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Runna wrote:I think containing the reasoning behind what distance is on the board will help you negotiate what the range of new weapons should and shouldn't be.
Also, when factoring in real-type situations, you must factor in balance as a final say.
Balance is allowed to re-write reality for gameplay.
A pistol is 12"
Let's say that is 100-150m
now we're saying 6" is 50-75m (Math accuracy not whitstanding.)
Now let's keep that up? How?
2" is 0-25m
this may help
so 36" is...max range 900m
This may not be correct, or justified, but I'm hoping it will help. The barrel firing the bullet needs to be powerful enough to launch it a certain distance, the bullets strength is then taken into consideration. What kind of shell, is it a laser, etc...
In response to AP, I would say when taking into the shot of a Sniper or a gattling gun, both which seem to average a similar range, thus the AP would take into effect the chance of the bullet making target in a sufficient enough sense to wound. (by Gattling I am effectionately refering to a Big Shoota.)
With Snipers, the relevancy of the shot is represented in Rending, which would most likely indicate that the shot was good. Other wise you've clipped the target and in a sense causing a wound should not be easy, thus, not very good AP.
With Gattlings, even the clip of the shell should be enough to tear flesh and armor, thus usually, AP would be higher. No Rending means the aim of the wielder with said automatic weapon, (anything with assault or heavy 2 or higher) is not enough to make this high powered firing machine aim at any specific body part. (Balance>Reality.)
In regards to Initiative, I would say it is not always alloted to the speed of said character, but also in regards to their fighting skill.
To represent better skill one may add a higher Initiative as a higher WS is only so useful. This may be a reason for it.
Though it should be explained in fluff that the character is skilled in combat, and for balance, remember not to have someone who can wipe out sqauds in both combat and shooting and have psychic power awesomness, one of the three is enough. A decent to good ability in the other two is acceptable. A poor to non-existent of the third should then be applied.
A character that can buff an entire army should be treated very carefully, as this is a balance game that becomes more difficult and may require playtesting and discussion.
Survivability should also be taken into account. A characters ability to survive should directly effect their other stats. The more survivable a character is, the more the other stats should be lowered to balance out the time that character would/will be on board.
My work is boring today, hence, long, possibly boring as all hell, post. You know what, I'll make a character.
Automatically Appended Next Post: effectionately is a word I use that means
both effectively and affectionately.
Iwas wondering where that word came from...
Anyway, clipping someone with a 7.62mm round is different than clipping someone with a .50 caliber round. A stray shot with a .50 cal still has the capacity to take out an arm (as in blow it clean off), and more often than not direct hits in the torso will separate the top half from the bottom half. If anything, I think the chance to rend should be increased to 5+ to represent such power, even at range. Gatling weapons (like the 20mm cannon on the AC-130 Spectre or the 30mm one on the A-10 Warthog) deal massive damage to anything they touch, and the 30mm version will wreck tanks in an instant. standard 5.56mm or 7.62mm miniguns won't do as much damage, but still maintain that 3k rounds/minute.
I and WS should be proportionate to each other, although there are some exceptions (Obyron has WS6 and I2, Crowe has I6 and WS8). a model with high I should also have high WS (I still find it a tad odd that Wyches have WS4 yet I6 wihle DC Assassins have WS5 and I5), although a model with high WS does not necessarily need high I.
Aregal, the Shadow Seed. Type: Infantry (Unique)
Slot: HQ, Tyranids
Cost: 200pnts
WS 8 BS 3 S 5 T 5 W 3 I 7 A 4 Ld 10 Sv 4+
Wargear: Hardened Carapace, Rending Claws, Scything Talons, Implant Attack, Acid Blood, Adrenal Glands, Toxin Sacs and a Laspistol. (As per Imperial Guard Codex.)
Special Rules: Brood Telepathy, Fleet, Infiltrate, MTC, Psyker, Will of Vengeance, Prefered enemy: IG, Independant Character, Synapse Creature.
Will of Vengeance:
Spoiler:
If a sweeping advance can be made, Aregal the Shadow Seed rolls his advance at Initiative 10. If he is defeated in a combat round but not killed, and avoids the sweeping advance, he may use his pyschic power: "Will of the Deformed" at the start of his following turn. If he is succesful, he counts as having regrouped and acts normally as per the powers rules the following turn.
Psychic Powers: Aura of Despair, Hypnotic gaze, Leech Essence, Will of the Deformed, and Wrath of Aregal.
Will of the Deformed:
Spoiler:
Use at the beginning of Aregal's movement phase. If passed, remove him from play, and infiltrate him anywhere on the board the following turn, following infiltration rules. (He uses his psychic will to completely transform his body into whatever it needs to be for a short time only as many forms are difficult to maintain, especially when in battle.) If failed however, Aregal suffers an unsavable wound in addition to any perils of the warp he may or may not suffer.
Wrath of Aregal:
Spoiler:
If you so choose, Aregal may exert all his psychic energy into an explosion, the act leaves him empty for several days. You may choose to use this power at any point during your turn, not your opponents. Place a large blast over Aregal, take the psychic test, and each model under the blast suffers a perils of the warp wound, whether they are psychic or not. Leave Aregals body on the board, and it now counts as an additional objective for the rest of the game. If playing for kill points, your opponent gains a kill point the moment you do this.
You may not field a Hive Tyrant, a Swarmlord, or a Tyranid Prime if you are choosing to field Aregal, the Shadow Seed. Aregal, the Shadow Seed, will detach from a unit if he uses the Will of the Deformed psychic power automatically, whether he succeeds or not.
The creation of Aregal, is not a legend well known. He and he alone is privy to it. It's uniqueness, it's...complicated origin, and the result. Which created the Shadow Seed.
Spoiler:
Aregal is a Genestealer. A Broodlord. He is from a strand that had survived by running further and further into the Imperium home worlds, undetected for several hundred years. The Genestealers that may be called his ancestors, were all subsequently slain, with often only their seeds remaining, inside their human hosts. Through some act of sick fate, they continued to survive, and flee, and the more the years past, the more this strand of Genestealers seem to take on the characteristics of their hosts. Human-like hands and even some facial features and legs, and the disturbing sight made them quick priorities of local militia to destroy. Until Aregal, the last of that strand sprung from the body of the crazed woman Yune Saril Maline's husband. She was the deranged wife of honored shipping captain Donald Maline. Whose death was never reported.
Aregal, upon spawning, found himself capable of communication. This insane woman, who his instinct told him to slay, saw him as a son. Her insanity, came from not being able to bear children, or perhaps many things combined. Aregal, with some strands of his DNA so infused with these humans, stayed his hands. Two of which, were arms. So scared for the life of her 'son' she kept him hid. Aregal, confused with the inherit nature of his very being, and these, 'thoughts' followed the woman to her cave. He found himself, conflicted with the surroundings of this cave. She tried to feed him, this sick woman, even with the bodies of dead men and women from her local town. Some of which she had killed.
Aregal found, he had developed somewhat of an unusual fondness of this, human woman. She treated him as a son, and as he began to learn the ins and outs of his cavern, he also began to learn the strength he possesed. Aregal was in a situation not Genestealer had ever been in, and with a mind like no creature ever had. There is simply so much taint within his line, and this began to exert itself from the way in which his early years were spent.
He attempted to hide his other arms, even psychically forcing them into his own carapace. His face, he reformed with psychic energy, and on more than one occasion, with the help of large pants and much concentration, he would attempt to interact at bars. He would attempt to drink, to understand this world, all the while ignoring the more powerful instinct that lurked inside of him, the very nature of his true ancestry. The Hive Mind seemed to be completely lost to him. For a short time, he tried to be a man, not for his own purpose, but for this woman, this crazed femal who took the monster that spawned from her husbands corpse as a son.
She taught him how to shoot, how to hold a weapon, he learned to speak, more importantly, her learned to read minds. The way in which Abegal asserted his control over his psychic abilities presented a will that acted on its own, and it strengthened his physical being.
The woman was caught and executed for serial killings, some ten years after she had begun to hide and care for Aregal. The entire city, was found dead months later. A massacre and a message. Aregal's emotions were unusual for a Tyranid, especially a Genestealer. The Hive Mind could feel this lost child, and the Hive Mind knew it had found something worth bringing home.
The message left behind was written in blood on ever door of every major building, I am Aregal, the Shadow Seed, my mothers blood was all that kept you safe.
Many claim to have seen Aregal, but none who have, have lived to tell of it.
The path from world to world began, and when Aregal eventually rejoined with the Tyranid mass, he would not bow to even a Hive Tyrant. This, pleased the Hive Mind, and in his psyche, they enfused the belief. As the woman Yune Saril Maline, was Aregal mother, the Hive Mind was his father. They would seek vengeance on the human race together.
Though none know the Aregal of that horrid tale to be a Tyranid, and many believe it to be a demon. The truth is all well too hidden. For this Broodlord, who has the power to reshape itself for periods of time to infiltrate in ways that are only read in horror stories, is a threat that must be dealt with, yet goes as easily unnoticed as the psychic energies which it has learned to manipulate.
I never tried to write a Tyranid unit up before so if this overcosted or undercosted let me know. As far as the rules go, I'm good for rewording them, but I don't find them too OP. If I am wrong, just simply point it out, and I will adjust.
This message was edited 2 times. Last update was at 2012/04/20 13:43:49
“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
Ok i have been toying with this idea for a while but here is my character, This is my first attempt so please be gental also please excuse the spelling
HQ Black Templars
Marshal Bernard Mollay "The Repentant"
Points 150
WS 5
BS 5
S 4
T 4
W 3
I 5
A 3
Sv 3+
Equipment: Frag granades, Blades of Repentance
Special Rules The Repentant: Other Black Templar units may not use Bernard Mollay's leadership under any circumstances.
Blades of Repentance: Upon being sent on his penitent crusade Mollay had all of his chapter relics removed from his care and he had to forge his own blades. The Blades of Repentance are a matched pair of chainswords which grant +D3 attacks on the charge rather than the usual +1
Outcast: May not join a unit
Rage (as per rulebook)
Furious Charge (as per rulebook)
Fluff (WIP)
Marshal Bernard Mollay was leading a crusade against an alpha leigion incursion, he was working alongside other imperial forces Including an inqusitor. Upon recieveing an invite to a war council upon the Inqusitors flagship, He arrived with his honour guard and while making his way to the council room he saw what he believed to be evidence of an alpha legion infiltration. Seeing this "evidence" he flew into a rage killing the entire war council only being stopped when the Inquisitor entered the room and threw him accross the room with a blast of psychic energy. He later awoke in a secure cell on none other than the Eternal Crusader.
DJFisher wrote:This is my first attempt so please be gental also please excuse the spelling
No can do!
So your guy kinda... sucks =P A Marshal of the Black Templars has a normal chainsword? Give him a power weapon! No invulnerable save? Give him an Iron Halo! No one else can use his Leadership? I'd hope not, he doesn't even have that characteristic! A single lascannon shot kills him and he cannot hide in a squad? Give him eternal warrior!
Overall he's interesting. I am a fan of the Outcast rule, but if you're gonna do that, beef him up! He's gonna get knocked down fast. Though honestly I don't think it makes sense to have the leader be an outcast. I'd reword it. Not sure how. Maybe saying his presence as a leader is needed everywhere at once and thus can't be tied down to a single squad? I'm not so great at the fluffy parts. What makes him so Ragey? Lots of SM leaders go on temper tantrums, I'd work it into your fluff about how it's a common. (I know it's still a WIP so not hatin', just hopin to be helpin')
I don't think the two weapons fits Black Templar style (I usually think Greatsword) but it's your fluff so having a Marshal using two weapons is very individual! Blades of Repentance can keep the same rules, just with matched MC power swords. A Marshall should be able to buy himself some nice pokey sticks.
But you still get a gold star for not making an overpowered character!
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Any fool running up to him with an energized stick. Probably dead.
Lol
QFT, he isn't hard to kill
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Felixander : The reason he is quite basic is due to the fluff im wrighting for my army tbh he is more of an Ex marshall who disgraced himself hence the chainswords, The rage special rule is there to show how desperate he is to regain his honour. all in all i was going for fluff over power might think about eturnal warrior or feel no pain for a points increase . My original idea was to give the blades of repentance rending and take away the +D3 attacks on the charge.
Thanks for the feedback tho i shall give it a think and post up any changes
This message was edited 2 times. Last update was at 2012/04/19 15:30:55
Hey guys, I love 40k and I love the Uncharted series on the PS3, so, being the thrifty boy I am, I made a Drake model for the hell of it. Seeing this thread, why not make him a unit?
-Stealth
-Move Through Cover
-Fleet
-Loner
-Always a Pain
Always a Pain: Drake has a natural talent for being the monkey wrench is an enemy's plan. He is always held in reserve, even in scenarios where this isn't allowed. When he comes in from reserve, he may be placed anywhere on the board following the 1" model rule, as if by deep striking, but does not scatter.
Wargear:
RPG: range:36" Str 8 Ap3, Ordnance
AK-47: range: 18" Str 4 Ap6, pinning
So you told the SD boy to stay classy. I'm sure he's NEVER heard that one....
An AK-47 would have a Lasgun statline. (24", Str3, Ap-, Rapid fire.) Considering a Boltgun is basically equivalent to an auto-shotgun firing explosive shells, an AK isn't going to be that strong... I could live
The RPG would likely be Str 6-7, AP3, small blast.
DJFisher wrote:Felixander : The reason he is quite basic is due to the fluff im wrighting for my army tbh he is more of an Ex marshall who disgraced himself hence the chainswords, The rage special rule is there to show how desperate he is to regain his honour. all in all i was going for fluff over power might think about eturnal warrior or feel no pain for a points increase . My original idea was to give the blades of repentance rending and take away the +D3 attacks on the charge.
Thanks for the feedback tho i shall give it a think and post up any changes
As is I'd drop him to 100. With Iron Halo, Eternal Warrior, FnP and 5+ rending chainswords I think 165 would be good.
And the Drake character above is just a crappy Marbo clone :/
This message was edited 1 time. Last update was at 2012/04/19 23:25:06
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Weapons and Equipment:
XV-9
Vectored Retro-thrusters
High Impact Sniper Rifle
Micro-Smart Missile System
Camo Cloak
Special Rules:
Efficient shot
High-Impact Sniper Rifle
Range: 72” Str: 10 AP: 1 Special: Heavy 1, Pinning, High-Impact
High-Impact: Any model suffering an unsaved wound from this weapon takes two wounds instead. In addition, re-roll any failed penetration checks.
Camo Cloak: Grants the stealth rule. Additionally, target counts as having a stealth field generator. See armoury for more details.
Micro-Smart Missile Launcher: This weapon can be used during the Assault phase, after assault moves have been made, but before any blows have been struck. If Commander R’mont passes an initiative test, place a large blast template on the Commander. Enemy models that are under this template suffer an immediate S4 hit.
Efficient Shot:
R’mont controller allocates shooting wounds caused by him.
*NYI*
1850pnts
lost
Stolen
Beezlebub has never seen, a solider quite like me. Who not only does his job but does it happily. I'm the fear that keeps you awake. I'm the shadows on the wall. I'm the monsters they become. I'm the nightmare in your skull. I'm the dagger in your back, an extra turn upon the rack. I'm the quivering of your heart, a stabbing pain, a sudden start.
The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
This message was edited 1 time. Last update was at 2012/04/20 00:23:19
*NYI*
1850pnts
lost
Stolen
Beezlebub has never seen, a solider quite like me. Who not only does his job but does it happily. I'm the fear that keeps you awake. I'm the shadows on the wall. I'm the monsters they become. I'm the nightmare in your skull. I'm the dagger in your back, an extra turn upon the rack. I'm the quivering of your heart, a stabbing pain, a sudden start.
Ovion wrote:He can't move and fire?
All Jump Infantry (Jet Pack) troops are relentless, so yes, yes he can.
Huh. You're right. Never really had to deal with that, with plasma rifles never really being in rapid fire range, and everything else available on Crisis Suits being Assault weapons. Well, changing it to be so that it can't be fired in the same turn the unit moved, regardless of the unit having relentless or not.
*NYI*
1850pnts
lost
Stolen
Beezlebub has never seen, a solider quite like me. Who not only does his job but does it happily. I'm the fear that keeps you awake. I'm the shadows on the wall. I'm the monsters they become. I'm the nightmare in your skull. I'm the dagger in your back, an extra turn upon the rack. I'm the quivering of your heart, a stabbing pain, a sudden start.
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
he can move and fire, and just because you ruun into a crapton of heavy vehicles and models doesn't mean you go develop a character to kill everything you hate. Also, he won't get eaten by S6 weapons. He's T5.
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
he can move and fire, and just because you ruun into a crapton of heavy vehicles and models doesn't mean you go develop a character to kill everything you hate. Also, he won't get eaten by S6 weapons. He's T5.
Changed the weapon so that he can't move and fire. As for the second part, that's just, like, your opinion man. I said this was created after I ran afoul of that stuff. I never said that's what prompted it. Also, a single round of shooting outside cover or any blast weapons pointed at him, OR close combat will wreck him.
*NYI*
1850pnts
lost
Stolen
Beezlebub has never seen, a solider quite like me. Who not only does his job but does it happily. I'm the fear that keeps you awake. I'm the shadows on the wall. I'm the monsters they become. I'm the nightmare in your skull. I'm the dagger in your back, an extra turn upon the rack. I'm the quivering of your heart, a stabbing pain, a sudden start.
TheMind wrote:
As for the second part, that's just, like, your opinion man.
I don't even like that movie (I know, I know... HERESY!) but I whenever I use it in the forums people don't get it. So I am acknowledging you in hopes of good karma
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
he can move and fire, and just because you ruun into a crapton of heavy vehicles and models doesn't mean you go develop a character to kill everything you hate. Also, he won't get eaten by S6 weapons. He's T5.
Changed the weapon so that he can't move and fire. As for the second part, that's just, like, your opinion man. I said this was created after I ran afoul of that stuff. I never said that's what prompted it. Also, a single round of shooting outside cover or any blast weapons pointed at him, OR close combat will wreck him.
The Dude abides Anyway, I'm pickin' up what you're puttin' down. Sorry if it came off a tad harsh. I think the only thing that will actually wreck him is CC, as WS3 and 1 attack ain't good. At range, this guy still has four wounds, T5, and a 3+ armor save. Sure, a full unit of Kabalite warriors will eventually kill him through sheer number of shots fired, but I don't think he'll get facerolled if he gets caught out in the open. A Plasma Cannon, Lascannon, ML, will cause wounds, but if he gets caught by one of them his Cover save failed and that happens to everything. Still, I do like the character, though I don't think the Tau need more Railguns .
A revised Szarekh, and hopefully a balanced one. Still no ideas on points cost (350 maybe??).
SZAREKH THE LAST SILENT KING WS5 BS5 S5 T5 W3 I3 A3 LD10 SV2+/3++
Unit Type: Infantry (Character)
Wargear: Staff of Aeonic Light, Sempiternal Weave, Phase Shifter, Phylactery, Ressurection Orb
Special Rules: Independent Character, Fearless, Phaeron, Ever Living, Reanimation Protocols, Phase Out, Triarch Ruler, Hatred of the C'Tan
Staff of Aeonic Light Counts as a Power Weapon with the following ranged profile (12" S8 AP2 Assault 1).
Phase Out If Szarekh fails to come back via Ever Living or Reanimation Protocols, roll a D6. On a 4+ he is not destroyed, but is placed back in Reserve and may re-enter at the earliest possible opportunity in the controlling player's turn.
Triarch Ruler When Szarekh is in the army, Triarch Praetorians count as Troops choices.
Hatred of the C'Tan When Szarekh is present, C'Tan Shards cannot be taken as part of the army.
The Loner rules would Prevent Drake from receiving orders from a CCS or PCS. Yes, he was heavily inspired by Marbo, but I feel like he has a little more versatility with the missile launcher with counts-as ordnance. I think a unit should be underplayed first, then scaled up appropriately, so crappy, maybe. But hey, when I'm fielding him, I'm already having more fun than you =p
So you told the SD boy to stay classy. I'm sure he's NEVER heard that one....
SoliderSnake wrote:The Loner rules would Prevent Drake from receiving orders from a CCS or PCS. Yes, he was heavily inspired by Marbo, but I feel like he has a little more versatility with the missile launcher with counts-as ordnance. I think a unit should be underplayed first, then scaled up appropriately, so crappy, maybe. But hey, when I'm fielding him, I'm already having more fun than you =p
I thought he was a marine...?
BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
LORGAR, PRIMARCH OF THE WORD BEARERS, XVII LEGION WS7 BS5 S5 T5 W3 I5 A4 LD10 SV2+/X++*
Unit Type: Infantry
Wargear: Illuminarum, Armour of Colchis, Frag and Krak Grenades, Psyk-out Grenades
Special Rules: IC, Fearless, Eternal Warrior, Rites of Battle, Litany of Purity, Aura of Faith
Illuminarum A Master-Crafted Crozius that can use the following profile for a shooting attack (Template S5 AP4 Assault 1, always wounds Daemons on a roll of 2+).
Armour of Colchis Confers a 2+ Armour save, and a 4+ Invulnerable save against ranged attacks (becomes 3+ in close-combat).
Litany of Purity Lorgar, and the unit he is with, count their close-combat attacks as having the Daemonbane special rule (see GK Codex).
Aura of Faith As described in the entry for the "Banisher" in the GK Codex.
(Note: It has been said that ALL Primarchs have psychic potential, even if they do not actively use powers like Magnus would. I read a bit of The First Heretic recently, where it confirmed that Lorgar had such potential. This is represented by his unique special rules.)
1 He isn't a GK so drop Psykouts
2 Daemons hadn't been discovered nor fought at tbat point. Drop Psykouts
3 The Inquisition or GK weren't around at that point. Drop Psykouts.
Also, get rid of Daemonbane, and wounding daemons on 2+. He likes them when.he finds them.
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Deadshot wrote:1 He isn't a GK so drop Psykouts
2 Daemons hadn't been discovered nor fought at tbat point. Drop Psykouts
3 The Inquisition or GK weren't around at that point. Drop Psykouts.
Also, get rid of Daemonbane, and wounding daemons on 2+. He likes them when.he finds them.
Fair points. However, this is a "unique character" topic, so it is prefectly reasonable for Lorgar to be loyalist here.
Deadshot wrote:1 He isn't a GK so drop Psykouts
2 Daemons hadn't been discovered nor fought at tbat point. Drop Psykouts
3 The Inquisition or GK weren't around at that point. Drop Psykouts.
Also, get rid of Daemonbane, and wounding daemons on 2+. He likes them when.he finds them.
Fair points. However, this is a "unique character" topic, so it is prefectly reasonable for Lorgar to be loyalist here.
But "Unique Character" and "make up your own fluff and ignore the entire timeline and story behind the game you're making the character for" are different. Keeping his weapons as are is like making M'Kar an HQ choice for Grey Knights because him and Draigo are actually childhood chums (M'Kar is the Daemon Prince who sucked Draigo into the Warp). Oh and Ghazghkull and Yarrick meet frequently for tea time, sleep overs, and pedicures so you can take them both in either codex. And sometimes Marneus Calgar borrows a few Grotesques from Urien Rakarth for beach ball, etc.
Making your own fluff: Good.
Making your own fluff that contradicts what has already been laid down by the people who made the game: Bad.
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Wouldn't Urien Rakarth win though? He has so many arms, plus those tentacle things. He could just stand in one place and make Calgar do all of the work.
Though I am guilty of doing it myself, people tend to make Primarchs too powerful. Ws for some of the fightier ones like Russ, Angron, Sanguinius and Horus is fine. WS 8 should be the cap for ther others. Bs 7/8 should be the cap across board. Str and T 7 should be the cap, possibly 6. Kahn would obviuosly have T8 for his bike, and maybe Dorn and Perturabo be tougher (natural toughness for Dorn, Iron skin for Perturabo).
W 5 is aout the cap, maybe 4, with 5 for Horus. I would say int 6 for all primarchs, 7 for Kurze and Corax and 5 for Vulkan as he had slower reactions.
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