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CalasTyphon216 wrote:Lord Commander Varus, Champion of the Emperor's Children
Spoiler:
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
How would Isdbvisu be modeled? Is it a staff? Or a something like the Disc of Tzeentch? He seems pretty powerful but I don't think he's completely unbelievable. If he's moving like an EJB then he probably won't have a squad that can keep up so at least he'll be an easy target? I guess you could put him with some Raptors?
The Isdbvisu is a parasitic attachment to his backpack
Notice he doesn't have Independent Character, he can't join a squad.
Yes he's powerful but he's also not that hard to kill with shooting, he also has a major weakness and if you screw up a single round of combat he's essentially useless
Honestly if he isn't an IC then I'd drop his cost a bit, maybe 260?
I kept his cost up because he's still really really nasty in combat
At WS7, with 5 attacks on the charge, at Strength 5, Initiative 6, inflicting instant death...
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
felixander wrote:Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
He's got eternal warrior, you might have missed it
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Equipment: The Ebon Maul, Cloak of the Ice world, Master crafted artificer armor, holy orbs of Antioch, storm shield, terminator Honor's
Ebon Maul: a power weapon that gives the User an additional two points of strength as well as an additional D6 for armor pen.
Cloak of the ice world: a cloak from humgrels homeworld reinforced with admentium, it acts as an admentium cloak except that it adds one point of toughness in close combat and against all ranged attacks from 30" away or less
SPECIAL RULES
Into the breach: extensive sieges to forts, hives, and many other enemy bastions and fortifications have led to Humgrel and his closest brothers being able to navigate through the worst of rubble with ease, this grants Humgrel and his squad 4d6 instead of 2 for difficult Terrain and Humgrel cannot be KILLED by failed dangerous Terrain checks
Unbound Fury: such is the hatred for enemies of the empreor, Humgrel gains an additional d3 attacks on the charge
I was thinking 230 points or so, any suggestions?
Story to be added.
Humgrel also follows all the normal rules for BT marshals
This message was edited 1 time. Last update was at 2012/05/17 21:44:51
Yep. See the clause that says they can not be killed by dangerous terrain? Delete it.
Also, he doesn't seemed to have ATSKNF or any other special rules for BT.
Also,.if he.is an IC, does the 3D6 from his own special rule stack with MTC for being an IC, so on his own he'll roll 4D6 and pick the highest!
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Apothecary Captain RedHand of the 8th Night Lords Company
Captain RedHand is one of the only Apothecary left in the Night Lords' chapter. Not being the only survivor of the Horus heresy. But being the a survivor of insane blood lust that the Night lords are known for. RedHand has earned his name for the reason that he is a very efficient Feild Medic and has treated countless wounds, to putting together peices of fallen Marines....Yet for being Sane comes a price!This man has come into an extreme interest for the Morgue. Thus playing with leftover organs.
Special Rules
- Whenever RedHand is acompanied by any unit he gives them Feel No Pain. ( if the unit already has Feel No Pain, the may choose to re-roll FNP rolls ).
- If RedHand and his unit are locked in combat if the unit survives and wins combat they may take a leadership test to attempt to revive a fallen Member of the squad back to life.
WsBs S T A W Ld I Sv+
5 4 4 4 2 2 8 4 3
Wargear:
Plasma Pistol, Krak and Frag Grenades, Power Sword, Power armor, Feel no pain.
- FrostTooth
Automatically Appended Next Post: On my RedHand i was thinking around 150-200 points
This message was edited 1 time. Last update was at 2012/05/17 22:41:25
3000 points - Space Wolves
500 points-Pre HeresyThousand sons
500 points-Death Guard
Obi-Wan Kenobi… 250pnts
FOC: HQ Imperial/Space Marine Chapters/ Tau/ Eldar may all choose to field Jedi.
Type: Infantry (Unique)
WS 5(7) BS 6 ST 3 T 4 W 3 I 4(6) A 4 Ld 10 SV 5+/4++
Wargear: Jedi Knight Robe, Body Armor, Azure Lightsaber: Grip Handle, Long blade, DC Blaster
Jedi-Knight Robe: 4+ invulnerable save that can’t be used against blast or fire templates.
Body Armor: 5+ armor save
Asure Lightsaber:
Spoiler:
Power Weapon that wounds and glances vehicles on a 4+, it penetrates vehicles and ignores invulnerable saves on a 6. It can deflect 1d6 successful hits during the shooting phase that are allocated to this model.
Lightsaber Additions;
Spoiler:
Grip Handle: The Jedi may re-roll failed invulnerable saves. Long Blade: The Jedi gains an extra 1d6 attacks on the charge, and may re-roll failed wounds on the charge.
DC Blaster: Rng 18” St 3 Ap 6 Assault D3
[u]Special Rules: [/u]Obi-Wan’s Jedi Mastery, Force Call, High Resolve, Quick Renown, Strange Luck, Infiltrate (He confers this to his unit).
Obi-Wan’s Jedi Mastery: Obi-Wan, although not yet a Jedi master, has shown a unique and powerful control over the force in areas that are less common for a Jedi to be so adept at. His unique mastery of such powers has made him often the go-to Jedi for the Republic, and a name high, if not at the top, of most of the Republics enemies lists. He has access to the following psychic powers. Some of which do not require tests.
Spoiler:
“These are not the droids you’re looking for”: Once per each of your phases, you may force a model within 2” of obi-wan to take a leadership test, this test is taken at LD 5, regardless of the models LD or Special Rules. If the model fails, they immediately retreat. If the model is an Independent Character, it may automatically re-group at the start of the enemies movement phase. If it is not, it must pass a leadership test, if it passes you may return it to its unit, no matter where they have traveled, and it cannot participate in assault or shooting this turn. If it’s unit is destroyed, it counts as the unit and is the obviously the sole survivor. This power may be used while in assault as well. The model that flees from assault cannot be sweeping advanced. Failing the second leadership test means you should remove the model from the game.
Used during movement phase: -3” to overall move of Obi-wan and the unit he’s attached to.
Used during shooting phase: DC blaster counts as Assault 1 not D3, cannot use lightsaber throw.
Used during Assault phase: -1 A for this assault phase.
Mass Confusion: To do this Obi-Wan must take a psychic test and sacrifice his assault move and shooting attacks. Used at the start of your shooting phase. All enemy units within 18” have BS 2 and WS 2 until your next turn. Failure of the test does not result in a perils of the warp, but gives all enemies in 18” Preferred Enemy: Obi-Wan Kenobi…for the rest of the game, and the power of course doesn’t work this turn.
Focus Aim: Obi-Wan may sacrifice his assault move to auto-hit any target he is firing at during the shooting phase and ignore their armor and cover saves. He will also count as wounding on a 4+ with the blaster for these shots. (Does not ignore invulnerable saves, and this power does not apply to lightsaber throw, only to shots with his DC Blaster.)
Force Call: This means the Jedi has the following powers during the fight and does not have any restriction on their use or number of uses outside of how they are worded and does not need to pass a psychic test to use them, nor do they count as psychic powers.
Spoiler:
Force Speed: +1 WS +2 In, and ignores rules that allow enemies to strike first against him. (If they have higher initiative they may still go first of course.) Always active.
Force Leap: Moves as a Jump Trooper. (Always active.)
Strength: Used during the assault phase. Instead of the usual assault bonus the lightsaber grants, the Jedi now counts as having a power weapon and striking at double strength.
Deter: The Jedi may force a unit within 18” to take a leadership test, if they fail, they will count as fleeing. They may re-group as usual during the opponents following turn. (Used during the movement phase instead of moving.)
Lightsaber throw: (Used during the shooting phase instead of another weapon. Counts as a shooting attack.) The Jedi throws their lightsaber in a spinning arc and it returns upon striking its target via their Jedi pull. It has the following profile. Rng 12” St 6 Ap 1 Assault 1
Force Charge: The Jedi and his unit gain fleet and furious charge but cannot use a shooting attack during this shooting phase. (Used at the start of the shooting phase.)
Push: (Used during the shooting phase instead of a shooting attack, counts as a shooting attack.) The Jedi attempts to knock down and/or fell unconscious an enemy model or unit. It has the following profile. Rng 12” St 5 Ap X Assault 1. Use the Strength against the majority of the toughness of the models the Jedi is targeting. If a wound is successfully rolled the unit/model does not suffer any actual wounds, and is instead pinned and counts as Initiative one until the following player turn. If the unit/model is immune to pinning, then they are moved back 1D6 inches and suffer no penalty to their initiative.
High Resolve: Although Obi-Wan is not fearless, his leadership cannot be lowered. He always counts as taking leadership tests at 10, even when losing combat.
Quick Renown: Obi-Wan has a knack for angering enemy leaders. All enemy Independent Characters have preferred enemy against Obi-Wan Kenobi.
Strange Luck: Obi-Wan never seems to die during the Clone Wars. When he is defeated, leave his model on the board as an extra objective. The enemy still gains the kill points for felling him.
This may be slightly unbalanced as Obi-Wan is my favorite character in almost any story I've encountered. I did obviously have a lot of fun with it, and way too many rules, but if it was in a Star Wars Codex or something, obvisouly the force powers would be listed somewhere else as well as the lightsaber upgrades and other wargear, which would save a lot of time. He's not Eternal Warrior and I imagine he'll do some nice damage, attempting to earn his points back, before the enemy has taken him out, but I envision Obi-Wan never making it to turn five. Infiltrate rule based off his Jedi powers, but maybe it could be dropped. Between Obi-Wan and Yoda, you can see all the Force Call powers I wrote up when I got too into the whole thing, didn't do any other characters though, they are the only Star Wars ones I wanted to try my hand at.
“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.”
FrostTooth wrote:Apothecary Captain RedHand of the 8th Night Lords Company
Spoiler:
Captain RedHand is one of the only Apothecary left in the Night Lords' chapter. Not being the only survivor of the Horus heresy. But being the a survivor of insane blood lust that the Night lords are known for. RedHand has earned his name for the reason that he is a very efficient Feild Medic and has treated countless wounds, to putting together peices of fallen Marines....Yet for being Sane comes a price!This man has come into an extreme interest for the Morgue. Thus playing with leftover organs.
Special Rules
- Whenever RedHand is acompanied by any unit he gives them Feel No Pain. ( if the unit already has Feel No Pain, the may choose to re-roll FNP rolls ).
- If RedHand and his unit are locked in combat if the unit survives and wins combat they may take a leadership test to attempt to revive a fallen Member of the squad back to life.
WsBs S T A W Ld I Sv+
5 4 4 4 2 2 8 4 3
Wargear:
Plasma Pistol, Krak and Frag Grenades, Power Sword, Power armor, Feel no pain.
- FrostTooth
Automatically Appended Next Post: On my RedHand i was thinking around 150-200 points
I don't think a CSM apothecary makes sense to me, maybe I'm alone but this seems a bit wonky
Automatically Appended Next Post:
CalasTyphon216 wrote:
felixander wrote:Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
He's got eternal warrior, you might have missed it
Nope I saw it, I meant his sword causes ID on enemies automatically.
This message was edited 1 time. Last update was at 2012/05/18 09:17:32
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Ok this is what confuses me and if anyone has an answer then i will put some of my character ideas into this forum.
When creating a unique hero or Special character how do you work out the points based on the stats and special rules that they have. All the heroes I create althought untested seem very onesided either way I design their rules?
I understand the concept behind 'benefits must be counter-balanced by extra points' but how would you judge the ammount of points?
If there isn't a stand of this please tell me as then I can give my method another attempt.
Thank you
Angel Guard Space Marines = 7500 pts
Tyranids = 3500 pts
Exodite Eldar = 1500 pts
The Fallen (Dread marines) = 3000 pts
"Primarch of the Angel Guard."
Join now: http://www.dakkadakka.com/dakkaforum/posts/list/372252.page Grimnastic Blaiferince "Grim" Primaris Psyker - 197th Bataviran
FrostTooth wrote:Apothecary Captain RedHand of the 8th Night Lords Company
Spoiler:
Captain RedHand is one of the only Apothecary left in the Night Lords' chapter. Not being the only survivor of the Horus heresy. But being the a survivor of insane blood lust that the Night lords are known for. RedHand has earned his name for the reason that he is a very efficient Feild Medic and has treated countless wounds, to putting together peices of fallen Marines....Yet for being Sane comes a price!This man has come into an extreme interest for the Morgue. Thus playing with leftover organs.
Special Rules
- Whenever RedHand is acompanied by any unit he gives them Feel No Pain. ( if the unit already has Feel No Pain, the may choose to re-roll FNP rolls ).
- If RedHand and his unit are locked in combat if the unit survives and wins combat they may take a leadership test to attempt to revive a fallen Member of the squad back to life.
WsBs S T A W Ld I Sv+
5 4 4 4 2 2 8 4 3
Wargear:
Plasma Pistol, Krak and Frag Grenades, Power Sword, Power armor, Feel no pain.
- FrostTooth
Automatically Appended Next Post: On my RedHand i was thinking around 150-200 points
I don't think a CSM apothecary makes sense to me, maybe I'm alone but this seems a bit wonky
Automatically Appended Next Post:
CalasTyphon216 wrote:
felixander wrote:Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
He's got eternal warrior, you might have missed it
Nope I saw it, I meant his sword causes ID on enemies automatically.
WHat I meant was you said he wasn't 'unkillable', with 2+, 4++ 4+++, he is actually more difficult to kill than most everything. Bear in mind he can go 'flat out' and get a 3+ cover save
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Hezekial wrote:Ok this is what confuses me and if anyone has an answer then i will put some of my character ideas into this forum.
When creating a unique hero or Special character how do you work out the points based on the stats and special rules that they have. All the heroes I create althought untested seem very onesided either way I design their rules?
I understand the concept behind 'benefits must be counter-balanced by extra points' but how would you judge the ammount of points?
If there isn't a stand of this please tell me as then I can give my method another attempt.
Thank you
To quote myself:
Ovion wrote:
Talon31 wrote:Is there a technical way to do this? Like for every BS you add so many points and increase the save by for x amount of points? or is it just find a character with a similar stat line and be sensible?
It's a good amount of comparison and experience in the end.
When I create a character I'll first look at similar characters, I'll price things according to the cost of units / characters / wargear in the relevant codex. If all else fails I'll generally cost it at 10pts base per stat point, wargear or rule, and then modify accordingly.
It helps to work from the 'base' version of the character / unit (if available). Ensure it is never cheaper than running its 'standard' equivalent and don't do anything too absurd or gamebreaking.
I generally reccomend rounding up, and that overcosting is far better than undercosting, as if someone looks at your unit and goes 'yeah, that's overpriced' or 'It costs that much and only does that?' They're going to let you use it.
Or, to look at it from the other side - if someone else put your unit down infront of you, said 'these are the rules, can I use it?' what would you say? (Realisticly.)
Additionally - come up with decent names. If it and its gear and rules are named well, people are that much more likely to accept it. It's not a huge factor, but I'm far more likely to accept 'Julian Lestat, 4th Lord of the Knights Errant' with his elegant singing swords to 'Super Marine God Man' with his pwnhammer.
And for a more indepth 'guide': The easiest way is to select the closest thing that already exists, then 'adjusting' the points like so: Unit Type: +/-10pts depending on whether it's shifted from infantry to something better, or from something better to infantry, WS, BS, S, T, W, I, A- +/- 10pts per point of difference Ld- +/- 5pts per point of difference, Sv- +/- 10pts per point of difference. Wargear: Step 1: Cost all the wargear the base character has, that your character doesn't have, and subtract it. Step 2: Cost all the new / different wargear your character has, and add it. Standard Wargear, use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that wargear is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.) Step 3: Any new and unique wargear, attempt to cost using the closest existing gear as a base, then adjusting based on differences.
Special Rules: Step 1: Cost all the special the base character has, that your character doesn't have, and subtract it. Step 2: Cost all the new / different special rules your character has, and add it. Guesstimate and use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that special rule is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.) Step 3: Any new and unique rules, attempt to cost using the closest existing rule as a base, then adjusting based on differences.
Options: Price accordingly.
When done add 10% of the current cost / 10pts (whichevers lower.) as a 'anything you missed tax' then round up to the nearest 5 or 10 pts so it doesn't end up something silly like 173, or 228.
Always err on the side of Overcosted if you're in doubt, it'll lead to people being more accpting of it. Furthermore, always ensure you've spelt your charcater properly. And try to lay it out nicely / give things cool names. i.e. - Wolf God Hammer sounds a bit crap, try and do something interesting, like Borealis Thunder Hammer.
Once you've done all this, forget this unit is your baby, that you've just spent ages carefully crafting the bugger, sit back and think like your opponent, objectively look at the unit, its stats, rules and cost, and think 'If someone else had made this, would I be happy to let them use it and play against it?' If the answer is YES, put it up for review / playtest it, etc - there may have been somethign you missed / an unforseen effect / synergy that makes things a bit overpowered. Adjust up or down accordingly dependant on performance (or leave it as is and call it finished if it seems to play fine.)
This message was edited 1 time. Last update was at 2012/08/06 09:39:50
McNinja wrote:Any comments on the guy is posted on the previous page?
Well, you asked for it:
Spoiler:
McNinja wrote:So... I posted this guy a couple times here, there, and everywhere (as I do, I think I posted like 4 versions of Arakor in this thread alone), but this is the final version. Well, until I get some outside opinions on this guy.
Pyralis Agis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
From what I gather, pissing off the mechanicus by incorperating xenos and imperial tech, and 'promoting ingenuity' would more than likely result in him getting hunted down by the mechanicum because you ignored the holy scriptures, and the almighty UTCs. Chapter meet nasty end.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
------------------------------------------------------------------------------
WS:5 BS:8 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Stealth suit and Advanced Camo Cloak, Kraken Pattern Sniper Rifle, Command Signum
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule, it also causes all shooting attacks against Pyralis to be made as if Night Fighting was in effect. However, instead of multiplying the result by 3, your opponent must instead multiply the result by 2.
Do the imperials have nanotech? And to be honest, he'd have to be the most amazing engineer in the universe, to create optical camoflage, on his own, just because he saw a xenos do it. In the Imperium. Where innovation results in being shot. And anything to do with Xenos is heresy.
Also he's immune to fire more than 24" away.
Kraken Pattern Sniper Rifle: Though this weapon bears a greater resemblance to the Hellrifles used by Inquisitors than a standard Imperial Sniper Rifle, this magnificent weapon is a technological marvel as it weapon contains extremely advanced technology, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus agents who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. Though similar weapon exist (such as Hellrifles), those weapons were not created by a single man. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile:
R:48” S:6 AP:3 Heavy 1, Sniper
From the Bow? Also, a Str6 Sniper rifle is pointless, as the sniper rule means it always wounds on a 4+, and when shooting at vehicles, always counts as Str3. It's why Sniper weapons are StrX. It wants to be either StrX, Sniper, or Str6, Rending, Pinning.
Command Signum: As a forward sniper, Pyralis is privy to just about everything the enemy does. He can then relay any pertinent information, such as extact coordinates of a target or even his own location, and that information is then relayed to all allied forces. The Command Signum is a Locator Beacon. Also, during the shooting phase, instead of shooting his weapon, he may opt to use the Command Signum. Pyralis may select a single unit within his line of sight and within 60”. For the rest of the shooting phase, any friendly unit that wishes to Deep Strike within 6” of that unit do not scatter, all blast weapons fired at that unit scatter D6” (without subtracting the firers BS), rather than the usual 2D6”, and all blast weapons fired at that unit may be fired over any intervening terrain, like Barrage weapons (bear in mind that the weapons do not become barrage weapons at any point).
'I'll just deploy these squads with missile launchers behind cover, and stick this guy in cover (preferably on top of a tower) and mark targets for their templates to hit consistantly while being completely safe with my 3+ cover save and not being able to be shot past 24"!' (With any luck they'll have to be almost kissing my tower to shoot me!)
Special Rules: Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate, Really Good at Shooting, Orbital Locator Drop
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike Special Rule.
This is pretty.... crazy... especially combined with his little no-scatter thing. Deploy him and a couple of blast template-firing tanks in / behind cover, designate a unit, drop everything on that, destroy unit with can't-miss templates + fire from your squads that appeared.
Really Good at Shooting: A Scout to the core, Pyralis took his sniper training and ran with it, eventually becoming one of the best marksmen in the Imperium. His marvelous intuition for picking out weak spots on the fly is unparalleled, and when coupled with his customized Kraken Pattern Sniper Rifle, he is more than capable of killing the most powerful undead-flying-robot-thing or alien-monster-lord-person in a single shot or hitting a target much farther away than most normal soldiers could hit.
That name is bad... Expert Marksman? Scout Master?
In each Shooting phase, before Pyralis takes any shots, he may sacrifice his Ballistic Skill to do any combination of the following:
- Increase the power of his shots. For every 1 BS he subtracts from his profile, his ability to rend is increased by 1, meaning that if Pyralis (BS8) sacrifices 1 BS, he now rends on a 5+ for the duration of the current shooting phase, but now has BS7. He cannot take his BS down to 0 in this manner, nor can he rend on a roll better than 3+. If Pyralis sacrifices 5 BS or more, then that an unsaved wound from that shot causes Instant Death on a to-wound roll of 6. Keep in mind that this shot is also Rending.
- Gain additional range. For every 1 BS that is subtracted, he gains 2” to his weapons maximum range. He may not take his BS down to 0.
- Gain more shots. For every 2 BS his subtracts, he gains an additional shot. He may not take his BS down to 0.
In addition to the above, Pyralis’ controlling player may allocate any wounds caused by Pyralis.
So he drops 3 BS, he still hits on 2's, and he rends on a 3+, OR he can hit on 3's and cause rending on a 3+ AND Instant Death on a 6 to boot!, well screw you carnifex / talos / any monstrous creature ever!
Also it's unclear, if he sacrifices 4 BS, does that mean he gets to rend on a 3+, gets to instant death on a 6 and he now shoots at +8" and he gets +2 shots? it's really not worded clearly, though the way it's worded atm implies it does that....
Oh, AND you get to allocate wounds, well feth you ANYTHING AND EVERYTHING. Independant character? what characters, I'll just pick it out and rending instant death it off the board... so far he can take the first turn to kill the biggest MC / IC / Threat he can see OR make his template weapons hit a given target from anywhere while they hide out of sight, then turn 2, choose to make his army drop in anywhere, AND make his templates hit while they hide out of sight, OR, kill any given target he wants... rinse and repeat. While he sits in his hole, where people more than 24" away cannot hurt him, and his 3+ cover save. At least he's not an IC, so he can do that with ablative wounds that shoot.
Orbital Locator Drop: Since scattering into Narnia is something that the Forge Knights do not like doing, they have adopted the tactic of shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Scattering into narnia?
So in addition to everything else, you could run null deployment, and each turn , give another place for your guys to appear consistantly and safely, whereever they like, AND increase the chance of it coming in on time. And you can do it each turn, for free, with no drawbacks. Screw null deployment, stick with him in his tower / cover, the missile launchers hiding, then drop a beacon or 3, and put anything in your army, anywhere you like, having it all pretty much garunteed to come in by turn 2-3, with no chance of mishaps.
Ultimately, he's broken as all hell.
He's invulnerable outside 24", Is reasonably safe outside 12", will likely have a 3+ cover save, makes your army deepstrike, when they want and where it likes in perfect safety, and makes it so your template firing platforms (be it missile launchers, artillery, or whatever) WILL hit soundly, even if it's hiding behind a wall out of LOS facing the wrong way, OR pick out ANY single model in the enemies list and end it.
His single 'drawback' is the no save, so if you can get a flamer on him, or put him in CC, then he takes easy wounds - but with a little creative deployment he'll be safe in a position he can't be assaulted, and out of template range.
I wouldn't play it. I can't even think of a reasonable cost for it atm. I don't know if there's a reasonable cost for it.
To be honest, you should go over it, clear up the wording, fix any errors and clarify rules etc, and balance it somewhat...
I don't know, you seem to have good ideas, I've seen you give good apraisals of things, and you HAVE made decent characters, and to be honest, previous incarnations of your characters have been honed into something I'd be happy to play against, but this one is very much... too much.
Also: Youve called him Pyralis Agis, I thought Arakor was your Forge Knights Chapter Master?
McNinja wrote:Any comments on the guy is posted on the previous page?
Well, you asked for it:
Spoiler:
McNinja wrote:So... I posted this guy a couple times here, there, and everywhere (as I do, I think I posted like 4 versions of Arakor in this thread alone), but this is the final version. Well, until I get some outside opinions on this guy.
Pyralis Agis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
From what I gather, pissing off the mechanicus by incorperating xenos and imperial tech, and 'promoting ingenuity' would more than likely result in him getting hunted down by the mechanicum because you ignored the holy scriptures, and the almighty UTCs. Chapter meet nasty end.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
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WS:5 BS:8 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
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FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Stealth suit and Advanced Camo Cloak, Kraken Pattern Sniper Rifle, Command Signum
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule, it also causes all shooting attacks against Pyralis to be made as if Night Fighting was in effect. However, instead of multiplying the result by 3, your opponent must instead multiply the result by 2.
Do the imperials have nanotech? And to be honest, he'd have to be the most amazing engineer in the universe, to create optical camoflage, on his own, just because he saw a xenos do it. In the Imperium. Where innovation results in being shot. And anything to do with Xenos is heresy.
Also he's immune to fire more than 24" away.
Kraken Pattern Sniper Rifle: Though this weapon bears a greater resemblance to the Hellrifles used by Inquisitors than a standard Imperial Sniper Rifle, this magnificent weapon is a technological marvel as it weapon contains extremely advanced technology, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus agents who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. Though similar weapon exist (such as Hellrifles), those weapons were not created by a single man. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile:
R:48” S:6 AP:3 Heavy 1, Sniper
From the Bow? Also, a Str6 Sniper rifle is pointless, as the sniper rule means it always wounds on a 4+, and when shooting at vehicles, always counts as Str3. It's why Sniper weapons are StrX. It wants to be either StrX, Sniper, or Str6, Rending, Pinning.
Command Signum: As a forward sniper, Pyralis is privy to just about everything the enemy does. He can then relay any pertinent information, such as extact coordinates of a target or even his own location, and that information is then relayed to all allied forces. The Command Signum is a Locator Beacon. Also, during the shooting phase, instead of shooting his weapon, he may opt to use the Command Signum. Pyralis may select a single unit within his line of sight and within 60”. For the rest of the shooting phase, any friendly unit that wishes to Deep Strike within 6” of that unit do not scatter, all blast weapons fired at that unit scatter D6” (without subtracting the firers BS), rather than the usual 2D6”, and all blast weapons fired at that unit may be fired over any intervening terrain, like Barrage weapons (bear in mind that the weapons do not become barrage weapons at any point).
'I'll just deploy these squads with missile launchers behind cover, and stick this guy in cover (preferably on top of a tower) and mark targets for their templates to hit consistantly while being completely safe with my 3+ cover save and not being able to be shot past 24"!' (With any luck they'll have to be almost kissing my tower to shoot me!)
Special Rules: Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate, Really Good at Shooting, Orbital Locator Drop
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike Special Rule.
This is pretty.... crazy... especially combined with his little no-scatter thing. Deploy him and a couple of blast template-firing tanks in / behind cover, designate a unit, drop everything on that, destroy unit with can't-miss templates + fire from your squads that appeared.
Really Good at Shooting: A Scout to the core, Pyralis took his sniper training and ran with it, eventually becoming one of the best marksmen in the Imperium. His marvelous intuition for picking out weak spots on the fly is unparalleled, and when coupled with his customized Kraken Pattern Sniper Rifle, he is more than capable of killing the most powerful undead-flying-robot-thing or alien-monster-lord-person in a single shot or hitting a target much farther away than most normal soldiers could hit.
That name is bad... Expert Marksman? Scout Master?
In each Shooting phase, before Pyralis takes any shots, he may sacrifice his Ballistic Skill to do any combination of the following:
- Increase the power of his shots. For every 1 BS he subtracts from his profile, his ability to rend is increased by 1, meaning that if Pyralis (BS8) sacrifices 1 BS, he now rends on a 5+ for the duration of the current shooting phase, but now has BS7. He cannot take his BS down to 0 in this manner, nor can he rend on a roll better than 3+. If Pyralis sacrifices 5 BS or more, then that an unsaved wound from that shot causes Instant Death on a to-wound roll of 6. Keep in mind that this shot is also Rending.
- Gain additional range. For every 1 BS that is subtracted, he gains 2” to his weapons maximum range. He may not take his BS down to 0.
- Gain more shots. For every 2 BS his subtracts, he gains an additional shot. He may not take his BS down to 0.
In addition to the above, Pyralis’ controlling player may allocate any wounds caused by Pyralis.
So he drops 3 BS, he still hits on 2's, and he rends on a 3+, OR he can hit on 3's and cause rending on a 3+ AND Instant Death on a 6 to boot!, well screw you carnifex / talos / any monstrous creature ever!
Also it's unclear, if he sacrifices 4 BS, does that mean he gets to rend on a 3+, gets to instant death on a 6 and he now shoots at +8" and he gets +2 shots? it's really not worded clearly, though the way it's worded atm implies it does that....
Oh, AND you get to allocate wounds, well feth you ANYTHING AND EVERYTHING. Independant character? what characters, I'll just pick it out and rending instant death it off the board... so far he can take the first turn to kill the biggest MC / IC / Threat he can see OR make his template weapons hit a given target from anywhere while they hide out of sight, then turn 2, choose to make his army drop in anywhere, AND make his templates hit while they hide out of sight, OR, kill any given target he wants... rinse and repeat. While he sits in his hole, where people more than 24" away cannot hurt him, and his 3+ cover save. At least he's not an IC, so he can do that with ablative wounds that shoot.
Orbital Locator Drop: Since scattering into Narnia is something that the Forge Knights do not like doing, they have adopted the tactic of shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Scattering into narnia?
So in addition to everything else, you could run null deployment, and each turn , give another place for your guys to appear consistantly and safely, whereever they like, AND increase the chance of it coming in on time. And you can do it each turn, for free, with no drawbacks. Screw null deployment, stick with him in his tower / cover, the missile launchers hiding, then drop a beacon or 3, and put anything in your army, anywhere you like, having it all pretty much garunteed to come in by turn 2-3, with no chance of mishaps.
Ultimately, he's broken as all hell.
He's invulnerable outside 24", Is reasonably safe outside 12", will likely have a 3+ cover save, makes your army deepstrike, when they want and where it likes in perfect safety, and makes it so your template firing platforms (be it missile launchers, artillery, or whatever) WILL hit soundly, even if it's hiding behind a wall out of LOS facing the wrong way, OR pick out ANY single model in the enemies list and end it.
His single 'drawback' is the no save, so if you can get a flamer on him, or put him in CC, then he takes easy wounds - but with a little creative deployment he'll be safe in a position he can't be assaulted, and out of template range.
I wouldn't play it. I can't even think of a reasonable cost for it atm. I don't know if there's a reasonable cost for it.
To be honest, you should go over it, clear up the wording, fix any errors and clarify rules etc, and balance it somewhat...
I don't know, you seem to have good ideas, I've seen you give good apraisals of things, and you HAVE made decent characters, and to be honest, previous incarnations of your characters have been honed into something I'd be happy to play against, but this one is very much... too much.
Also: Youve called him Pyralis Agis, I thought Arakor was your Forge Knights Chapter Master?
Finally. Thank's for the feedback. It's interesting (to me, at least) how the characters I create for armies I don't even play tend to have more solid rules that the charcters for armies I do play. For this guy I was debating dropping the cover save altogether, since is he invincible outside of 24". When I get home I'll edit this guy down a bit. For some reason, though, all of my Space Marine characters seem to go through several edits before I come to a solid, playable ruleset. Well, all two of them.
Arakor- Not anymore. He got downgraded to Master of Arms.
I think that anytime you have more than 3 non-standard Special Rules (army-wide rules like Waaagh!! and ATSKNF don't count) and 2 unique pieces of Wargear, you ought to either significantly trim down the concept, or split it into multiple special characters. Why can't these things be split between the Chapter Master and a couple of the Captains of the Forge Knights? Or whatever.
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
In a random corner, of a forgotten sector of the unimaginably vast city of Cammoraugh, a young dark eldar child is born. And, as is not uncommon, the child vanishes. The exact nature of what transpired during the childs next 6 decades, or whom it was that stole the young eldar away, are unknown. But rumors of all manner abound, and only one of the multitude is close.
The child was captured by an enigmatic creature of the webway. The true identity of this spector of the shadows is only guessed at, and what it really is, is incomprehensible to the mortal mind. The spectre raised the child, and on the 2nd year of its life, the spectre clamped a wraithbone gauntlet to both forearms of the young child. As the final clasps where bound, the runes that covered the surface of the gauntlets flaired to life, powered by the growing psychic ability of the eldar youngling.
As the child grew, he was schooled in a most brutal fashion, to quickly hone him into a master of the known arts of combat, and even in some that are unknown. The child, as designed, rapidly attained a level of combat prowess that rivaled even that of the Queens of the Arena, the Succubi. Along side of this training, the child was constantly drilled in politics, philosophy, and the lore of his race.
Once his combat skills where at their peak, the child was trained in the true use of his gauntlets. These gauntlets would let him utilize his psychic might in the way of the farseers and the warlocks of the Craftworlds. Completely bound by the runes that encircled his wrists. He learned to control the projection of the energy at range, and in close quarters.
Hear the rumors end, and history begins.
decades after the childs disappearance, He appeared in Cammoraugh, calmly walking towards the Spire of the Jagged Blade Kabal, flanked by a striking Eldar female. As the two approached the Kabals headquarters, they were assailed by a band of watching scourges.
As the Scourges landed and drew their weapons, their leader queried their right to be there and demanded payment for passage. When no words where given in reply, the leader stepped forward and raised his saber, before it was fully raised, blue energy flair from the folds of the male Eldars robes, and in a blur of motion, the energy subsided and the two halfs of the leader fell to the floor. Stunned into immobility at the suddenness and violence of the response, the remaining scourges died in a flurry of quick and precise strikes from the female, who cleaned and replaced her two daggers as she glided back to the mans side, and the two continued on their way unmolested. That is until, they reached the throne room.
The two door guards were simultaneously eliminated by the woman with lightining quick thrusts under the jaw with her slim blades, as the robed man continued his advance toward the throne at the center of the room. The presiding Archon was infuriated by the audacity of the two figures who dared to so brazenly challenge his authority. Screaming invectives the Archon stood and drew his gleaming blade. The arcane weapon, a husk blade, sucked the very moisture from the air, leaving vapor trails in its wake. The Archon, overconfident in his abilities, abilities that had kept him in power for over 3 centuries, charged the robed man, who calmly stopped walking and thrust out his hands. The display caused the Archon to pause. The glowing hands materialized a blade that seemed to be formed of pure energy. The Archon was incredulous that a display of psychic ability would be used in the Dark city. He swore at the robed figure for dooming his domain of power, and vowed to make him suffer for his foolishness.
The battle was over quicker than it began, and as the husk blade swept through the robed figure, the figure responded in kind. The difference however, was that where the husk blade found only shadow, the glowing blade of the robed man, found the soft flesh of the archon. As the lifeless body of the previous archon fell, the new archon ascended to the throne. For what purpose, none but he, his bride, and what ever spectre it was that made him, know.
WSBSstr T W I A LDsv 7 7 3 3 3 7 4 10 4+
Runed Gauntlets:
In CC, the gauntlets focus Vraels psychic might into a glowing blade that once it makes contact with its intended target injects Vraels power into it. As a result, the target can literally explode, while those with the will power to do so, resist the worst of the assault and simply are wounded
*In close combat all attacks are poisoned 4+ and ignore armor saves.*
*the two gauntlets give Vrael the bonus for wielding two weapons in cc*
At range, the gauntlets project a beam of turquoise energy
The gauntlets may be fired in the shooting phase with the following profile
*Str 8 AP2 Range12" assault1*
Robe of Living Shadow: Counts as a Shadow Field and provides a 2+ invulnerable save, it functions in such a way as to allow Vrael to benefit from assault and defensive grenades.
If Vrael suffers a wound and fails his shadow field save. Instead of it being removed permanently, the field may be restored on a roll of 4+ (this does not negate the wound suffered)
Special Rules
Only my Bride: Vrael may never take a Court of the Archon. As he trusts only his companion and does not have a court of close advisors
Independent Character
Points Cost is :archon plus agonizer, blaster, and shadow field plus 30 points to account for the extra bonuses he gets
This message was edited 1 time. Last update was at 2012/05/19 05:50:28
When your wife suggests roleplay as a result of your table top gaming... life just seems right
I took my wife thru the BRB for fantasy and 40k, the first thing she said was "AWESOME"... codex: Chaos Daemons Nurgle..... to all those who says God aint real....
Wargear: Shroud of Night, Shroud Cannon, The icon of darkness
Shroud of night: Shroud of the living dead: Like most of the Slaugth, Rag'norra likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Rag'norra' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.
Shroud cannon: A strange form of staff that opens up with eight obsidian prongs surrounding the opening, this weapon fires blasts of shadow matter that entrap and ensnare it's victims while ripping them apart and sapping the very energy of life from them. In melee this is counted as a two handed power weapon that confers 5+ rending as it renders matter brittle and easily broken as the dark energy saps their vitality.
when used to shoot it May be used as only one of the following per player turn.
Charged
Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending
Normal
Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.
Pulse
Rng 48' ST 6 AP 5 Blast 4, Twinlinked, pinning, 5+ rending
The Icon of darkness: A strange device on his back that creates a billowing shroud of shadows that hides nearby slaugth under the cover of darkness thus units firing at Slaugth units must roll to see them as per night fighting within a 24' radius. Additionally, due to the sheer difficulty of seeing through this deeper darkness, all friendly units within the effect count as having defensive grenades.
Special rules: Worm that walks, rapid regeneration, Life sucker, From the dark depths, light sensitive, acute senses, independent character
Worm that walks: Rag'Norra is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.
Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.
Life sucker: Rag'Norra drains the vitality out of those he attacks, eagerly drinking in their life force, for every wound he deals in close combat, roll a d6, if he rolls a four or higher, he regains one wound, if already at maximum wounds, add one more to a maximum of ten.
From the Dark Depths: Rag'norra may grant two units the ability to outflank as his mastery of stealth allows him to ambush and surprise his foes. Additionally, he grants a 1+ bonus on reserve rolls, for such is his skill at bringing in the armies of the Slaugth secretly.
Light sensitive: If for any reason, Rag'norra's nightfighting is completely nullified, such as by searchlights, he takes an immediate -1 penalty on Initiative, Weapon Skill, Attack, leadership, and Ballistic skill stats as his senses are overwhelmed. Once the source of this nullification is eliminated, he may use his normal stats.
Fluff: Rag'Norra is an strong ally of Lord Kay-yuss, commanding a conven of thirty systems that have started to become ever more bold in the forty second millennium. A lover of darkness, Rag'Norra spends much of his time underground and usually only emerges at night. Even when he emerges, it is never without his icon of darkness, which helps extinguish the hated light. He is is capable of limitless and extreme cruelty, taking relish in the suffering of his prey before he devours them utterly. He particularly hates those who would dare bring the painful light to bear on him, and thus bears particular loathing for Humans, Tau, Eldar, and Orks, for they always bring such bright and flashing lights.
Whereas many of the other Slaugth relish in close combat, Rag'Norra prefers to fight at a range, where his murderous shroud cannon can deal catastrophic amounts of damage to his foes, this is perhaps born out of his relative slowness compared to other slaugth, so he has instead practiced his marksmanship, which is with few equals in the entire galaxy, it is a rare occasion indeed that he misses. Whether his target is on foot or in a vehicle, he is more than capable of eliminating them from a comfortable distance.
When he has been beaten in personal combat, it was almost always because his targets charged him and overwhelmed him in the field of melee, where his skill is lackluster at best compared to most other slaugth lords. But with the sudden rise of the Slaugth, who have begun to explosively expand out of their corner of the galaxy, he has been found leading their armies in their implacable march forward from the Calaxis sector and it's neighbours.
Recently, Dem'Orcus, Kay'Yuss, and Rag'Norra pooled their resources to attack a Chaos Forge World. The three's armies dropped out of their inertialess drives and quickly crippled the surprised dark mechanicus fleet before vomiting forth their hordes of Bio-constructs and mercenaries, lead by a fearsome core of Slaugth and their arcane techno-sorceries. Rag'norra himself ambushed the Blood Pact styled Armoured Regiment, unleashing harbinger tanks and ulugurstas upon the armoured regiment, while he himself came up from behind and took out an entire leman russ squadron, aiming at their vulnerable rear armour and puncturing them with the lethal shroud cannon.
When the World's native Titan legion came to eliminate Rag'norra's contingent, his forces melted in the shadows, allowing for Kay-yuss and his Obyrith bio-monstrosities and Slaugth Colossi to engage the titan legion in a furious battle that laid countless square miles of Forgeworld Hjar to waste while Rag'norra, under the cover of night, launched a surprise raid on the centre of administration and with a contingent of burrowing avolkias, got within Chaos Lord Varaxar's personal lair.
Spitting with rage, Varaxar attempted to lead a personal counter attack, spearheaded by his Chosen Terminator Bodyguard. Once again melting into the shadows, the Slaugth shrouded the entire area in noxious gas and darkness, incapacitating those marines who had chosen to forgo their helmets long enough for them to be picked off. Unleashing a horde of Slaugth zombies, the chaos marines and their daemons were occupied long enough for Varaxar and his ten chosen to become split off from the rest of their force.
Though the chosen easily slaughtered the slaugth zombies in their thousands, leaving a veritable mountain of corpses, and they themselves killed hundreds of bio-constructs, Varaxar's dark blade claiming the lives of no less than four ulurgurstas, they were unprepared for a charged shroud cannon blast that killed half of the chosen in a single shot, enwrapping them in tendrils of shadow matter that made them brittle and fragile.
The remaining chosen fired off their weapons, spitting curses and litanies of hatred as they attempted to find their targets, but one by one, they would be dragged off by Avolkias to be slaughtered until only Varaxar was left, having killed dozens of avolkias himself. Screaming his hatred and challenging Rag'norra to show himself, he was answered by a charged shroud cannon blast that finally ended his reign. With the death of Varaxar, the Slaugth overwhelmed the Chaos World, leaving an entire grand company of the Black Legion and their armies of daemons and heretics dead.
S5 AP4 Heavy 3 36' Autowounds on a five to hit with armour saves allowed.
Razorclaws: Darkbeak's claws and beak are razor sharp, capable of clawing through most matter with ease, they confer 4+ rending and rerolls to hit and wound and count as power weapons, as it has two talons and a beak of equal sharpness, it gains two bonus attacks and an extra bonus attack on the charge. Against vehicles, it counts as AP1, gaining a 1+ bonus on the vehicle damage roll.
Thruster modulators: Darkbeak may roll a 3d6 for running checks and may take the highest result.
Stealth Shroud: Darkbeak's hide has been laced with special light absorbing meshes, giving it the benefit of the stealth and infiltration rules. Additionally, those firing at dark beak find that it's body absorbs light around it, making it difficult to see, units shooting at Darkbeak must roll for nightfighting.
Special rules: Furious charge, Move through cover, Relentless, Fleet of foot, Rag'norra's favoured, acute senses, counter attack, tank hunter, defend the master, grief, regeneration, independent character, divebomb
Rag'norra's favoured, Darkbeak must always be taken with Rag'norra and does not count against the force organization chart, when within 24' of Rag'norra, it becomes fearless and gains feel no pain, ignoring threat to both body and mind to defend it's master.
Defend the master: If Darkbeak would confer cover onto Rag'Norra, it's instinctive bond with Rag'norra improves the save granted by 1, or it may instead take the shot in Rag'Norra's stead as if it were being allocated onto it, interposing itself between the master and the shot. It cares nothing for it's own safety.
Grief: If Rag'norra is removed from play, Darkbeak becomes stricken with what can only become an overwhelming sense of grief and attempts to lash out against the killers of it's master, it gains fearless, feel no pain, eternal warrior, and rage, caring nothing for personal injury and fighting on despite wounds that should by all rights have killed it several times over. If Rag'Norra returns to play as per rapid regeneration, Darkbeak ceases it's grief stricken anger.
Regeneration: For each wound on Darkbeak, roll a d6, on a roll of a five or higher, it recovers that wound, if removed from play, it may roll a d6 for every turn, on a roll of a six, it returns to play with one wound remaining. While not a Slaugth, the strange creature known only as Darkbeak shares a measure of their incredible powers of healing, recovering from even the most debilitating of injuries with surprising speed.
Divebomb: on a charge, Darkbeak may forgo it's bonus attacks from having multiple weapons and fromc harging to make it's remaining attacks count as if they were two handed, conferring a 2+ strength bonus for a total of S8.
Fluff: Darkbeak is a mysterious creature that seems to combine the worst aspects of a vulture and a pterodactyl with just a dash of centipede into one entirely unwholesome creature. This being, with a wingspan of nearly twelve feet, stands some five feet tall, and can perch itself on the arm of the twelve foot high Rag'Norra or even upon it's shoulder should it choose to scrunch itself up enough. The being is never far apart from Rag'Norra unless it is specifically commanded by him to embark on a long distance mission, which it always attempts to the very best of it's ability.
Many who have attempted to slay Rag'Norra have noted the suicidal devotion it has to it's master, throwing itself in front of incoming attacks to defend the Slaugth from them with little regard for it's own safety, sometimes even going so far as to directly interpose itself in front of the shot. But for all of this, it is not a particularly durable creature, so many would question why it would be created as a body guard. The simple answer is that it is actually not a bodyguard, but more of an assassin.
Created to help Rag'Norra's noted deficiency in melee combat, the creature launches itself outwards to attack and assault foes in melee, slicing them into ribbons with it's extremely sharp claws, making full usage of a body that is significantly more powerful than it's slender form would suggest. When divebombing a foe, the being has a documented ability to carve open tanks, it's sharp claws latching onto the metal and ripping at it, carving open the top hatch and then quickly slicing the crew into ribbons.
A lictor brood that was once dispatched to assassinate Rag'Norra launched their ambush from within the cover of jungle, only for Darkbeak to quickly throw itself into the path of their flesh hooks, fouling their aim frequently and taking several hits in it's master's stead. Before it's body had even begun to regenerate, Darkbeak took to the skies and flung itself at the Lictors, divebombing them with incredible lethality. The first lictor's head was immediately crushed by a massive beakfirst slam that pulped it's skull. The second lictor followed soon after in death after having the talons of Darkbeak impaled through it's skull, and the final one was dispatched with a rapid barrage from the creature's rotguns.
This message was edited 10 times. Last update was at 2012/05/19 18:16:28
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Iron-Lord Kxangar, the Wrathful, Primus-inter-pares
395 points
Type: Walker (unique)
WS6 BS6 S7 F14 S13 R11 I5 A4 Ld10
Wargear: Frag assault launchers, smoke launchers, full servo harness
Fists of Iron: 2 dreadnought close combat weapons. They have a pair of modified chem cannons inbuilt around the wrists. Can be fired with the following profile: Range: Template Strength: 1 AP: 2 Poisoned 2+ Assault 2.
Special Rules: Venerable
Ferromatic invulnerability: Immune to lance, melta and chainfist special rules re armour penetration. -1 to all results on the damage chart.
Modified Contemptor chassis: Has a 4+ invulnerable save against blows suffered in close combat.
None shall stay my wrath: Immune to shaken and stunned results
GIfted techpriest: Can repair himself with the servo harness. Gains +1 to the repair roll and can re-roll failed rolls
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
CalasTyphon216 wrote:Iron-Lord Kxangar, the Wrathful, Primus-inter-pares
395 points
Type: Walker (unique)
WS6 BS6 S7 F14 S13 R11 I5 A4 Ld10
Wargear: Frag assault launchers, smoke launchers, full servo harness
Fists of Iron: 2 dreadnought close combat weapons. They have a pair of modified chem cannons inbuilt around the wrists. Can be fired with the following profile: Range: Template Strength: 1 AP: 2 Poisoned 2+ Assault 2.
Special Rules: Venerable
Ferromatic invulnerability: Immune to lance, melta and chainfist special rules re armour penetration. -1 to all results on the damage chart.
Modified Contemptor chassis: Has a 4+ invulnerable save against blows suffered in close combat.
None shall stay my wrath: Immune to shaken and stunned results
GIfted techpriest: Can repair himself with the servo harness. Gains +1 to the repair roll and can re-roll failed rolls
He should have fleet, all contemptors do.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
WS 5 BS 2 ST 5(7) T 5(6) A 4(5) W 3 I 4 Ld 9 Sv 4+/5++
Wargear: Deff Choppa, Warbike, cybork body, attack squig, stikkbombz, slugga.
(He of course has the twin-linked dakkagun on the bike and benefits from the warbikes special rules as well.)
Deff Choppa: Counts as a Power Weapon on the Charge. +2 St, two-handed CC weapon. (A Big Choppa that gathers energy while the bike is driving and expends it on the charge.)
Special Rules: WAAAGH!!!, Mob Rule, Furious Charge, Independant Character, Feel No Pain, Warp Ryder, Big Game Hunta. You may field one Nobz unit or Warbike unit as troops.
Warp Ryda: You may choose to hold Deff Ryda in reserves. If you do so, roll a D3 and consult the chart below.
1- He gets lost in the warp and rides on turn five from your table edge.
2- He outflanks from your choice of table edge (left or right) on turn 2.
3- He deepstrikes without scatter on turn 2. (Counts as turbo-boosting in regards to cover saves when coming in from Deepstrike.)
Big Game Hunta: He re-rolls failed wounds against Monstrous Creatures, and counts as having the Tank Hunter USR.
Picture
Spoiler:
This message was edited 1 time. Last update was at 2012/05/19 11:23:34
“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.”
Col. Edward "Longshells" McGoohan
One Company Command Squad in your army may replace it's Company Comander with Col. Longshells - 95 pts
WS - 4
BS - 4
S - 3
T - 3
I - 3
A - 3
Ld - 9
Sv - 4+
Special Rules: Fearless, Senior Officer
Wargear: Carapace armour, las pistol, power sword, refractor field, frag grenades
Orders - Longshells has a command radius of 24" and may give 2 orders per turn. He may issue any order that a normal Company Commander can. He also has access to two unique orders:
"The dead cost nothing" - This order may only be given to a unit of conscripts. If this order is issued successfully the conscripts charge into the fray, engaging the enemy with buttstock and bayonet. The unit gains the fleet and furious change USRs until the end of the player's turn and must choose to run rather than shoot this phase.
"Yes, but we'll kill some of theirs as well" - If this order is issued successfully, for this shooting phase the recieving unit may target an enemy unit that is locked in close combat. Keep track of the shots that missed and before rolling for wounds, roll a die for each missed shot. On a 4+ that shot is applied to a random friendly unit engaged in the combat. Blast markers and templates may be placed in a manner where they cover friendly units engaged in the combat, so long as the templates cover at least one enemy model as well, and the blast marker's center hole is over an enemy model. At the end of the shooting phase, if a unit is no longer locked in combat due to casualty removal, they may make a consolidation move.
Sheep, mere sheep - When rolling for it's leadership check to see if a unit has successfully recieved an order from Longshells, that unit may choose to use his leadership score in place of their own.
This message was edited 1 time. Last update was at 2012/05/19 11:32:40
11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
In a random corner, of a forgotten sector of the unimaginably vast city of Cammoraugh Commoragh, a young dark eldar child is born. And, as is not uncommon, the child vanishes. This used to be because the Mandrakes pinched it. The exact nature of what transpired during the childs next 6 decades, or whom it was that stole the young eldar away, are unknown. But rumors of all manner abound, and only one of the multitude is close.
The child was captured by an enigmatic creature of the webway. The true identity of this spector of the shadows is only guessed at, and what it really is, is incomprehensible to the mortal mind. The spectre raised the child, and on the 2nd year of its life, the spectre clamped a wraithbone gauntlet to both forearms of the young child. As the final clasps where bound, the runes that covered the surface of the gauntlets flaired to life, powered by the growing psychic ability of the eldar youngling. Those must have been some HELL of a gauntlet, as Dark Eldar DON'T have a 'growing psychic ability'. Their Psychic powers have withered and changed over the millenia sincethe fall so that they don't have them, and psychic powers are the ONLY thing that is sacrosanct and outlaw in Commoragh, because it would lead daemons and she who thirsts to their doors and their streets. Their 'psychic potential' shifted into their ability to eat souls, but that's a passive power.
As the child grew, he was schooled in a most brutal fashion, To be fair, so are all Dark Eldar children.to quickly hone him into a master of the known arts of combat, and even in some that are unknown Changing this to 'some that have been forgotten', because 'some that are unknown' sounds silly.. The child, as designed, rapidly attained a level of combat prowess that rivaled even that of the Queens of the Arena, the Succubi. Along side of this training, the child was constantly drilled in politics, philosophy, and the lore of his race.
Once his combat skills where at their peak, the child was trained in the true use of his gauntlets. These gauntlets would let him utilize his psychic might in the way of the farseers and the warlocks of the Craftworlds. Completely bound by the runes that encircled his wrists. He learned to control the projection of the energy at range, and in close quarters. Again, Dark Eldar don't really have any psychic might these days, it atrophied. If the gauntletts contained the spirit(s) of a warlock(s) or something, that might make sense... but again, not really on the inherrant psychic power thing. Eldar are pretty well split into 2 subspecies now, the 'Eldar' which are psykers one and all, but live a 'natural' lifespan and the Dark Eldar, that don't have any 'true' psychic power, but are basically immortal with the consumption of pain and souls.
Hear Here the rumors Rumours end, and history begins.
decades after the childs disappearance, He appeared in Cammoraugh Commoragh, calmly walking towards the Spire of the Jagged Blade Kabal, flanked by a striking Eldar female. As the two approached the Kabals headquarters, they were assailed by a band of watching scourges.
As the Scourges landed and drew their weapons, their leader queried their right to be there and demanded payment for passage. When no words where given in reply, the leader stepped forward and raised his saber, before it was fully raised, blue energy flair flared from the folds of the male Eldars robes, and in a blur of motion, the energy subsided and the two halfs of the leader fell to the floor. Stunned into immobility at the suddenness and violence of the response, The Dark Eldars life is dedicated to 'sudden violence' and responding to it. Sudden Violence wouldn't surprise them, definately not scourges who are old, rich and clever kin, and certainly not into immobility. the remaining scourges died in a flurry of quick and precise strikes from the female, who cleaned and replaced her two daggers as she glided back to the mans side, and the two continued on their way unmolested. After killing things, which would alert nearby dark eldar, they'd have been attacked by other denizens nearby, and uninvited and unescorted, they'd have needed to cut a bloody swathe through the tower, striking down every kabalite in their way, then would have to fight through the (more than 2) guards in the throne room at the top of the tower, which would likely be incubi. That is until, they reached the throne room.
The two door guards were simultaneously eliminated by the woman with lightining quick thrusts under the jaw with her slim blades, as the robed man continued his advance toward the throne at the center of the room. The presiding Archon was infuriated by the audacity of the two figures who dared to so brazenly challenge his authority. Screaming invectives the Archon stood and drew his gleaming blade. The arcane weapon, a husk blade, sucked the very moisture from the air, leaving vapor trails in its wake. The Archon, overconfident in his abilities, abilities that had kept him in power for over 3 centuries, charged the robed man, who calmly stopped walking and thrust out his hands. The display caused the Archon to pause. The glowing hands materialized a blade that seemed to be formed of pure energy. The Archon was incredulous that a display of psychic ability would be used in the Dark city. He swore at the robed figure for dooming his domain of power, and vowed to make him suffer for his foolishness.
The battle was over quicker than it began, and as the husk blade swept through the robed figure, the figure responded in kind. The difference however, was that where the husk blade found only shadow, the glowing blade of the robed man, found the soft flesh of the archon. As the lifeless body of the previous archon fell, the new archon ascended to the throne. For what purpose, none but he, his bride, and what ever spectre it was that made him, know.
And then, the other kabals at vects command would have wiped him out , ormaybe vect would have just dropped that region of the dark city out of existence, like he's done before when psykers and daemons were trying to claim power in his city.
I've made psyker based units before (a stolen and broken avatar of khaine, powered by the broken soulstones, but they live in the Thaxar Rfit on massive floating laboratories.
WSBSstr T W I A LDsv 7 7 3 3 3 7 4 10 4+
Runed Gauntlets:
In CC, the gauntlets focus Vraels psychic might into a glowing blade that once it makes contact with its intended target injects Vraels power into it. As a result, the target can literally explode, while those with the will power to do so, resist the worst of the assault and simply are wounded
*In close combat all attacks are poisoned 4+ and ignore armor saves.*
*the two gauntlets give Vrael the bonus for wielding two weapons in cc*
At range, the gauntlets project a beam of turquoise energy
The gauntlets may be fired in the shooting phase with the following profile
*Str 8 AP2 Range12" assault1* As is, this should probably be a psychic shooting attack instead
Robe of Living Shadow: Counts as a Shadow Field and provides a 2+ invulnerable save, it functions in such a way as to allow Vrael to benefit from assault and defensive grenades.
If Vrael suffers a wound and fails his shadow field save. Instead of it being removed permanently, the field may be restored on a roll of 4+ (this does not negate the wound suffered)
Special Rules
Only my Bride: Vrael may never take a Court of the Archon. As he trusts only his companion and does not have a court of close advisors
Independent Character
Points Cost is :archon plus agonizer, blaster, and shadow field plus 30 points to account for the extra bonuses he gets
To cost him up:
+1 Sv +10
Agoniser +20
Second Agoniser +10
Poisoned +5
Blaster +15
Shadowfield +30
Shadowfield basically having a Phantasm Grenade Launcher +25
Shadowfields FNP +10
So the extra stuff basically costs 60pts not 30. xD
He should be 195, mayhaps make him 200 so it's a nice round figure.
If you make the 'blaster' a psychic shooting attack, then you can probably drop it to 190.
For his fluff... it would make a LOT more sense for the gauntlets to contain the captured spirits of powerful warlocks, rather than his own inherrant psychic power, also being he's a 'young' archon, and mostly trained in CC, I'd be tempted to make him WS8 / BS6 instead of 7/7, similar to the succubi..
Kain wrote:Any opinions on Rag'norra?
Later I'll read through him and give a sensible comment, but judging by your previous walls of text, he's overpowered, if not broken, and undercosted. Remove everything and give him a nerf gun instead.
This message was edited 1 time. Last update was at 2012/05/19 13:31:53
I would suggest rewording some of the equipment.
The Shroud Cannon
May be used as only one of the following per player turn.
Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending
Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.
A two-handed Power Weapon that rends on a 5+ (If he's going to be an armagheddon character just let him roll an extra 1D3 for armor penetration with the weapon.)
The Icon of Darkness...
Grants night fighting to slaugth units...or units targeting slaugth units within 24" must roll to see the slaugth units as per night fighting rules?
All units count as having defensive grenades or, all slaught/friendly units count as having defensive grenades??
Special Rules...
Define Triple damage, one wound equals three wounds, in this case he's overpriced. Coming into armagheddon battles and thinking there won't be plenty blasts to make everything else he is mean nothing, no, he's toast. I like that he doesn't get FnP against them.
Maybe change it to just causes an extra wound. Seeing as he regenerates and can get up to ten wounds...ten wounds!!! Maybe trip[le is understandable, but risking an expensive character being wiped off the board first turn by a spam of blasts is not all that apealing.
Rapid regeneration...ok
Life Sucker: Ten Wounds!!! (sure why not)
Dark Depths: I see that.
Light Sensitive: Ok, sure.
I'm not sure on points for him, I'd go more around 5-6 hundred without playtesting and then work him up or down according to the playtest.
Something about this made me want to play the first Dragon Age...
“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.”
How about the fluff for the three Slaugth lords (they can be found on pages 30, 26, and 24)?
I'm thinking of writing a full out story for them.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Kain wrote:How about the fluff for the three Slaugth lords (they can be found on pages 30, 26, and 24)?
I'm thinking of writing a full out story for them.
You forgot to put the range of the effect on the icon of darkness.
I 'll probably give it a read when I'm at work this week. I'd suggest if you personally enjoy it just go off and write it. Find details you need about the world to help you with any question by garnering up previously written fluff on that area of it, or posting the questions of the 40k verse you want to know in the background section of the forums, and have fun with it.
I
“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.”
I Got some really good feedback on my last character; hopefully i'll get the same again...
Rexpathian – Lord of the Disciples of Noise - 160pts
Rexpathian was once a space marine of the Silver Knights chapter, one of the cursed 13th founding. Lost to the warp for 66 years, Rexpathian returned under the command of Torren. His first act as a chaos lord was to completely eradicate the Silver Knights, but not without first stealing their geneseed stores and raiding their armoury. Although a relatively new ‘convert’ to the worship of the prince of pleasure; Rexpathian is single minded in his faith. His warband are as equally devout as their master and seek to better themselves in the eyes of Slaanesh. Rexpathian is an independent character with the following profile:
WS 4 BS 6 S 4 T 4 W 3 I 6 A 3 Ld 10 Sv 3+/5++
Wargear: Power armour, Doom siren, Sonic blaster, The Eternity Blade, MoS (included in profile)
Special rules: The Eternity Blade, Fearless, Heretical Construct
The Eternity Blade – A blade forged eons ago and containing the bound spirit of a corrupted Eldar, the blade counts as the daemon weapon Bliss giver, but gives the wielder a 5+ invulnerable save and rends on a 5.
Heretical Construct – Rexpathian was set to become a Techmarine within the Silver Knights before his disappearance in the warp. Although now a follower of Slaanesh; Rexpathian still takes delight in tampering with the ‘holy vehicles’ of the Adeptus Astartes. A player using Rexpathian may choose a Siren pattern Rhino instead of a normal rhino as a troop transport.
Siren Pattern Rhino (basically a razorback) – 50pts
BS 4 F 12 S 11 R 11
The Rhino replaces its firing point with a turret mount.
15pts - Twin linked sonic blaster and dirge caster
30pts - Noise cannon and dirge caster.
Passenger capacity is reduced to 6.
Noise Cannon
--Noise Cannon: Range 48” Strength 6 AP 2 Heavy 1, Ignores cover saves, Blast
Augmetics: Grant him Strength 5(already included) and Toughness 4(use original toughness for instant death) Also adds D3 to armor penetration rolls
Power Sword, Shotgun, Rosarius, Carapace Armor
Special Rules:
Counter-attack, Stubborn
Command radius of 12" Can use the following Orders: Bring it Down, Move! Move! Move!, and Fire on My Target
Grenadier Retinue: can have 1-10 Veteran Grenadiers accompanying him (and his normal command squad) IG Vets^ with Grenadiers carapace armor, grenade launchers
Common Sense: every unit has the option to take smoke grenades at +10 points per unit Smoke grenades can only be used once, but they confer a 4+ cover save to the unit
Inspiring-ness: All Guardsmen/Sergeants/Veterans/Veteran Sergeants within 8" of Decio or his retinue re-roll failed Morale checks and gain Feel No Pain
Heroic Fight: if Decio dies in CC, all friendly units with LoS (on the turn he died) gain (permanently) Fearless but are Vulnerable to Blast/Templates Shot down: if Decio dies from Shooting, all friendly units with LoS gain Rage and Fleet, but lose any cover saves and are Vulnerable to Blast/Templates As soon as Decio dies, every friendly unit in LoS moves D6" towards the closest enemy
This message was edited 2 times. Last update was at 2012/05/20 00:46:27
Seeing a squad of veterens swoop in in a Vendetta, secure the area, deliver that math assignment, and extract within 2 minutes would be freaking sweet.
weapons and equipment: assault and defensive grenades.
Fragment talons: Atesehn's close combat attacks are made at strength 6 and have the rending special rule.
SPECIAL RULES: furious charge, fleet, chaotic rejuvination, independant character.
Unholy empowerment: Atesehn has a 4+ invulnerable save. Models in a unit Atesehn joins gain the feel no pain special rule.
Shattered lord: Any army which includes Atesehn may take the following unit. Each unit takes up an elite slot.
Ten nejlepší Zlomená (The broken): 45 pts per model
ws: 5 BS: 0 s: 4 t: 4 w: 3 i: 5 a: 2 LD: 7 sv: 5+
unit type: infantry.
unit composition: 3-15 broken.
Weapons and equipment: Flensing claws and maw (close combat weapon).
SPECIAL RULES: furious charge, fleet.
Chaotic rejuvination: At the start of each of its turns, roll a D6 for each individual member of the unit. On a 5+ the model regains a wound to a maximum of 3.
OPTIONS:
The unit may purchase one of the following marks of chaos:
- Mark of Khorne (+1 strength) for 5 pts per model
- Mark of Tzeentch (Chaotic rejuvination now functions on a roll of a 4+) for 5 pts per model
- Mark of Nurgle (Close combat attacks become poisoned 4+) for 5 pts per model
- Mark of slaanesh (The unit gains assault and defensive grenades) for 5 pts per model
This message was edited 2 times. Last update was at 2012/05/20 13:10:14
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