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Made in gb
Ultramarine Librarian with Freaky Familiar





Vanguard Commander Teodor - 130 points
Infantry (Character) Replaces Company Commander in Command Squad (Unique)
WS- 4
BS- 4
S- 3
T- 3
W- 3
I- 3
A- 3
Ld- 9
Sv- 4+/5++
Wargear- Plasma Pistol, Bolt Pistol, Carapace Armour, Frag and Krak grenades, Adamant Fist, Refractor Field
Adamant Fist
Range: Melee
Str +1
AP -
Type: Melee, Specialist Weapon, Bionic Enhancement
Bionic Enhancement: The Adamant Fist is a bionic replacement for Teodor's lost arm. It provides a +1 to Toughness and a -1 to Initiative whilst Teodor still has it. The Toughness bonus is counted for the purposes of Instant Death.
Warlord Trait- Implacable Determination
Special Rules- Senior Officer, Voice of Command, Reactive Protection, Drop Vanguard
Reactive Protection- When Teodor loses his last Wound, be it through Instant Death or any other means, he may use his bionic arm to shield him from the worst of the damage. When Teodor loses his last Wound, place him on his side. In the owning player's turn, Teodor loses the Adamant Fist permanently, and is placed standing on 1 Wound. He may not attempt this again.
Drop Vanguard- The player chooses 3 AM units to be part of Teodor's Vanguard. Note that one of these units must be Teodor's Command Squad. These units enter play via Deep Strike, but enter on the first player turn. Select one model from each of these units. In Teodor's Command Squad, this must be Teodor. Roll Deep Strike Scatter for these models, and place them at their scattered locations. All other models in their squads may deploy in regular unit coherency (2 inches) from this starting model. Note that any Interceptor shots fired at these Deep Striking units will only affect the first model chosen. Should that model be killed, choose another from the squad and roll for their scatter instead. (EDIT- Only models with the Infantry Profile may be chosen to be part of the Vanguard, and no Dedicated Transports may be chosen for these units.)

This message was edited 3 times. Last update was at 2014/12/24 22:24:46



They/them

 
   
Made in gb
Executing Exarch






Looks interesting, I don't have the Guard Codex so I'll just comment on the mechanics and not the points cost:

Gunslinger characters are cool. +1 kudos for not just making them both master-crafted plasma pistols.

The arm as a weapon is fine - due to majority toughness, it's not going to make his unit tougher (until it's only him and a buddy left), but will count for Challenges and Instant Death (cool beans) - it doesn't need to specify ID (as ID already works off the modified toughness) but it's fine as reminder text. As it's AP- it's not overpowered at all, and the -1I actually means some thought will go into choosing a melee weapon.

As a resurrection mechanism, it's quite powerful - doesn't even 'old ironside' Yarrick need to roll to get back up? Maybe add a line about what happens if his unit flees or is cut down by Sweeping Advances, and at what point in your turn he gets back up ("At the start of the owning player's turn...").

Deep-strike mechanic:
Any units? I can deep strike Leman Russes? Hellhounds? Chimaera with a unit inside? I presume you meant Infantry unit? - just noticed your edit.
Does the whole unit need to be in coherency with the first model? A ten-man squad will be just as bunched up as a regular deep strike - but obviously conga-lines of just in coherency as normal would be a bit easy to position flamers.
Interceptor shots are done at the end of the movement phase, making it slightly difficult, particularly in the case of Blasts, to resolve - why is this rule here? What is it meant to represent?
   
 
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