected by hits as if they were struck by a haywire grenade.
Gyrinx: This creature appears to be a large cat whose eyes portray a disturbing intelligence. The prince has taken this creature as a pet and it follows the eldar wherever he or she goes. The imperium has little understanding of these creatures or where they come from. The gyrinx appears to be a lucky charm, influencing events in favor of the prince. The gyrinx may be mounted on the prince’s base or be place on its own base and kept within two inches of the prince’s model. The gyrinx will not take a direct role in the game and cannot be targeted. The gyrinx allows the prince to take a single reroll a game turn. There is a consequence to using a gyrinx; if the reroll attempt is also a failure then the prince suffers a wound that cannot be saved. This represents luck swinging to the other extreme and misfortune falling upon the prince in terms of a stray shot, slipping on a slick patch, or other form of bad luck.
Fluff:
Spoiler:
As what was always the case, the greenskin brutes were easy to coax to battle. The ork pirate captain had made planet fall to personally extort provisions from the primitive humans on the isolated, forested moon. It was the lack of technological infrastructure of the native humans that spared them the full wraith of the orks. The locals could not rightfully provided a challenge to the brutish aliens, so as long as they had goods to surrender to the greenskins it was worth keeping them around. It was as the orks made their way down the path to the local settlement that the prince directed his forces into action. A few purposely off targeted shots at the ork captain’s retinue sent the entirety of the ork force hurling blindly off the beaten path into the woods to seek out their unseen attackers.
Proceeding down a ridge they were met with the concentrated fire from the corsairs and warwalkers. These units kept a constant torrent while retreating from the orks leading them even deeper into odd woods of this planet. Prince Mal-Celm Rey’s stood by his zoat retinue, proudly offering the enraged orks their only visible target, the mob braved the thinning fire upon their ranks as they advanced upon the prince in the crazed manner typical of their race, blasta shots spraying the ground around him a few, striking his hardy four-legged guardians. Mobs were intercepted by kroots leaping from the trees and dragon knights bursting from the under bush. The foaming warboss captain pushed is depleting force onwards toward the haughty prince as its boyz where bogged into the combat outside the ork leader’s peripheral.
Mal-Celm Rey’s retinue advanced upon the warboss’s mob venting their guns at the closing orks. Living projectiles ate their way through the greenskins’ hide, the shuriken disks fired by the prince released their toxic payload causing twin explosions within the squad leaving the warboss with only a few orks to accompany the brutal captain. The warboss now close to striking distance to the corsair lord only to be intercepted by a carnosaur, laying in wait to protect the prince. The large dragon sped into the warboss as directed by its handler. The ork raised its powerclaw and uttered an unfinished challenge as the creature’s jaws snapped closed upon the orkiod captain and lifted it into the air. Bellowing in rage the ork captain attempted to fend of the mechanics to the dragon’s jaws only to find its powerclaw impotently pinned by the rows of teeth. The carnosaur chewed the ork commander, limbs and torn flesh falling to the ground while the remain boyz marred its hide with their choppas. With a final crunch followed by a gruff swallow the warboss was vanquished, its mob broke and fled from the battle.
The prince directed his zoats against the only ork mob not currently engaged or broken. His twin bio explosion treated pistols inflicted havoc upon the densely packed orks while shurikens and fleshborer grubs cut through the mob stunned by the brutality inflicted upon them. The prince led his bodyguards into the confused orks and the centarian zoats stomp and crush their bodies. The prince thrusted at the orks with a disruption blade dropping an ork with every strike of the weapon. A choppa blow dinged off the prince’s amour as his gyrinx curled around his feet. A slash with his glowing knife fell the brute, ending its life before it could even clutch at its ruined throat.
The surviving greenskins fled from the ambush, racing back to their vessel. The kroot and dragon knights overtaking many and driving the rest of the routed orks to hasten their retreat. Once the panicked survivors clear the woodland they were beset by jetbikes that chased the broken aliens and ensured not a single one would make it back to their ship. Content that that the battle was over the prince and his retinue left the eldar and kroot to dispose of the fallen orks, of the corsair causalities only a handful of kroot were slain. Almost instantly the kroots and the dragons picked through the fallen orks. The shapers directing their kroots consumption while the exodite’s dragons freely picked at the green bodies. The carnosaur wolfed down several orks taking its time to enjoy a meal with less fight in it than its previous snack. After those partaking ate their fill, the crew will ensure the remaining ork remains will be burned to prevent the sporing of the vile race.
Mal-Celm Rey was fluent in Imperial Gothic but these natives spoke their own distorted tongue that only bore the faintest resemblance to that langue. Using the zoats to relay the communication between himself and the local Mon-Keigh, the prince greeted the shabby old man who was their representative. Through the mind link, the successful destruction of the orks was relay the to the inhabitants. Mal-Celm Rey could have destroyed the ork vessel the instant it landed vaporizing the crew before they disembarked, but he desired that the natives would bare witness to their victory in order to properly cement their budding relationship. The additional benefits of providing his corsairs a chance to wet their blades and the possibility that the ork pirates actually have something valuable in their ship’s hold was enough spare the ork vessel the wraith of his cruiser’s pulsar. The kroot would be sent to search the reeking ship; another benefit of their presence in his crew. The village leader enthusiastically agreed to the prince’s terms, ten percent of their harvest and safe harbor upon the moon – a far better deal than the one the orks offered.
Fully half of the kroot contingent elected to stay on the moon and explore the genetics of the jungle’s fauna. The lost of the kroots was only minor setback and something to be expected. The situation had its benefits, in a few decades their descendants will want to leave this backwater world and he would be the only available method. The fruit was loaded into the hold, it was pleasant enough, particularly for a Mon-Keigh grown crop. It will be sold to the wealthy elite of some human hive world with the impression that they were harvested from a craftworld. The blue blood humans will play a fortune for such a perceived black-market delicacy.
Prince Mal-Celm Rey entered his chamber, the corsairs had left the small moon and he was pleased to be in aboard his ship in open space again. The remaining kroot had searched the ork ship, but did not come across anything valuable, well valuable to the eldar anyway. The kroot salvaged some of the ork equipment and guns for their own purposes. Mal-Celm Rey did help himself to one item from the orks. The warboss’s powerclaw, a monstrous pincher of three beaten and crude blades. Fallen from the carnosaur’s jaws and deprived of the appendage still remaining affixed to it at the time of its retrieval. The prince hung it on his trophy wall, after it was properly clean and sterilized. It joined ranks along a chipped relic blade, the arm of a crisis suit housing an ion blaster, a demiurg helmet, a hurd energy caster and several more items from his conquests. While it may seem erroneous to place the claw upon a wall celebrating his achievements, considering it was the dragon that slew the ork captain; truth be told, most of his trophies came to Mal-Celm Rey’s possession via the efforts of his crew. It was a ranger that ended the tau commander’s existence, her round piercing through the suit and the blue alien’s skull, a buccaneer’s explosive device that scattered the marine’s body and chipped his blade, and the lances of the dragon knights that sent the helmet flying from the demiurg leader’s head. But that did not lessen the pride Mal-Celm felt in his collection, while not having bested the champions directly, he had, through his command defeated them all. His hold full of marketable cargo; his crew appeased; a friendly, secluded port open to him; a new trophy, and profits in his future; this turned out to be a very good day for the prince.
I like the concept, but I need more fluff. As it is, it seems kind of wonky, even if he is a member of the Fallen. Preferred Enemy: Chaos indicates a hatred of chaos, but he is a daemon in all respects, just broken up a bit. The problem is the justification for his abilities is nil. Who is he? How did he get bamboozled into his current state? Who bamboozled him in the first place?
I'm kinda afraid of being hanged for this. Caution: I consider canon to be stretchy (and so do the fact checkers on there apparently)
@grunt: Very nice. The return of the custom hq will be a welcome one, do put it up when you're through so we can take a looksee. I obviously have no sense of balance so I won't judge its balance, but it looks good to me and the model is cool.
This message was edited 1 time. Last update was at 2012/02/25 09:55:03
Ovion wrote:My only question is, do you or the opponent control the greater demon?
Good question, thankfully this has already been faq'd.
Q: When Vin Diesel succumbs to the "it's all in my head" special rule, which player controls the greater daemon?
A: The model should remain under the control of chaos. To best represent this, the first choice should be the observer who has the least understanding of the rules of warhammer 40,000. If no sufficient observers are present, then the model falls under the control of the player who can do the best Vin Diesel impression. If either of these methods are inconclusive, then resolve the dispute as any other rules dispute involving the vin diesel independent character... with a fist fight.
Luco wrote:@grunt: Very nice. The return of the custom hq will be a welcome one, do put it up when you're through so we can take a looksee. I obviously have no sense of balance so I won't judge its balance, but it looks good to me and the model is cool.
Here is a first draft of the corsair codex, I created it a while ago. I am making changes to it now but the article provides a basic gist of my current fandex, it's kind of a throwback to the eldar mercenary forces in rouge trader: http://www.dakkadakka.com/wiki/en/Eldar%20Corsair%20Codex
My current changes allows the price to pick traits like gunslinger, low orbit raider, trusted leader, pulsar strike, etc. Also alignments:
Alignment: The fleet composition is dictated by the prince’s own philosophy. Some princes are loyal to the craftworlds and exodite planets and share their interests. Others princes have fallen into depravity and relate more to the eldar’s dark kin. While others drift away from the other eldar cultures and find their own unique place in the galaxy. A prince may pick an alignment that will effect the makeup of the corsair army list. See the parent codices for unit upgrades and options.
Loyal: The prince keeps close ties to their people and often operated along side the eldar of their homelands. Two troops and one elite and fast selection* may be taken from codex craftworld eldar. Kroot and Zoats may no longer be taken. The prince may purchase equipment available to the autarch from the craftworld eldar codex.
Debased: The prince has fallen to the dark elements of the eldar psyche and taken the fleet with them. Embracing piracy, murder, and mayhem the prince’s priorities fall in line with the dark eldar and it is common to see commorrite eldar in the princes ranks. Two troops and one elite and fast selection* may be taken from codex dark eldar. Kroot and Zoats may no longer be taken. The prince may purchase equipment available to the archon from the dark eldar codex.
Permissive: This prince has become a child of the galaxy and discarded much of the haughty bigotry that is typical of his people. This prince will make associations with non-eldar in pursuit of profit and mutual gain. Often renegade elements of other races will ally with the prince. Pick either codex imperial guard, codex space marine, or codex Tau empire. From one of these codices two troops and one elite and fast selection* may be taken.
* (Fast and Elites may only be taken if two troops are taken)
For Mal’s pricing considerations; a dark eldar archon with shadow field, blaster, and agonizer is priced at 125 points. Also same basic price range as well-equipped autarches.
Lord Inquisitor Mal'tillas:
A radical inquisitor who I used in my old daemon hunter’s codex with guardsmen allies. Now I play his force using the IG codex; he uses Straken’s rules. He is, the end justifies the means, kind of guy who has no problem allying with aliens or attacking imperial factions to further his ends. He is dancing on a knife's edge on whether or not he will fall to chaos.
I wasn't going to post this in here originally, but eh what the heck:
Of all the Wolf Lords in the Fang, Andilus Greatsword is perhaps the most grim. His childhood is shrouded in mystery. All that is known is that his family was slaughtered in a raid. The young boy fled into the wilderness, only to reappear many years later, miraculously still alive and wielding a massive two-handed blade. As a young Fenrisian, he made a name for himself serving under a powerful tribal chieftain, Fremont, who he helped to conquer many of the surrounding tribes. He was recognized by the Wolf Priests for his ferocity in combat, unmatched martial prowess and unswerving loyalty - any other Fenrisian would have tried to kill his master and usurp his throne, but Andilus gave it no thought. Andilus helped Fremont to capture swathes of valuable land, affording his people a life of relative luxury... however, like so many things on Fenris, this was not meant to last. While Andilus' loyalty may have been unquestioned, other elements of Fremont's court were more treacherous, and the High Chieftain was assassinated. A bloody civil war erupted as the decadent empire crumbled scant years after its inception. Andilus fought to keep the tribe together, but was mortally wounded in the face of overwhelming numbers, as he cut down his final foe.
But this was not the end, merely the beginning. The Wolf Priests of Asahiem descended upon the expiring body, bearing it to the Fang and resurrecting him. Andilus was allowed to join the Space Wolves, an honour which he received with dispassion. After enduring the various tests of initiation, he was finally admitted to the Test of Morkai and drank from the Cup of Wulfen before being cast into the wilderness. The potency of the Canis Helix nearly overcame Andilus, and he drew dangerously close to succumbing to its bestial effects. However, he managed to wrestle against the animal inside and made his way back to the Fang, finally becoming a full-fledged Space Wolf as the last of the geneseed was implanted.
Andilus rose through the ranks quickly, and it soon became apparent that the fierce warrior was also a surprisingly skilled leader as well. In recognition of his talents, the chapter's Iron Priests recast his Fenrisian greatsword into a power weapon which would become his namesake. After a couple decades of service, he was admitted to the Wolf Guard, and then became Wolf Lord when his master was slain in battle by a Daemon Prince. Quiet and intractable when not at war, Andilus leads his men from the front, where he erupts into a fury that is terrible to behold.
However, behind his outer facade of grim stoicism, Andilus hides a dark secret - the curse of the Wulfen still prowls beneath the surface, waiting for a chance to rear its head. The curse has already claimed the life of Andilus' former Lord and he knows that if he cannot rein it in that it will claim him as well. The animal inside Andilus wants to be set loose, and it takes every ounce of strength to keep it at bay on the field of battle...
Icon of Andilus Greatsword's Great Company, the Night Wolf. This creature is said to be blacker than the night, hunting its prey mercilessly until dawn. It is said that the last thing its prey sees is the red of the Night Wolf's eyes before they are met with a violent end...
Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman, Saga of the Bear
Rules: ATSKNF, Acute Senses, Counter-Attack, Independent Character, The Animal, A Glorious Death
Options: Andilus can take up to 2 Fenrisian Wolves at 10pts each.
Rules: Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that counts as a frost blade. In addition, at the start of the assault phase, the player controlling Andilus can declare that he is weilding the Greatsword as a Thunder Hammer. If he does so, Andilus strikes at I1 as usual.
The Animal: Andilus is exceedingly aggressive, throwing himself headlong at opponents as he wrestles with the Curse of the Wulfen. He gains +D3 Attacks on the charge, rather than +1 (however, he only gains +1 Attack when he Counter-Attacks). In addition, if Andilus fails a Ld/Morale test then he gains the Rage special rule as the blood frenzy of the Wulfen overpowers him for the duration of the battle (it is assumed he regains his composure after the battle).
A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage and Furious Charge special rules as he attempts to bring as many enemies down with him as he can.
This message was edited 1 time. Last update was at 2012/02/25 22:13:24
Grunt13 wrote:
For Mal’s pricing considerations; a dark eldar archon with shadow field, blaster, and agonizer is priced at 125 points. Also same basic price range as well-equipped autarches.
I just think the reroll for troops arriving is crazy that it's EVERY successful roll, this can completely screw over a reserve army. While it makes me happy that Eldar would have such a crushing character against Blood Angels, I just think it's a little much. I think that making the opponent reroll ONE reserves roll (Mal's choice) per turn is a lot more reasonable and then the points are worth it. Considering his low save and average eldar T3 I think it's pretty reasonable, as a single autocannon wound will ID him.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
It is also a middle finger to Draigowing, in stormraven lists, reserve nids, Khan outflanking bike armies, and Daemons.
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The dirty trick rule only affects one unit a turn in the manner felixander describes– I probably could have phrased it clearer.
Compare to the Intercept Reserves rule the Officer of the Fleet gives to IG, or the other reserve affecting rules that have existed/do exist in the game I don’t think it is that powerful. Again, it just works on one unit a turn. It is just one reroll at that, so a deep striking unit could either have its reserve roll or placement roll redone - not both.
This message was edited 1 time. Last update was at 2012/02/26 15:13:29
Grunt13 wrote:The dirty trick rule only affects one unit a turn in the manner felixander describes– I probably could have phrased it clearer.
Compare to the Intercept Reserves rule the Officer of the Fleet gives to IG, or the other reserve affecting rules that have existed/do exist in the game I don’t think it is that powerful. Again, it just works on one unit a turn. It is just one reroll at that, so a deep striking unit could either have its reserve roll or placement roll redone - not both.
You play Eldar too so I knew you wouldn't be that foolish
Sidenote: have you seen the IA Eldar Corsair codex?
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Early in her life she spent time on the Path of the Outcast, as do most Eldar youth. She stumbled upon relics on the Exodite world of Xannan. Unsure of what they were, she gathered them up and took them back to the Craftworld. There she was met by a troupe of Harlequins, who relieved her of the artifacts without telling her what they were.
Devoted to the preservation of the Eldar race, when she returned from the Path of the Outcast she focused her efforts in ways she best felt she could aid Tann-Loc. She then spent time on the Path of the Warrior, learning the arts of the Banshee, and following that she followed the Path of Command. Throughout all her travels and fighting she had the uncanny ability to uncover lost artifacts.
During one raid on an Adeptus Mechanicus excavation team on Ypres-XI, Dor-Fellion uncovered the Atlas Infernal, thought to have been stolen from the Black Library by Inquisitor Czevak. Once again Dor-Fellion was visited by Harlequins who thanked her for finding the lost codex. After speaking with the Harlequins, Dor-Fellion was persuaded by the Solitaire to embark on what would be the last Path she would travel: the Path of the Seer.
Dor-Fellion was only 455 years old when she became a Farseer, making her the youngest one on the Craftworld. Almost as soon as she became a Farseer, a troupe of Harlequins arrived at Tann-Loc and requested that she follow them into the Webway. She was taken to the Black Library where she met the Guardian-Scribes. She was admitted into the Black Council, a select group of Farseers who, outside the Harlequins, are permitted to know the location of the Black Library.
Since then she has been on a mission that is more aligned with the wishes of the Black Council than with Tann-Loc. At times this meant that requests to draw upon Tann-Loc’s resources have been denied. However, she is fiercely loyal to the Craftworld and will not hesitate to come to its aid. In battle she is frequently accompanied by a large number of Harlequins who hope to benefit from Dor-Fellion’s innate ability to uncover invaluable treasures.
WS - 6
BS - 4
S - 3(4)
T - 3
W - 3
I - 5
A - 2
LD - 10
SV - -
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
Special Rules: Independent Character, Fleet, Psychic Powers, Black Council
Wargear: Ghosthelm, Shuriken Pistol, Rune Armor (4+ invulnerable save), Runes of Witnessing, Spirit Stones, Gyrinx, Dawn of Asur (Void Sabre)
Psychic Powers: Mind War, Doom, Fortune
Black Council: Dor-Fellion has close ties to the Harlequins and the Black Library but it has come at the cost of severing some ties to Tann-Loc. As such, if Dor-Fellion is included in an Eldar army no other Farseer may be taken, including named characters. Additionally, Dor-Fellion may not have a seer council as a bodyguard. However, she can call upon Harlequins as regular allies of hers. To reflect this, an army with Dor-Fellion may take a unit of Harlequins as listed in Codex: Eldar, but they do not take up a slot on the Force Organization Chart.
Gyrinx: These are furry feline creatures that frequently accompany Eldar seers. A gyrinx confers a character a single re-roll on any D6 roll (ie. to hit, to wound, an armor save, etc). It cannot be used if the player’s opponent is making the dice roll). *** (Found on page 158 of Imperial Armor 11)***
Dawn of Asur: The Dawn of Asur is an ancient Void Sabre that Dor-Fellion recovered from the ruins of Tressen-XI. Void Sabres are considered to be cursed by most Eldar, but they are incredibly powerful Void Sabres are close combat weapons which add +1 to the wielder’s Strength. The Dawn of Asur counts as a power weapon. When attacking vehicles, treat all attacks from the Dawn of Asur as having the Rending special rule. ***(Adapted from the rules on page 159 of Imperial Armor 11)***
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I tried to go with the "overcost and underpower" school of thought. The lack of a seer council can be a drawback, as it takes away one of the most resilient units in the game out of my army. Harlequins are good, but they're not THAT good. 200 points is slightly less than Eldrad, and this Farseer is no where near as powerful as him, which leads me to think that the cost is probably fair.
"The warhost on the hill was one of the most bizzare sights I had ever seen on a battlefield... Xenos, daemons and humans collected together in units together, gripping dice and paintbrushes; Orks, humans and creatures for which I had no name, clad in ancient armour and clothing; steam-powered walkers with antique-armoured assistants; and many bizarre war-machines, many of which had no purpose that I understood.
An Eldar, bizarrely dressed in a customised suit of power armour and standing on a shield borne by two servants, was carried forth out of the crowd. Raising his Daemon weapon, he shouted three abrupt words:
"Thin! YOUR! PAINTS!"
With that, every member of the warhost screamed out their own battlecry; only a few that I heard were "WOLVES FOR THE WOLF GOD, WOLVES FOR THE WOLF THRONE!", "METAL BAWKSES!", and, strangest of all, "CREEEEEEEEEEEEEEEED!". However, after a few seconds, all these shouts were replaced with a single, simultaneous battlecry:
"DAKKA DAKKA DAKKA! 'ERE WE GO, 'ERE WE GO, 'ERE WE GO!" Upon shouting this, the entire army charged down the hill, guns blazing." - extract from the report of Colonel Montague, Cadian 12th, on the "Gugalle Incident".
Yep, I am familiar with the IA corsair codex; I am taking some of its concepts while updating my codex, like allowing the corsair troops to purchase jump packs for example. My codex really differs from the imperial armor codex in basic character themes, units, and army performance. Since “corsair” is a very open term I think there is room for two different codices to represent pirate eldar. The IA corsairs are just a different style of pirate band than what I am advocating.
I never really liked how corsairs seem better equipped than some craftworlds with their prevalence of tanks and aircraft. I really attempted to channel the original rogue trader mercenary eldar force with zoat bodyguards, old equipment, and other such forgotten antiquities. I also wanted to give the impression that the corsairs were more of a rag tag group of bandits rather than a military army. More firefly, rebel alliance, and battlestar galactica, than typical military. IA went a different direction, not surprisingly, loading their codex up with forgeworld vehicles; I wanted to create a more underdog brigand force – not one that uses fighter jets to strafe opponents; more thieves in the night than someone with a fleet of warmachines at their disposal.
@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.
@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Warlord 'Ulk da Smashas' Waagh was attacking a planet defended by the IG and was being used by the Mechanicum to test out recently uncovered Archeotech. Seeing no other option to stop 'Ulk from overrunning the facility, the admechs used the tech against the orks....
It wasnt the blastiest bomb 'Ulk had seen da 'umies use, nor da loudest, but it was da most killy, too killy even. All da boys died they say, all dem 'umies too, but not 'Ulk, he got stronger, but not bigga, some say hez da strongest of da orkz, but da 'fing is, hez not da biggest, dat make 'em unorky, so some orkz tried to kill'em, but he krumped 'em. Wherevea he goes dis' appens, some say his WAAAGH! is so loud it makes da planet crack an' kills da orkz but'em, wif no chance da fight back even! Some even say Gork and Mork abandoned 'em and da ork dat kills 'em will get BOTH of 'em to make dem even bigga den Ghazgull 'emself! So hes a freeboota, other freebootas try to kill 'em, or fight with 'em so theyz can stab 'em in da back, but it dont work, so he killz dem or dey leave so he dont smash 'em.
Rules:
"'Ulk SMASH!" : all of 'Ulks attacks are Ap2
"Un-Orky": Any ork within 6"(even if they only move THROUGH THE RADIUS, this applies to models not whole units) of 'Ulk attacks him until they or he is killed.
"Madder 'Ulk gets, stronger 'Ulk gets!": For every wound on him, he gets an extra attack.
"Strongest there is!": Roll a D6 at the beginning of every turn, if the die is lower than the current turn number, 'Ulk decides he has proved his strength and heads toward to nearest table edge(if more than one edge is equi-distant, roll a scatter die and which ever its closest to, of the equi-distant edges) at the speed of 12" a turn any cover/terrain(he run through walls) is ignored, any units(friendly or enemy) he comes across attack him in melee(he attack back) but only orkz(friendly or enemy) stay stuck in, trying to be the one who kills him
"Thunder clap": he claps his hands hard and its a flamer template attack, str 8 Ap3
"Jump": he leaves the board, next turn he deepstrikes(mishaps on terrain scatter until it is off terrain) scatter into units moves the models to give 'Ulk room to land and everything within 6" gets hit with str8 Ap3 attack. One use only.
"WorldBreaker": When 'Ulk calls a WAAGH! the effect is the same as Ghazgulls, except, the orkz fighting on his side are so terrified that he'll make the planet break and kill them without being able to fight, every ork unit not in melee at the end of the turn its called must take a morale check on the highest morale STAT in the squad(so no using the number of boys as Ld) EVERY. TURN. until they are in melee(any turn after the WAAGH! is called, any ork unit not in melee at the end of the turn takes a morale check) IMPORTANT: Orkz wo fail a morale check because of worldbreaker may take the same number of wounds(no allocation) as they failed the check by(wounds are NOT saveable!) because the orkz figure killing each other still counts as fighting
So hes strong as hell, but can hurt your army almost as much, if not more, than the enemy. Not sure what his points cost should be though, thoughts, opinons?
This message was edited 1 time. Last update was at 2012/02/27 07:16:59
"Surrender and Die."
"To an Immortal, to one among a legion, honor and your word are all that matter" - Phaeron Orionis of the Brotherhood