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Matt.Kingsley wrote: Dragonfodder, when you changed the sword of undying to the orb of undying, you left the bit about it counting as a hyperphase sword
Yup. He just has a hyperphase sword in his wargear now.
This message was edited 1 time. Last update was at 2012/09/16 05:21:31
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
-Orb of the Undying-
Devros' personal orb gifted to him shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad
Hakanor the Fireborn, formerly Chapter Master Prometian, Lord of Hakanor's Reavers warband, formerly the Magma Warriors
Hakanor is a daemon prince of Chaos, formerly one of the Imperium's most respected warriors and leaders. Unusually amongst the scions of Chaos, he has mostly retained the size and stature of a space marine, though that makes him no less deadly than any other prince of Chaos.
May be taken for both C:CSM and C:SM to represent that the Magma Warriors have only recently turned to Chaos and still maintain the discipline and tactics of other Codex chapters.
Points: 285 points
Type: Infantry (unique)
WS7 BS5 S5 T5 W5 I6 A5 Ld10 Sv2+
Wargear: Artificer armor, iron halo, wings (counts as infantry but can move as jump infantry and gets hammer of wrath etc)
Hellfire Sword: This was a precious relic of the Magma Warriors before Hakanor's betrayal. Now warped by the flames of hell, it is a powerful weapon that slays all it faces. This is a daemon weapon (AP2 +D6 attacks). Unlike other daemon weapons, if a 1 is rolled for the +D6 attacks, Hakanor simply gets +1 bonus attack rather than taking a wound or forfeiting his attacks. It also functions as a heavy flamer.
Special Rules: Independent Character, Daemonic (fearless and 5++ save), Eternal Warrior
Chapter tactics: Burn them all!: Replace Combat Tactics with Relentless
This message was edited 2 times. Last update was at 2012/09/16 09:57:26
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
Pimp squig: As attack squig, attacks in profile
Stegadon attack bike: As regular bike, inc exhaust cloud, but gives a 3+ instead of a 4+
Bosspole
Chain klaw: As chainfist.
TL shooter.
(That's 45 points for the chain part of the fist, the +1 save and the +1 str.)
"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup
Pimp squig: As attack squig, attacks in profile
Stegadon attack bike: As regular bike, inc exhaust cloud, but gives a 3+ instead of a 4+
Bosspole
Chain klaw: As chainfist.
TL shooter.
(That's 45 points for the chain part of the fist, the +1 save and the +1 str.)
It looks fine, it a touch boring. My only concern is that the model doesn't need +1 to strength, as it already has a power klaw (and strength can't exceed 10).
^ this .... also what do you guys think about mine?
Sargent Jenkin
Spoiler:
( can only be put in a HWS)
A giant of a man he can carry an autocannon and prefers to hold it on full auto. He inspires his troops and though he cant shoot for Sh*t, his blasting inspires the others in his squad to forget ammo-conservation and blast away. He usually likes standing with a commanding field of fire even if his squad has to run in front of the infantry and having been shot at with a variety of evil and poisonous for many years has left him tougher than other guardsmen. He is highly respected by the weapons crews (he keeps them alive!) and knows exactly when to withdraw
Ws 3 Bs 2 str 4 T 4 W 2 I 3 A 2 Ld 9 Sv 5+
Special rules
He can see the barn but.......
- The Sargent is a terrible shot and any shots ranging past 36" count as snapfiring ( applies only to jenkin)
Uhhhh theyre getting kinda close......
- If an enemy unit gets within charging range( 12' for jump or fleet inf and 6" for regular) the squad will snap fire then the controlling player will roll 2d6 choose the highest and move that far back towards the controlling players deployment board edge.
FIRE FIRE FIIIIIRRRREEEEE!!!!!!
- Jenkin's squad can choose to fire faster than normal for one turn giving heavy bolters and autocannons 2 extra shots and lascannons one, doing this makes the machine spirits angry and they gain the Gets Hot! rule for that turn.
Modding is cheating jenkins!
- Jenkin has "personally" modified his autocannon to shoot faster than normal( he secretly made a Mek do it in exchange for "getting knocked out" on prisoner duty) and it is treated as heavy four
There looks good
- Jenkin and his squad start the game infiltrating on the highest point on the battle field (not dangerous terrain or enemy held buildings)
Kilkrazy wrote: We moderators often make unwise decisions on Friday afternoons.
kestril wrote: Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
Somedude593 wrote: ^ this .... also what do you guys think about mine? Sargent Jenkin
Spoiler:
( can only be put in a HWS) A giant of a man he can carry an autocannon and prefers to hold it on full auto. He inspires his troops and though he cant shoot for Sh*t, his blasting inspires the others in his squad to forget ammo-conservation and blast away. He usually likes standing with a commanding field of fire even if his squad has to run in front of the infantry and having been shot at with a variety of evil and poisonous for many years has left him tougher than other guardsmen. He is highly respected by the weapons crews (he keeps them alive!) and knows exactly when to withdraw Ws 3 Bs 2 str 4 T 4 W 2 I 3 A 2 Ld 9 Sv 5+
Special rules He can see the barn but....... - The Sargent is a terrible shot and any shots ranging past 36" count as snapfiring ( applies only to jenkin)
Uhhhh theyre getting kinda close...... - If an enemy unit gets within charging range( 12' for jump or fleet inf and 6" for regular) the squad will snap fire then the controlling player will roll 2d6 choose the highest and move that far back towards the controlling players deployment board edge.
FIRE FIRE FIIIIIRRRREEEEE!!!!!! - Jenkin's squad can choose to fire faster than normal for one turn giving heavy bolters and autocannons 2 extra shots and lascannons one, doing this makes the machine spirits angry and they gain the Gets Hot! rule for that turn.
Modding is cheating jenkins! - Jenkin has "personally" modified his autocannon to shoot faster than normal( he secretly made a Mek do it in exchange for "getting knocked out" on prisoner duty) and it is treated as heavy four
There looks good - Jenkin and his squad start the game infiltrating on the highest point on the battle field (not dangerous terrain or enemy held buildings)
1. He needs a base cost. 2. You misspelled sergeant. 2 He needs wargear, right now this guy is literally showing up to battle stark naked. 3. I'd re-word 'he can see the barn' as "Sergeant Jenkin can only snap fire at targets farther than 36" away from him" 4. I'm not sure what 'they are getting kinda close' is supposed to do. Does Jenkin's squad fall back? Does the enemy? Either way, this needs a lot of work. I'd change it substantially and make it "Sergeant Jenkins and any squad he is attached to MUST fire overwatch at the first squad that charges them each turn. They re-roll failed hits when firing overwatch fire, and after overwatch has resolved immediately move the squad D3 inches away from the charging unit (make this move before the enemy moves their models). 5. You really did misspell sergeant a lot. Just to be clear, Sergeant is the military rank, Sargeant is a last name along side the name of a couple of towns in the US. 6. I'd make FIRE etc "At the start of your shooting phase, Sergeant Jenkins and any model firing a heavy weapon in his squad may decide to have their weapons become twin-linked for the remainder of the shooting phase (note that either every model or no model does this). If they do, their weapons also gain the "Get's Hot" USR". 7. I'd change "modding is cheating" to a custom weapon instead of a rule. 8. There Looks Good clashes with They Are Getting Close, in that as soon as an enemy gets close, they are probably going to fall back right off the roof of the building they are in. I'd maybe make this rule "Jenkin's and his squad gain the infiltrate USR. However, they may only infiltrate into ruins or any other terrain that provides a 4+ cover save or better."
So he needs a cost, equipment, and his rules need refinement, but other than that he looks good.
This message was edited 1 time. Last update was at 2012/09/17 19:35:51
Here is an idea for a necron Psyker (I know this is unfluffy, but I just wanted to make one)
Overlord Truz'ek, Narkos Dynasty
Points: 200
FOC: HQ (C:Necorns)
WS:4
BS:4
S:5(7)
T:5
A:3
W:3
I:2
Ld:10
Sv:2+/3++
Wargear:
Sempiternal Weave, Phase Shifter (Included in profile), Force Warscythe (S bonus in profile), MSS, Orb of the Immaterium.
Orb of the Immaterium: Truz'ek carved this gleaming orb out of a Chaos Sorceror's staff. Over the course of 5 thousand years he has learnt to harness its power. Truz'ek can roll on any of the tables available to CSM (note he cannot choose any psychic powers form C:CSM) or he can choose any of the below.
This generates Truz'ek D6 Warp Charge points a turn. He may cast up to D3 Psychic Powers per turn at the beginning of the controling player's Shooting Phase.
Special Rules
Reanimation Protocols, Ever Living, Unstable Conduit
Unstable Conduit: the Orb Truz'ek crafted himself is not the safest of devices. It has been known to melt him, blow him up, or send the closest enemy into the area from whence the Orb originated. If Truz'ek takes a PotW, roll a D6and consult the table below, in addition to taking a wound as normal.
Options
May take a CCB for the usual 80 poins
PotW Table:
1; Center the blast template over Truz'ek. Every model friend or foe takes one wound with armour saves allowed
2; the closest model friend or foe must take an initiative test or be removed from play.
3; every model in 12" including Truz'ek (stacks with PotW wound) take a wound on a 3+. No armour saves allowed
4; Truz'ek is removed from the table. He re-enters play through deep strike next turn, even if Scenario rules usually dont allow it
5; Truz'ek takes one Ap1 auto hit that wounds on a 2+ with the IDUSR.
6; Nothing extra happens
Psychic Powers
Marked: Every friendly unit allied or not within LOS to Truz'ek gains TL against the target of this power
Lightning Maelstrom: Psychic Shooting attack. R infinite S6 AP3 shots, Ignores Cover
power a: Target enemy unit cannot move next turn
power b: Psychic Shooting attack. AT Only. R24" S9 AP1 Lance
Doom: as per C:Eldar.
Names for poers a&b would be appriciated as much as any other feedback.
Unfinished, will be adding fluff later.
This message was edited 1 time. Last update was at 2012/09/17 21:58:18
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
IHateNids wrote: Here is an idea for a necron Psyker (I know this is unfluffy, but I just wanted to make one)
Overlord Truz'ek, Narkos Dynasty
Spoiler:
Points: 200
FOC: HQ (C:Necorns)
WS:4
BS:4
S:5(7)
T:5
A:3
W:3
I:2
Ld:10
Sv:2+/3++
Wargear:
Sempiternal Weave, Phase Shifter (Included in profile), Force Warscythe (S bonus in profile), Orb of the Immaterium.
Orb of the Immaterium: Truz'ek carved this gleaming orb out of a Chaos Sorceror's staff. Over the course of 5 thousand years he has learnt to harness its power. Truz'ek can roll on any of the tables available to CSM (note he cannot choose any psychic powers form C:CSM) or he can choose any of the below.
This is a Ressurection Orb exactly as described in C:Necrons. It also allows Truz'ek to cast three Psychic Powers per turn at the beginning of the controling player's Shooting Phase.
Special Rules
Reanimation Protocols, Ever Living, Unstable Conduit
Unstable Conduit: the Orb Truz'ek crafted himself is not the safest of devices. It has been known to melt him, blow him up, orsend the closest enemy into the area from whence the Orb originated.
Unfinished, will be editing later.
A Necron psyker is something I'd consider playing, but a level 3 psyker? That's really heavy man. Aside from GK (^$#&%$#& them) you can only find Mastery Level 3 on named characters, so jumping from no psykers in the army to lvl 3 seems pretty heavy...
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Yeah, Ive edited it. Trying to go for a whole "might remove the planet from this dimension at any moment" thing in th new one. Almost done the re-write
Automatically Appended Next Post: Updated
This message was edited 1 time. Last update was at 2012/09/17 21:58:30
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Draft 3: I upped the points: Ultimately, she's a Repentia Cannoness She was a Canoness of some standing, but after failing to protect a relic from Chaos (and her fellow sisters from that mission all being horrificly murdered) she donned the mantle of the Repentia. However, after over a decade as a Repentia she's still going strong (although she has been augmented by certain bionics now), each battle tweaking her Eviscerators further and further, honing her strength and skills in close combat, she now once again leads her sisters into the fray, though this time heading an entire force of those seeking forgiveness. (This is all very basic and I'm sure I'll refine it later, first fluff draft and all)
The way I see her, is she's a purely Melee character that's been throwing herself into the most brutal frays she can, that will either have to walk across the field with some repentia, or go in a vehicle she can't assault out of. So she's likely to be shot at for 2-3 turns and get overwatched before even reaching combat (if she does) and then will strike after the enemy. At T3, even with 3+ / 6+ invun and a (potentially re-rollable) FnP roll, she's still really quite fragile.
PS - This making units late at night when half concious on the fly thing isn't what I normally do, it's a lot less... refined than my normal method. xD
This message was edited 1 time. Last update was at 2012/09/18 00:31:19
-Mindscythe- This staff rips past dimensional barriers to hit targets through even the mightiest armor This weapon is a melee weapon with the following profile-
Range - S X AP - Type Melee, Haywire, Poisoned 2+
-Shadoweave Mantle- This model's save is invulnerable. In addition, this grants stealth to this model and any unit he is currently attached to.
-Dimensional Strider- This finely-crafted invention of Dagon's allows for quick movement by using pocket dimensions. Dagon, and any squad he is attached to count as Jump Infantry. Additionally, once per game, you may make two jump moves in the same turn.
Special Rules- Ever-Living Reanimation Protocols Psychomancer's assistants
Psychomancer's Assistants- While Dagon is present in your army, he may bring with him a royal court of up to 5 crypteks. These crypteks may only be upgraded as follows-
Psychomancer- + 10 points - Replaces this unit's staff of light with a mindscythe, and this unit now counts as jump infantry. Cryptek Special gear (one per court) Shadoweave Mantle-+ 25 pts Prototype Dimensional Strider-+ 25 pts An unfinished, unstable version of the stabilizer used by Dagon. This allows, once per game, for this unit or any unit it's attached to, to count as jump infantry for one turn. If this unit is already attached to a unit of jump infantry, they make 2 jump moves that round instead.
All this jump infantry stuff came based on the mention that he is a psychomancer, and the only thing that he has been known to make is obyron's ghostwalker mantle, which lets him shift into dimensions to teleport all over the board any time he wants. The special abilities all came from the idea of "well, we have jump infantry overlords, why not have jump infantry crypteks?" Thought this would be a nifty way to make a fast, footslogging force or add some more punch to an already jump-heavy list.
This message was edited 3 times. Last update was at 2012/09/18 02:12:57
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
Reconnaissance Commander Kerin of the Void Wanderers
Void Wanderers are somewhat of an oddity among the loyalist space marine chapters. The chapter has a pre-occupation with ancient stores of knowledge and technology. What is even more unusual is that despite this focus, they have a somewhat cold, business like relationship with the Adeptus Mechanus, as most other technologically oriented chapters either have close ties, or in more extreme circumstances even share in their worship the Machine God. Thus to many of the Imperium, they are seen as historians, collectors, acheologists, or perhaps just adventurers, ever curious as to what the next vault will hold.
However, finding a vault of ancient technology can be difficult, and actually gaining access to it even more so. Quite often such achives are well defended, either by Xenos, traitors, or ancient traps and constructs left by a species whose spark had been ignited and burned out long before the time of man. Thus the chapter has learned the importance of mobility and stealth, far beyond your average chapter. And within the Void Wanderers, none of the chapter have a greater understanding of the shadows than Commander Kerin, Captain of the 3rd company.
Kerin first made a name for himself during a disastrous mission on Verax Beta. Using traps and defenses in an ancient, pre-imperial human ruin, a band of traitors managed to cut down the vast majority of the detachment that Kerin's scout squad was attached too, including his Sergeant. However, after regrouping the 7 survivors of his squad, they managed to infiltrate through the ruins, unseen, sabotage their supplies and the power generator, and then escape before the Traitors realized that their emplaced weapons had lost power and half their ammo was missing. Even though the detachment had to withdraw, even with the sabotage they still did not have the capacity to take the base without reinforcements, the captain of the 5th company was greatly impressed by his work and leadership. Shortly afterwards, Kerin was promoted to a Devestator squad, but as he moved through the ranks of the chapter, he missed the lighness and mobility of his scout armour, and always felt that the power armour he wore was holding him back.
Years later, as a Sergeant in a Tactical squad of the 3rd Company, he encountered a similar situation on the world of Ilex. After the final push towards the cache, again held by a small band of traitor Astares, they encountered a vast number of traps and emplaced defenses that threaten to decimate their fighting strength should they push towards the ancient ruins. The captain was frustrated, he did not like the losses that he would face to capture the position, but saw no other option until Kerin approached him with a solution. About a third of the forces would abandon their power armour for lighter scout armour, and make use of the heavy foliage near the position to advance while the remaining forces appeared to withdraw, only so that they could arrive via Thunderhawk and Drop Pod after the defenders position was weakened. Through a long and slow advance, Kerin's teams were able to take out three quarters of the emplaced weapons before they were detected, but within moments Kerin sent his signal and Drop Pods and their Thunder Hawk were on route to renew the offensive. The enemy's own emplaced guns were turned against them, and although the fighting was bloody, eventually the Void Wanderers proved victorious. One of the unfortunate casualties was the Captain, who was gunned down by traitors after he slew the commander of the warband in single combat. As a result of his skill, and the vacancy that was now open, the Ruling Council of the chapter decided that Kerin was the most eligible Man for a position as Company Captain, one which he has honored to this day.
Reconnaissance Commander Kerin:
Cost: 195 Points
HQ Unit Composition/Type
1 Kerin/Infantry(Independent Character, Unique)
Counts as a captain for the purposes of taking a command squad
WS 6, BS 5, S 4, T 4, W 3, I 5(6), A 3, Ld 10, Sv 3+
Wargear: Hunter's Edge, The Storm Repeater, Artificer Scout Armour, Camo Cloak, Frag and Krak Grenades, Meltabombs, Specialist Ammo, Iron Halo
Special Rules: ATSKNF, Chapter Tactics (Void Wardens), Independent Character, Infiltrate, Move through Cover, Scout
Hunter's Edge: A power sword gifted to Kerin after he became Captain of the 3rd Company. It is remarkably light, seeming to fly through the air effortlessly. It is a Power Sword that gives a bonus of +1 to initiative (shown on profile).
The Storm Repeater: A unique weapon claimed by Kerin found in a cache of wargear dating back to the Great Crusade. It is a 1 handed pistol that fires as a Storm Bolter. Additionally, it benefits from specialist ammo, however, replace "Rapid Fire" with "Assault 2".
Artificer Scout Armour: A masterfully crafted set of scout armour that offers protection comparable to power armour. It confers a 3+ armour save.
Chapter Tactics (Void Wardens): If you include Kerin, then all units in your army exchange the combat tactics special rule for this rule. All models in tactical squads, devastator squads, sternguard squads, command squads that are not equipped with bikes, or vanguard squads without jump packs may exchange their power armour for Scout Armour, Camo Cloaks, and the Infiltrate, Scout, and Move through cover USR's at a cost of 1 point per model. Additionally, any model in a tactical or sternguard squad may exchange their boltgun for a Space Marine Shotgun or Sniper Rifle for free. Additionally, any squad in scout armour that numbers 5 models may take a Landspeeder Storm as a dedicated transport for a cost of 60 points. Note that while this is 10 points more than a normal Land Speeder Storm, it does not occupy a spot in the Force Organization chart. If more than one model in your army has chapter tactics, you must choose which applies.
Cost Breakdown:
Spoiler:
Captain: 100 Points
Power Armour for Scout Armour and Rules - 10
Power Weapon - 15
+1 - 10
Storm Bolter - 3
As a pistol - 7
Specialist Ammo - 20
Artificer Armour - 15
Melta Bombs - 5
Special Rule - 10 points
Total = 195
This message was edited 1 time. Last update was at 2012/09/18 04:06:53
I dislike smart/stealth marines. At an impressionable stage I liked the Star Foxes from Chapter Approved, but they at least have great models. Failing that they all seem supercilious about how much cleverer they are to have thought of not getting shot at.
The gun is inexplicable. Chapter tactics are deliberately on-table effects that do not change units' options or points. If they are for specifically converted units (ones in scout armor), those units had may as well get their own unit entries too. This especially since most of them can get lascannons, multi-meltas, and plasma cannons, which cannot make sense with scout armor.
HOWEVER, thinking about power issues of power and scout armor has confused me about my own stealthy marine character. Should his unit really have power armor and plasma cannon options?
Squad Captain Savombo of First Companyt
No other calculating sociopath has ever been so popular than thecurrent leader of the Intruder Squad. Every one of Captain Savombo's predecessors in that role was selected for equal parts charisma and callousness. They command a formation which does not exist, has no exclusive resources and no regular membership. The Captaincy itself is just another position in the hundred-strong First Company and is formally inferior to every other officer, but it can commandeer personnel from any company or specialty, and never defers operational control to any but the highest ranks.
Many of the Squad's Captains have been heroic assault sergeants who earned their position burning cities and purging hab-blocks. Intruder Captains of this origin have sometimes inflated their self importance and strategic reach over extended terms of autonomy and isolation. The previous incumbent had been a disastrous experiment with direct Librarian command of the squad, emphasizing its specialist nature, since the Librarium could never directly lead the chapter.
Captain Savombo was a return to essentials. He had lead a Devastator squad of the Fifth Company for twenty-three years, and was a testament that brutality is best accomplished by patience and resolve. His tactical foresight and his judgment of character produced unusually conclusive results from the slow-burning operations his squad is meant to undertake. His operations have been so expansive that many brother marines aspire to take part, and so subtly interlinked that many others suspect that they already unknowingly have.
Rules 80 points
stat-line as chaplain or librarian, but leadership nine.
Equipment: power armor, combi-plasma, bolt pistol, close combat weapon, locator beacon.
Rules: ATSKNF, Intruder Squad.
Intruder Squad: Captain Savombo is only selected as an upgrade for a tactical squad that does not take a dedicated transport. They always enter play by outflank.
Alternate Savombo and Intruder Squad Rules:
wait just wolf scouts duh
This message was edited 1 time. Last update was at 2012/09/18 07:01:12
DONUTSREVENGED wrote: Barbous Helvangan, The lost driven, taly barer, master of the endless hunt. - Space Wolves
Spoiler:
Unit type: Space wolves lone wolf special character - Elites choice
stat line:
WS 6
BS -
S 5(+2 = S7)
T 4
W 3
I 5
A 3
Ld 9
Sv 2+ 3++
Wargear:
Runic power armour, Shield of Morkai, Axe of the lost, wolf tail necklace, Drangir and Seri
Special Rules:
Axe of the lost:
The axe of the lost is a large axe bearing the name talisman of all to die in the service of the alfather as a lone pack's man, it is a relic of those who died trying to fulfill their vow of vengance apon their given foe, it is counted as a master crafted frost axe which incures the "knockback" special rule. The following strength bonus incurred from the frost axe is included in brackets next to his base strength in his profile above.
Satisfaction in the kill:
Barbous will never choose to shoot any sorts of weapon at an enemy, he must always engaged them in close combat because of this. There for his stat line BS is -.
Shield of Morkai
The shield of Morkia is an elabourate shield with a goulish image of the double wolf's head of Morkia, the death wolf. To those who look apon it, all they will see is that of death coming to claim them over the shouts of a large and angry Space wolf. The shield is a storm shield that incures the following bonuses:
Hammer of wrath (one attack at basic strength at I10 on the charge)
Fear
Fearless
Drangir and Seri
The only things still moving to which Barbous call's brother, they are two cyber wolves that accompany him into battle.
Rage
Beast slayer
(See rules in lone wolf section)
Hatred - Demons
Lone wolf
(See rules in lone wolf section)
Independant character
Eternal Warrior
Back Story:
Barbous was once a proud brother within the Space wolves 4th company, a young warrior with a proud heart and many glorious victories to be seen before him. He was ascended to grey hunters at an earlier age than his blood claw brothers due to his very nature as a cool and keen hunter. Unlike the young pups to which he shared the same name with.
He called his pack brother to the most but found himself out in the cold to his grey hunter brevthern due to his lack of bousterous lout-ness expressed by many others in his pack. The wolf priests looked apon him and knew from that instance what his fate would be.
Barbous was taken from his pack, his nature showed that he could not fit in with the close hearted companion ship that was the space wolves, he was instead adopted into the scouts. To which he found himself making much more of a brotherly bond between these otherwise anti social kin. Though not expressed in any sort of way that would normally be seen, each and every brother within the scout pack of the 4th would lay down their lives for their next brother.
It was not before too long however that Barbous' fate changed dramatically. Apon the world of Hypathaes VII, his pack was asigned to the task of hunting down and determining the forces of a Chaos lord known only as the Butcher of Vraks.
14 weeks they spent in that hole, 14 weeks to which the tracked blood pits and mass graves as the Chaos lord and his warband made their way across the planet. It was not until the sent was lost within a vast Imperial Shrine, desacrated by chaos that the lord striked.
Caught in the open, Barbous' pack was cut down in bolter fire, the quick work of the traitors made the carapace armoured scouts useless at best. Though some fought back, all fell to the reactive shell fire.
Barbous was left, stranded, wounded with two of his lungs punctured and one of his hearts blown out of his chest. He was a bloody ruin of his former self. As he slowly blacked out he looked onwards as the lord too his leave, seeing his brothers dead apon the floor he whispered slowly... as the lights in his eyes dimmed, to take the path of the packless, and hunt his quarry to the ends of universe. No matter what happened, that chaos lord will died.
When the Wolf priests found him, many thought he could not be saved, that his wounds were too severe, they tried to repair him, and suceeded in the utmost, but left him in a state that made him less man than when he became spacemarine. Half of his left side was replaced with augmented machinery as corsity of the Iron Priests, with his lower jaw replaced with an adamantium line.
When he finally awoke, he found himself in his new shell, he found new strength in his body, and within the Fang. Taking from his bed in the warding halls, he strode out with only one word apon his lips; "Where is Logan Grimnar?". He walked through the training halls and the feasting halls, stepping through the door to which only wolf gaurd may enter. As he walked through a large and armoured terminator wolfguard lowered his storm bolter at him and said in a commanding voice "Halt young one, what is your business here?" His beard long and white as it flowed in the cool breeze of the Fang's halls. Barbous looked up at him, for only being in robes and paused for a moment before lowering his head and saying "I am packless".
The Wolf guard looked apon him and then nodded, knowing what that ment if a packless member wished to walk the wolf guard's halls. "May the alfather be with you young one, and let us hope that Morkia does not walk within your shadow" Turning, the wolf guard said in a booming voice to the other wolf guard within the hall "LET HIM PASS!".
Barbous walked the hall of the wolf guard, watched as he felt the eyes of every member looked apon him with a grim stare. Walking the long fall he finally reached the end of the hall to which spanned the throne of the Great wolf, Logan Grimmnar himself. Stopping but a few metres from the throne, the old man apon it raised himself from it to look apon the young blood before him. Logan looked him up and down, looked at the machinery to blight his figure... finally he nodded to himself as he agreed with himself in thought. WIth a resonating he said "Why do you come before my throne at this late hour?" already knowing the young wolf's answer all too well...
"My King, I am Barbous Helvangan, I am of the 4th company's scout packs, but naught now my King, for my Brothers lay dead before me and my path is now set apon one course and one course alone." Looking up at him as a small tear came to his eye through his otherwise grim and chizeled features.
Looking down apon him, Logan heard, and understood "Then, you wish to bring yourself apon the path of the packless? Do you swear to take apon yourself the Oath? To find your prey and to hunt it down? To avenge your brothers or die in the attempt?"
Looking up to him, he kneels down apon the stone flooring before saying in a low and snarled tone "I swear as you and your Guard as witness, that I will"
Turning to the side, Logan looked apon one of the figures within the shadows, and called him to step forwards "And what of you, Harad? Do you accept to reliquish him from your service on terms of honour?"
Nodding, the wolf lord replied with a simply with a "Aye, I do." Turning back, Logan looked apon Barbous and said in a loud tone
"Very well then, Barbous! Your fate has been written, I command you to fulfill your honour as my Guard and your lord as witness. To seek out and strike down the evil that has befallen your pack or die in the attempt. I hold you to your Oath, kinsmen. Now... Go, prepare yourself.
Barbous walked out of the halls of the wolf guard and headed straight for the armoury, with new resolve and purpose he nodded to the Iron Priest as he walked in. None questioned or stood in his path as word spreads quickly of new lone wolves.
Taking up the weapons he would need, he started to train tirelessly for the day when his fate will be met. Every hour of every minute from that day forth, he spent training, and training, honing his skills with axe and blade. Forgoing all forms of balistics training. He wished to see the death of his prey with his own eyes and with his own hands.
It would take many years before his fate finally came, he killed the chaos lord apon the same planet to which his brothers died apon, but naught before the lord had ascended to demon hood, leaving Barbous with the head of his sworn enemy, but without the victory he wished. Taking it back, he presented his trophy and logan gave him the chance to join the wolf guard. Barbous knew however that such a fate was not for him, for his task was not yet done in his eyes, he declined the offer, and instead stayed on as a lone wolf. To such, logan instead requisitioned a special gifts to him from the Iron Priests, two relics, one, The axe of the lost, and the second, the shield of Morkai. Accepting these gifts he now uses them to continue the hunt for his sworn enemy. Given any chance he will strike out at chaos in a bid to draw his true prey from the ether.
(I have no idea really about the points... I guess I could just add up the base costs of a frost axe, storm shield, runic armour and necklace that comes to 80, plus the fact he has a wolf lord's stat line practically, so 180. But from there I don't know really.)
He's interesting, but I think +2 S on top of base +1S seems rather ridiculous. I'd definitely consider making the wolves accompanying him an upgrade option. As for points: 270 (235 if he leaves the pups at home). Either way a lot more than 180. Let me know any discrepancies with the costing, just trying to help out! Math in the spoiler below.
Spoiler:
Wolf Lord =100
+1S +10 Points
-5BS -10 points (though it shouldn't matter since you traded out his guns... so it's not really a detriment to not be able to shoot as he couldn't anyways)
Runic Armor +20 points
Shield of Morkai +35 points (+30 for SS and + 5 for Hammer of Wrath)
Axe of the Lost +35 points (+25 for Frost Axe, +5 for MC, +5 for Knockback)
Wolf Tail +5 points
Fearless +5 Points
Rage +5 points
Beast Slayer +10 Points
Hatred +5
Eternal Warrior +15
Drangir and Seri +35
Wargear:
Two assault cannons, cyclone missile launcher, signum receiver
(The two assault cannons count as twin-linked)
*Signum receiver and signum:
Signum: 5 points
- +2 to the ballistic skill of everyone in the squad
Signum receiver: 3 points
- +1 to the ballistic skill of everyone in the squad, only applies if at least one model bearing a signum is (still) alive.
The signum upgrades are pretty unbelievably undercosted, even if it were per member. Here's what I would do:
Signum Transmitter: A model with the Signum Transmitter may forego shooting for one shooting phase to confer +1 BS unto his squad for that shooting phase. +10 Points
Signum Receiver: +5 Points per model.
Also is this character a Sergeant upgrade or an Independent character? Currently he is neither =) You need to add in "Replace the Terminator Sergeant for Terminator Sergeant Darius for +X points".
Also, is he able to fire both the Cyclone Missile Launcher and TL Assault Cannon at the same time? Better add a rule in about that! But if he does he better not be able to move, even for TDA that's a lot of firepower coming out!
Hmm...you have some great ideas! Maybe the Signum could to the +2 BS to everyone in the squad still, but would be 15 points. The Signum Reciever could cost 10 points. Also, I forgot to mention that he' s an upgrade for any Terminator Sergeant for an amount of points that I haven't yet decided on. I agree that he can only fire either the CMRL ( Cyclone Multiple Rocket Launcher, as I call it! ) or the assault cannons.
50 points (replaces a Sergeant in a Tactical Squad)
WS5 BS5 S4 T4 W2 I4 A2 Ld10 Sv3+
Wargear: power armour, power fist, storm bolter, frag and krak grenades, iron halo
Special Rules: ATSKNF, Combat Tactics, Bolter Drill (as per C:SM), Stubborn
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
200 pts
Rogue Trader Moore and Retinue ( Techpriest 1 servitor, 4 Company veterans, 2 House Guards)
Rogue Trader Moore Stats
WS 3 BS 5 S 3 T 4 W 4 I 3 A 3 LD 9
Dynasties Lance*
S5 AP 5 rapid fire 30"
Hammer of the Moore's
AP 2 / 2x S
Retinue Members
Techpriest is standard, servitor can be upgraded as wanted
Veterans standard, all equipment available
House Guards
WS 3 BS 4 S3 T3 W3 I3 A2 LD8
House Guards may carry Power weapons or Dynasties Lance rifles
Rogue Trader Moore of the Moore Dynasty is the eight member of her family line and has taken direct control of maintaining and salvaging from a death world used as a collection point for vast amounts of waste collected to be used in nearby forgeworlds. Under the terms of the contract Moore is required to maintain at least one member of the Adaptus Mechanicus at all times with her during business in order to retain the contract.
The Dynasties Lance is an ancient autogun design carried by Moore and her House Guards using poorly understood ammunition that explodes before reaching the target and piercing the best armour they have yet to encounter.
Moore has never announced her intentions upon the planet and rumours are rife due to resources expended to maintain control as the skittarri maintained an iron grip before them.
Ordo Malleus Inquisitor Sirocco Timbre 150 pts WSBS S T W I A LdSv 4 4 4 4 3 4 3 10 3+, 4++
Wargear: Power Armor, Power maul, *Incinerator, Frag+Krak grenades, Iron Halo-esque object
Servo-arms: +1 T and +1 S (already included), plays the cello so no options for this bit. Also carries amplifiers, speakers, and a stereo.
*Jim Bob's Super Flamer Range: 12"* Template S: 6 AP: 4 Rules: Assault 1 *Place the template within 12" of the firer and then allocate hits as normal. When doing this the large part of the template may not be closer to the firer than the small part.
Special Rules: Independent Character, Fearless,
Gravitas: Timbre is extremely charismatic and is a man of few words. When he speaks, people listen to the deep, serious tone. What he commands shall be done in an appropriately thematic and slow-mo matter. All friendly models within 6" gain Fearless
Retinue: 0-2 Heavy Weapon Men, 1-3 Warrior Acolytes, 2-5 Crusaders, and a Culexes Assassin
the HW guys have options: Flamer, Grenade Launcher 5pts Meltagun, Plasma gun 10 pts Heavy bolter, Heavy Flamer, 15 pts.
The Warrior acolytes have speakers that replace one of their basic equipment. The speakers inspire; all models within 18" are Stubborn. They have the normal options for acolytes
Need some advice as to how to assign points and such; feedback would be really nice as I might create this guy for use as an ally to my IG army
This message was edited 1 time. Last update was at 2012/09/20 03:50:27
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.
I know this guy would be about as useful to the Tau as an air conditioner on Hoth but what the hell;
Commander Darkstar - 175pts
Head of an expeditionary team to explore the outer edges of the Eastern Fringe, Commander Il'ay'an was one of the first to come across the evidence of the treachery of Commander O'Shova and his breakaway faction. Fearing further disputes within the Empire, the local Ethereal Caste tasked Il'ay'an with the capture and recovery of O'Shova and his lieutenants, equipping him with expeimental wargear and weapons. The XV8-1 Battlesuit used by Il'ay'an, now renamed as the Darkstar Armour, shares many similarities to the standard XV8 used by standard Shas'O commanders. Where it differs is in the loadout: aware of O'Shova's close-combat skills, Darkstar was equipped with a formidable close-combat weapon, unusual given the Tau's relative lack of melee expertise. During his quest Darkstar's Earth Caste Engineers made huge developments in their developing and manufacturing processes, with several new weapons added to the fleet's arsenal which otherwise are unavailable to the rest of the Empire.
Darkstar's hunt for O'Shova has taken him to the very edges of the Tau Empire and beyond. While many worlds have been won in the name of the Greater Good. Darkstar cares not for such victories; only the execution of the criminal O'Shova will quell the passion for revenge in his heart.
WS4 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Weapons and Equipment Darkstar Battlesuit
Missile Pod
Darkstar Battlesuit: This upgraded XV8 includes a Networked Markerlight, Target Lock, as well as a Hardlight Blade
- Hardlight Blade: Range: Melee, S5 Ap3, Melee, Concussive
Special Rules Independant Character
Grudge: No army or allied detachement may take O'Shova if the army already includes Darkstar.
Specialists: Unlike the standard Tau combat doctrines, Darkstar's retinue has been trained for close-quarters combat, designed to strike at the very heart of an enemy force. As such, each member of the retinue is automatically equipped with a Power Weapon, Flamer and Assault Grenades, they may not take any other weapon option, but may purchase Drones and other wargear as standard.
Tear Out The Heart and the Body Dies: Before the game starts, nominate an enemy Character. If Darkstar and his retinue arrive by Deep Strike, they do not scatter if arriving within 6" of the nominated character. In addition, they have the Preferred Enemy and Fearless rules against such models.
Aerial Defence: Darkstar often reinforces his attacks with squads of specialist "Sunburst" Battlesuits, should his target try to escape via airlift. An army including Darkstar may take Sunburst Battlesuits as a Heavy Support option.
Sunburst Battlesuit - 35pts each.
1-5/unit
WS2 BS3 S5 T5 W1 I2 A1 Ld8 Sv2+
Weapons and Equipment XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer or Flyer moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
A lot of people are posting characters but not giving any feedback. If you expect people to comment on your character you should be giving feedback on others as well.
Decio wrote: Ordo Malleus Inquisitor Sirocco Timbre 150 pts
Spoiler:
WSBS S T W I A LdSv 4 4 4 4 3 4 3 10 3+, 4++
Wargear: Power Armor, Power maul, *Incinerator, Frag+Krak grenades, Iron Halo-esque object
Servo-arms: +1 T and +1 S (already included), plays the cello so no options for this bit. Also carries amplifiers, speakers, and a stereo.
*Sweeping Flames: Incinerator fires like the Hellhound flame cannon thing (forgot the exact rule, place one end within 12" or something)
Special Rules: Independent Character, Fearless,
Gravitas: Timbre is extremely charismatic and is a man of few words. When he speaks, people listen to the deep, serious tone. What he commands shall be done in an appropriately thematic and slow-mo matter. All friendly models within 6" gain Fearless
Retinue: 0-2 Heavy Weapon Men, 1-3 Warrior Acolytes, 2-5 Crusaders, and a Culexes Assassin
the HW guys have options: Flamer, Grenade Launcher 5pts
Meltagun, Plasma gun 10 pts
Heavy bolter, Heavy Flamer, 15 pts.
The Warrior acolytes have speakers that replace one of their basic equipment. The speakers inspire; all models within 18" are Stubborn. They have the normal options for acolytes
Need some advice as to how to assign points and such; feedback would be really nice as I might create this guy for use as an ally to my IG army
Seems interesting, I'd say that the warrior acolytes replace their Laspistol with the speakers. Sweeping Flames doesn't seem to depict firing his incinerator farther. I'd just create an original piece of wargear using those options:
Jim Bob's Super Flamer
Range: 12"* Template S: 6 AP: 4 Rules: Assault 1
*Place the template within 12" of the firer and then allocate hits as normal. When doing this the large part of the template may not be closer to the firer than the small part.
Valkyrie wrote: I know this guy would be about as useful to the Tau as an air conditioner on Hoth but what the hell;
Commander Darkstar - 175pts
Spoiler:
Head of an expeditionary team to explore the outer edges of the Eastern Fringe, Commander Il'ay'an was one of the first to come across the evidence of the treachery of Commander O'Shova and his breakaway faction. Fearing further disputes within the Empire, the local Ethereal Caste tasked Il'ay'an with the capture and recovery of O'Shova and his lieutenants, equipping him with expeimental wargear and weapons. The XV8-1 Battlesuit used by Il'ay'an, now renamed as the Darkstar Armour, shares many similarities to the standard XV8 used by standard Shas'O commanders. Where it differs is in the loadout: aware of O'Shova's close-combat skills, Darkstar was equipped with a formidable close-combat weapon, unusual given the Tau's relative lack of melee expertise. During his quest Darkstar's Earth Caste Engineers made huge developments in their developing and manufacturing processes, with several new weapons added to the fleet's arsenal which otherwise are unavailable to the rest of the Empire.
Darkstar's hunt for O'Shova has taken him to the very edges of the Tau Empire and beyond. While many worlds have been won in the name of the Greater Good. Darkstar cares not for such victories; only the execution of the criminal O'Shova will quell the passion for revenge in his heart.
WS4 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Weapons and Equipment Darkstar Battlesuit
Missile Pod
Darkstar Battlesuit: This upgraded XV8 includes a Networked Markerlight, Target Lock, as well as a Hardlight Blade
- Hardlight Blade: Range: Melee, S5 Ap3, Melee, Concussive
Special Rules Independant Character
Grudge: No army or allied detachement may take O'Shova if the army already includes Darkstar.
Specialists: Unlike the standard Tau combat doctrines, Darkstar's retinue has been trained for close-quarters combat, designed to strike at the very heart of an enemy force. As such, each member of the retinue is automatically equipped with a Power Weapon, Flamer and Assault Grenades, they may not take any other weapon option, but may purchase Drones and other wargear as standard.
Tear Out The Heart and the Body Dies: Before the game starts, nominate an enemy Character. If Darkstar and his retinue arrive by Deep Strike, they do not scatter if arriving within 6" of the nominated character. In addition, they have the Preferred Enemy and Fearless rules against such models.
Aerial Defence: Darkstar often reinforces his attacks with squads of specialist "Sunburst" Battlesuits, should his target try to escape via airlift. An army including Darkstar may take Sunburst Battlesuits as a Heavy Support option.
Sunburst Battlesuit - 35pts each.
1-5/unit
WS2 BS3 S5 T5 W1 I2 A1 Ld8 Sv2+
Weapons and Equipment XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer or Flyer moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
Thoughts?
An interesting character, though I'm not sure about giving out power weapon, flamer, and assault grenades for free. I feel like the character is a little over priced but I'm not 100% on Tau loadouts so... yeah.
As for the Sunburst guys I wasn't a big fan of them. 2+ Save and T5 for 35 points and come with weapon loadouts? I'm not sold on those guys. It's great to see some Tau AA options but if you're going to do that maybe bump them up to 50-60 points and replace the Burst cannon with Missile Pods so that they can have some different choices.
Just ideas.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
felixander wrote:An interesting character, though I'm not sure about giving out power weapon, flamer, and assault grenades for free. I feel like the character is a little over priced but I'm not 100% on Tau loadouts so... yeah.
As for the Sunburst guys I wasn't a big fan of them. 2+ Save and T5 for 35 points and come with weapon loadouts? I'm not sold on those guys. It's great to see some Tau AA options but if you're going to do that maybe bump them up to 50-60 points and replace the Burst cannon with Missile Pods so that they can have some different choices.
Just ideas.
He's probably a bit overcosted / about right for the commander. I'll cover the rest below.
Valkyrie wrote:I know this guy would be about as useful to the Tau as an air conditioner on Hoth but what the hell;
Commander Darkstar - 175pts
Head of an expeditionary team to explore the outer edges of the Eastern Fringe, Commander Il'ay'an was one of the first to come across the evidence of the treachery of Commander O'Shova and his breakaway faction. Fearing further disputes within the Empire, the local Ethereal Caste tasked Il'ay'an with the capture and recovery of O'Shova and his lieutenants, equipping him with expeimental wargear and weapons. The XV8-1 Battlesuit used by Il'ay'an, now renamed as the Darkstar Armour, shares many similarities to the standard XV8 used by standard Shas'O commanders. Where it differs is in the loadout: aware of O'Shova's close-combat skills, Darkstar was equipped with a formidable close-combat weapon, unusual given the Tau's relative lack of melee expertise. During his quest Darkstar's Earth Caste Engineers made huge developments in their developing and manufacturing processes, with several new weapons added to the fleet's arsenal which otherwise are unavailable to the rest of the Empire.
Darkstar's hunt for O'Shova has taken him to the very edges of the Tau Empire and beyond. While many worlds have been won in the name of the Greater Good. Darkstar cares not for such victories; only the execution of the criminal O'Shova will quell the passion for revenge in his heart.
WS4 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Weapons and Equipment Darkstar Battlesuit
Missile Pod
Darkstar Battlesuit: This upgraded XV8 includes a Networked Markerlight, Target Lock, as well as a Hardlight Blade
- Hardlight Blade: Range: Melee, S5 Ap3, Melee, Concussive
Special Rules Independant Character
Grudge: No army or allied detachement may take O'Shova if the army already includes Darkstar.
Specialists: Unlike the standard Tau combat doctrines, Darkstar's retinue has been trained for close-quarters combat, designed to strike at the very heart of an enemy force. As such, each member of the retinue is automatically equipped with a Power Weapon, Flamer and Assault Grenades, they may not take any other weapon option, but may purchase Drones and other wargear as standard.
Tear Out The Heart and the Body Dies: Before the game starts, nominate an enemy Character. If Darkstar and his retinue arrive by Deep Strike, they do not scatter if arriving within 6" of the nominated character. In addition, they have the Preferred Enemy and Fearless rules against such models.
Aerial Defence: Darkstar often reinforces his attacks with squads of specialist "Sunburst" Battlesuits, should his target try to escape via airlift. An army including Darkstar may take Sunburst Battlesuits as a Heavy Support option.
Sunburst Battlesuit - 35pts each.
1-5/unit
WS2 BS3 S5 T5 W1 I2 A1 Ld8 Sv2+
Weapons and Equipment XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer or Flyer moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
Thoughts?
I actually really like this character, he's fun and interesting, bringing some different toys to the table.
That said:
A: He should probably be T4, to boost his toughness, give him a Shield Generator OR Iridium Armour.
B: The retinue units should have to pay 10pts per for their gear, otherwise that's fine.
C: The Sunburst suits should be T4 also, there's no reason for them to be T5, though being they can't take any other gear as is, I'd give them a Shield Generator each and bump the cost to 40per.
D: You forgot flying monstrous creatures. I would say any Skimmer, Jetbike, Jump unit, FMC or Flyer.
E: I would also change it slightly to each turn you roll a scatter dice, +1 or 2d6: on a hit result it 'crashes / fails / etc' otherwise it moves that far in that direction.
F: Make it so that it can just take the Markerlight and 1 Seeker for the relevant points, rather than replacing weapons.
G: I'd actually give the suit the Lamprey Mine launcher, a Burst Cannon and a Rail Rifle. It can only fire 1 a turn, but it gives it a little more tactical options.
ALSO - With your permission, I'd like to include this character and the Sunburst suits (though probably with a different name, Sunburst is already a suit type) in my Tau Extended codex.
Jericho has always been secretive, even for a dark angel. He was chosen to be the chapter master in part by the writings of the previous grand master of the chapter and mentor to Jericho, Arimar Zachariel. He is prideful, and a tactician that would make his primarch proud. He exiles himself repeatedly, returning only when his chapter needs him, it is said he is hunting down fallen, or otherwise trying to restore his chapter's honor. However there have been rumors, spoken by neophytes in hushed tones, that his prowess is due to sorcery,his solitary journeys to report the goings-on to dark masters. Jericho wields the chapters greatest relics, including both their most valued and cursed one, Sanctis, the armour of the fallen angel, Luther.
Special rules ATSKNF, Fearless, Angelic intervention, Eternal Warrior, Eye of the lion
Sanctis This armour is rumored to have been worn by the lions right hand himself, Luther. Ancient technologies were implanted so as to make luther more than the equal of a regular space marine, +1 to Initiative and toughness, and confers a 3++ invuln save to Jericho and a 4++ to his squad.(has been added to the stat count)
Apollyon Master-crafted Power sword, +2 S
Apollyon is a sacred relic to the divine blades, and assures the confidence of his battle-brothers, all friendly units within 6" are fearless.
Duskbringer Master-crafted Plasma pistol, allows units to re-roll Gets Hot!
Angelic Intervention Jericho returns when he is needed most, if you began the game with jericho in reserves, he may deepstrike, on a roll of 6+ he may assault in the same turn.
Eye of the Lion A fragment of Lion El'Jonson's armor, it is highly prized by Jericho, worn on a chain around his neck.
After deployment but before you start the game, roll a D6, on a roll of 1, Jericho has slumped into a miasma, and may not move if deployed or deepstrike for two turns.
On a roll of 2-3, Jericho is in a fury over a slight, presumed or not. He gains the rage USR.
On a roll of 4-5, Jericho is heard whispering something to himself, as if conferring with someone, He may re-roll to wound rolls.
On a roll of 6, Jericho and his squad gain an extra wound, due to the mystic powers of the relic
I don't mean to be pushy, but I would appreciate feedback immensely, as it is I think he is quite overpowered, I would price him at about 300-350 points ATM.
The changes I'd make would be to reduce him to 4++ invuln, take away the eye of the lion wargear, take away the fearless bubble, and maybe price him at 220.
I really enjoy the mystique of the character, as we don't quite know if he is truly on the imperium's side, as I think is appropriate for a DA character. With the changes I would ballpark the price at around 220? I think one of the problems I have with him right now is he is not quite unique enough to be very different than a vanilla chapter master, and I'm a bit too inexperienced to think up a way to change that without making him OP.
If it helps you at all his persona is fairly lethargic and solitary, he rarely opens up to anyone but is loyal to a fault. He was recruited from a hive world and has looked up to the previous chapter master, Zachariel, since his initiation. Also I like that I've included Luther somewhat in my chapter's story, as he gets very little coverage for being such an important part of the Dark Angels backstory.
Thank you for reading through this absolute wall of text, and I do hope I've not inconvenienced you all.
This message was edited 1 time. Last update was at 2012/09/20 03:30:21
^ Whoa! 300 points? I think that might be a bit overpriced, but I don't have a points price rundown to use so, ah..
Could you give the list of points added per rule/ wargear/ stat?
It's a bit of work, but I'm sure it would be helpful to those wishing to critique Jericho. Nice name BTW. thought it's an ancient city
Automatically Appended Next Post: Jim Bob's Super Flamer
Range: 12"* Template S: 6 AP: 4 Rules: Assault 1
*Place the template within 12" of the firer and then allocate hits as normal. When doing this the large part of the template may not be closer to the firer than the small part.
It will keep the name
This message was edited 1 time. Last update was at 2012/09/20 03:49:22
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.
Thank you for the reply, I quite like the name, a stroke of genius after a night of painting. And for the 300 points, I'd rather put him as overcosted than under, seeing as I'd probably be lucky to field him as it is
As it stands here's how I view Jericho.
Vanilla,
WS 6 BS 4 Str 4 T 4 W 3 I 4 A 3 LD 10
frag and krak grenades, jump pack, ATSKNF, Power sword/plasma pistol
I'd say let's make it 120 points for vanilla.
20 points for Eternal Warrior
15 for fearless
40 for Sanctis (2+/3++ AND 4++ bubble, Not to mention I and T +1. Whoah!)
25 for Apollyon (str 6 master crafted power sword with fearless bubble)
15 for Duskbringer (hopefully I won't need this piece of wargear if the rumors about our upcoming codex prove true)
15-25 for Angelic Intervention (Maybe 25 points if it includes accompanying squad? assaulting deepstriking TH/SS and LC termies Makes me drool.)
25 points for Eye of the Lion (even with the 1 roll drawback, he either becomes more awesome on the charge, kills more stuff, or makes his squad as powerful as GK termies, as I'm planning a Termy Honor guard.)
275 points total If angelic intervention affects honor guard 260 if not, with 25-40 added for being a homebrew character, and voila!
I made guesswork on the points values for some of the rules though, as I am not versed completely yet in the way of the Spehss Mehrine.
This message was edited 1 time. Last update was at 2012/09/20 04:46:08