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Background: Armandis Trion was a powerful commander of the Triarch Praetorians during the age of the Necron Empire. Given his rank in the Praetorian, he was granted a highly refined body during the biotransference, one worthy of is stature of a leader of the silent king's personal legion. Like the rest of the Praetorians, he remained awake while the rest of his species slumbered, and over time came to suspect that the greatness of the Necrontyr was forever lost. He saw other empires rise and fall, just as theirs had, and began to feel that his kind were merely a memory of the distant past. Even as the tomb worlds stirred he kept largely to himself, living as a hermit with only occasional contact with other Praetorians. Then, one day, he heard of the Silent King's return, and his war against the scourge that is the Tyranid Hive. He than moved to seek out and find his King, secretly shamed that he not only felt that his king had abandoned his people, but that he himself had been guilty of the same crime.
Armandis Trion - 190 Points
WS 4, BS 4, S 5, T 5, W 3, I 2, A 3, Ld 10, Sv 2+
Special Rules:
Ever-Living
Reamination Protocols
Independent Character
Fearless
Triarch Commander
Calm
Stormscythe: A special warscythe crackling with electrical energy. It is a warscythe that may also make shooting attacks with the following profile:
Range: 12", S 5, AP - Assault 2, Tesla
Triarch Commander: If your army includes Armandis Trion, Triarch Praetorian squads are taken as a troops choice instead of as an elites choice.
Calm: Millenia of combat and meditation have caused Armandis to be largely immune to the taunts and challenges of the lesser races. Armandis Trion can not be chosen to be removed from combat should you refuse a challenge (if Armandis is the only character in the unit, then challenges can be refused with no penalty).
felixander wrote: Oh man that'd be pretty terrible (depending on which side you are on) if you got 3 units of 30 boyz deep struck next to your enemies =P
thanks for the input, I always was sad orks never had a special mek other than wazzadakka and i feel this character isn't stupidly powerful and represents exactly what mek do which is utility for the army.
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
@ Orkimedes :So there's never an option that's good for the Orks? That's not how Ork Random Technology works!
6 ought to be "WAAOOO!!: The Tellyporta once again causes some energy feedback, but instead of slowing down or killing the Tellyporta'd Orks, it supercharges them! The Orks that Deepstriked with the Tellyporta may Assault the turn they arrive, and count as having 1 higher Initiative on that turn"
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!
First Captain Sigismund, The Emperor's Champion, Imperial FIsts Legion
Type: Infantry (unique)
295 points
WS7 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: frag and krak grenades
The Champion's Mantle: This is a suit of highly ornamented armour, crafted for the Emperor's Champion. It provides a 2+ armor save and 3+ invulnerable save.
The Black Sword: This is a melee weapon with the following profile: Strength 8 AP 2 Two-handed
Illumination: This is a ranged weapon with the following profile: Range 18 Strength 7 AP 2 Assault 2 Get's Hot!
Special Rules: Independent Character, Hatred (Chaos Space Marines), Preferred Enemy (Chaos Space Marines)
The Emperor's Champion: Confers a 12 inch bubble of Fearless to all friendly units. Has the Eternal Warrior, Feel No Pain, Relentless, Furious Charge and Counter Attack USRs.
Shield Wall: Sigismund may be accompanied by a squad of Huscarls. These are an Elites choice, but as long as Sigismund accompanies them, they are Scoring.
Huscarls: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Unit composition: 5-20
25 points each
Type: Infantry (unique)
Wargear: power armor, bolt pistol, bolter, chainsword, frag and krak grenades
boarding shield: May re-roll all failed armor saves, but may not run or overrun
Options: Up to 5 members of the squad may purchase power weapons, power fists, plasma pistols, combi-weapons or thunder hammers, at the cost listed under Space Marine Captains in C:SM
Special Rules: ATSKNF, Combat Tactics, Stubborn, Counter-Attack
Shield Wall: When the Shield Wall is charged, the unit may take a Ld test. If passed, they inflict 1 Hammer of Wrath attack each, as they slam their shields into the charging enemy.
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
dirge is the captain of the ultramarines 5th detachment, operating to secure rare and powerful artifacts to aid the marines in protection of mankind, dirge is entrusted with several of these, with these unparalleled items he surpasses even marneus calgar
wargear
power armour
bolt pistol
power sword
iron halo
frag and krak grenades
blood stone-any turn that dirge causes a wound his invunerable save is modified to 2++
options
may replace power sword with molinder-a master crafted power hammer that is dealt at strength 10 and automatically scores explodes on a penetrating hit, may also use orbital bombardment which re rolls the scatter dice+70
may take book of brilliant things- allows all phsycer powers to be used by dirge+50 points
may take cloak of the war god- modifies all stats, except invulnerable save by +1 +100
special rules
secure the artifacts- if dirge has been slain then the marines must have 1 unit, scoring or not within 3" of dirge when the game ends or they automatically lose, unless wipeout has been achieved, any unit within 3" gains fearless
relic hunters, any squad that wins a combat may take 1 piece of wargear from a dead model, however due to inexperience if it is a weapon all attacks are made at initative 1, and all shots are at balistic skill 3
dirge is the captain of the ultramarines 5th detachment, operating to secure rare and powerful artifacts to aid the marines in protection of mankind, dirge is entrusted with several of these, with these unparalleled items he surpasses even marneus calgar
wargear
power armour
bolt pistol
power sword
iron halo
frag and krak grenades
blood stone-any turn that dirge causes a wound his invunerable save is modified to 2++
options
may replace power sword with molinder-a master crafted power hammer that is dealt at strength 10 and automatically scores explodes on a penetrating hit, may also use orbital bombardment which re rolls the scatter dice+70
may take book of brilliant things- allows all phsycer powers to be used by dirge+50 points
may take cloak of the war god- modifies all stats, except invulnerable save by +1 +100
special rules
secure the artifacts- if dirge has been slain then the marines must have 1 unit, scoring or not within 3" of dirge when the game ends or they automatically lose, unless wipeout has been achieved, any unit within 3" gains fearless
relic hunters, any squad that wins a combat may take 1 piece of wargear from a dead model, however due to inexperience if it is a weapon all attacks are made at initative 1, and all shots are at balistic skill 3
i hope to god you're trolling
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
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
Stealth Suit 30
2+ Sv 20
no penalty to JSJ movement 5
Shield Gen 20
Night Vision 5
Epic Gun 20
What you guys think?
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
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
Stealth Suit 30 2+ Sv 20 no penalty to JSJ movement 5 Shield Gen 20 Night Vision 5 Epic Gun 20
What you guys think?
Why would they use Artificer Armour when they already have Iridium Armour? Why not just give it an experimental power system / lighter iridium armour? There is no reason for him to be T5, he should really be T3 or T4.
The Plasma Blaster is crazy. It's basically 2 36" range Assault Plasma Rifles with the Haywire rule. This thing is on average going to kill 2-3 men, or cause 5+ Hull Points Damage + 1-3 Pens. It's almost garunteed to kill any vehicle in 1 round of shooting. So it needs to be costed accordingly. (2x Plasma Rifle - 40pts, Assault 4 instead of Rapid Fire - 10pts, 36" Range - 10pts, Haywire - Probably another 10pts. = 70pts) You're also throwing an incredibly hard to kill character (T5, 3W, 2+/4+*, 2+C/3+C) in with an incredibly hard to kill unit (3-18 wounds with a 3+ / 4+C / 2+C save) that's all incredibly mobile, can infiltrate, can deepstrike, etc.
Kudos on giving it the correct XV designation though!
As it is for the cost: Stealth Suit 30, Shas'vre +10, +1 WS +10, +2 BS +20, +2 T +20, +2 W +20, +1 A +10, +1 Ld +5, Iridium Armour +20, No penalty +5, Shield Generator +20, BSF +3, Plasma Blaster +70. Total: 243. Round it up to 250, which I feel is fair
This message was edited 2 times. Last update was at 2012/09/27 23:34:36
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
Stealth Suit 30
2+ Sv 20
no penalty to JSJ movement 5
Shield Gen 20
Night Vision 5
Epic Gun 20
What you guys think?
You forgot to cost half the model. You use a stealth suit as the base in the points breakdown, when the model's statline is that of a Shas'O or Shas'El (don't care enough to dig out the codex to check with). Also, as somebody mentioned, the plasma rifle is already 20 points if I recall correctly, so the gun is at least 40.
You forgot to cost half the model. You use a stealth suit as the base in the points breakdown, when the model's statline is that of a Shas'O or Shas'El (don't care enough to dig out the codex to check with). Also, as somebody mentioned, the plasma rifle is already 20 points if I recall correctly, so the gun is at least 40.
4 times the shots and gains Haywire? I'm still thinking 40 is cheap =P
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
dirge is the captain of the ultramarines 5th detachment, operating to secure rare and powerful artifacts to aid the marines in protection of mankind, dirge is entrusted with several of these, with these unparalleled items he surpasses even marneus calgar
wargear
power armour
bolt pistol
power sword
iron halo
frag and krak grenades
blood stone-any turn that dirge causes a wound his invunerable save is modified to 2++
options
may replace power sword with molinder-a master crafted power hammer that is dealt at strength 10 and automatically scores explodes on a penetrating hit, may also use orbital bombardment which re rolls the scatter dice+70
may take book of brilliant things- allows all phsycer powers to be used by dirge+50 points
may take cloak of the war god- modifies all stats, except invulnerable save by +1 +100
special rules
secure the artifacts- if dirge has been slain then the marines must have 1 unit, scoring or not within 3" of dirge when the game ends or they automatically lose, unless wipeout has been achieved, any unit within 3" gains fearless
relic hunters, any squad that wins a combat may take 1 piece of wargear from a dead model, however due to inexperience if it is a weapon all attacks are made at initative 1, and all shots are at balistic skill 3
Dirge is really, really, REALLY OP, that's what he means.
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB
A squad of stealth suits may take Ke'tor instead of an upgrade to a Stealth Suit Shas'Vre. (note this allows for 6 + Ke'tor) Type: Character, Jump Infantry (Jet Pack)
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection high, whilst maintaining optimal mobility, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an advanced stealth field generator (confers shrouded to Ke'tor and his squad). It gives a 2+ Armour Save and comes with the Plasma Blaster.
Crisis Shas'el 50 2+ Sv 20 no penalty to JSJ movement 10 Shield Gen 20 Epic Gun 45 Advanced Stealth Field 25
What you guys think?
This message was edited 1 time. Last update was at 2012/09/28 21:48:19
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
as regards to dirge, to take all the wargear, hammer, cloak and book would cost 150+100+70+50=370 as the additional wargear is options at point costs, he costs as much as a 9 mant terminator squad, which can be a problem if killed as you have to keep a squad nearby him ordestroy the enemy to avoid losing, plus he has no eternal warrior so may be a splat compared to 3 ironclad dreads that go for him, he is quite powerful, but at the same time a major points cost, nearly double most other characters, plus has a couple of major drawbacks
A "couple major drawbacks" and point cost do not offset this character. With the bloodstone alone I feel his point cost should be closer to 200.
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB
right, guess its time i post something as felixander suggested over a month ago. my custom DE character.
Sarkoth Vortoth is the leader of the Kabal of the Reaping Blade. Formally a Klaivex of the now lost Incubi Temple of the Reaping Blade, he became an archon when tragedy fell upon the temple. He and a squad of fellow Incubi were taking part in a raid against the Imperium. When Sarkoth and his fellow Incubi returned, they discovered that the Temple of the Reaping Blade was no more. While they were away, the temple was attacked and destroyed by a Kabal that was a rival to the one that sponsored the Reaping Blade temple.
Sarkoth flew into a rage, and promptly lead the last few Incubi on a counter attack against the Kabal. As luck, or perhaps fate, would have it, most of the Kabal's forces were out on a realspace raid. Sarkoth and his fellows cut their way through to the inner sanctum, where Sarkoth himself cut down the archon after a brief duel.
With the kabal leaderless, and Sarkoth having no temple to return to, he chose to take over the kabal himself, renaming it the Kabal of the Reaping Blade. A few members of the kabal rebeled and tried to overthrow Sarkoth, to restore the kabal to its former state and set up a new archon from among the remaining Dracons. Sarkoth removed each threat in a direct and brutal fashion, often leading his former Incubi brothren against them himself. After many failed attempts, all disgruntled kabalites were either dead, or had learned to accept what had happened and remain silent.
Sarkoth, as a former Incubi, still retains his wargear from those times. He continues to weild demiklaives in combat, and still wears his warsuit. He rarely stays behind when his kabal on a raid. He can often be seen leading them from the front, accompanied by his former Temple members. When not on a raid, he participates in the training of new Incubi recruits, working to restore his lost temple to its former glory.
Character Profile: Archon Sarkoth Vortoth, 200pts
WS7 BS4 S3 T3 W3 I7 A4 Ld10 Sv3+
Corrupted Spiritstone: Taken from an Autarch which Sarkoth bested in single combat, this soulstone was broken and repurposed by a master Haemonculous in exchange for half the slaves taken in that raid. The constant agony the the trapped soul is under powers a forcefield generator fitted to Sarkoth's chest plate. Grants a 4+ Invulnerable save.
Special Rules: Independent Character, Fearless, Eternal Warrior, Night Vision, Power from Pain, Fleet
Former Incubus: Sarkoth must take a squad of Incubi as his retinue. They follow all the rules and have the same cost and options as a normal Incubi squad, but do not take up an Elite slot. Sarkoth must be attached to the squad at the beginning of the game and may not leave the squad unless it is destroyed. He also has the Onslaught and Murderous Assault Klaivex powers.
This message was edited 1 time. Last update was at 2012/09/30 18:56:10
hivetyrant765 wrote: right, guess its time i post something as felixander suggested over a month ago. my custom DE character.
Spoiler:
Sarkoth Vortoth is the leader of the Kabal of the Reaping Blade. Formally a Klaivex of the now lost Incubi Temple of the Reaping Blade, he became an archon when tragedy fell upon the temple. He and a squad of fellow Incubi were taking part in a raid against the Imperium. When Sarkoth and his fellow Incubi returned, they discovered that the Temple of the Reaping Blade was no more. While they were away, the temple was attacked and destroyed by a Kabal that was a rival to the one that sponsored the Reaping Blade temple.
Sarkoth flew into a rage, and promptly lead the last few Incubi on a counter attack against the Kabal. As luck, or perhaps fate, would have it, most of the Kabal's forces were out on a realspace raid. Sarkoth and his fellows cut their way through to the inner sanctum, where Sarkoth himself cut down the archon after a brief duel.
With the kabal leaderless, and Sarkoth having no temple to return to, he chose to take over the kabal himself, renaming it the Kabal of the Reaping Blade. A few members of the kabal rebeled and tried to overthrow Sarkoth, to restore the kabal to its former state and set up a new archon from among the remaining Dracons. Sarkoth removed each threat in a direct and brutal fashion, often leading his former Incubi brothren against them himself. After many failed attempts, all disgruntled kabalites were either dead, or had learned to accept what had happened and remain silent.
Sarkoth, as a former Incubi, still retains his wargear from those times. He continues to weild demiklaives in combat, and still wears his warsuit. He rarely stays behind when his kabal on a raid. He can often be seen leading them from the front, accompanied by his former Temple members. When not on a raid, he participates in the training of new Incubi recruits, working to restore his lost temple to its former glory.
Character Profile: Archon Sarkoth Vortoth, 200pts
WS7 BS4 S3 T3 W3 I7 A4 Ld10 Sv3+
Corrupted Spiritstone: Taken from an Autarch which Sarkoth bested in single combat, this soulstone was broken and repurposed by a master Haemonculous in exchange for half the slaves taken in that raid. The constant agony the the trapped soul is under powers a forcefield generator fitted to Sarkoth's chest plate. Grants a 4+ Invulnerable save.
Special Rules: Independent Character, Fearless, Eternal Warrior, Night Vision, Power from Pain, Fleet
Former Incubus: Sarkoth must take a squad of Incubi as his retinue. They follow all the rules and have the same cost and options as a normal Incubi squad, but do not take up an Elite slot. Sarkoth must be attached to the squad at the beginning of the game and may not leave the squad unless it is destroyed. He also has the Onslaught and Murderous Assault Klaivex powers.
Ah so you changed him from a Vect clone, huh? =P
I think this guy is also really good! Did you lower his BS from 7 to 4 for a reason? I know he doesn't use his BS for anything but you might as well leave it at the stock 7.
Mathie says 210, but I'm ok with him at 190-200 as he seems overloaded on wargear that isn't a huge deal. I'm still saying that you should remove the Phantasm and add in the stock Plasma Grenades that all Archons get anyways. I think it's unlikely that you'll see someone else get the charge on you!
Spoiler:
Archon = 60 points
Bloodstone +15
DemiK +20
Onslaught +15
Incubi Suit +15
Murderous +10
Corrupted +20
Clonefield +20
Phantasm +25
Fearless +10
Retinue = 0 (I'm thinking that a mandatory single unit that gets no upgrades but doesn't take up a FOC is pretty unremarkable)
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
yep, i changed him. i actually emailed you weeks ago about this. im thinking of a chaos character right now, since the new codex is coming out soon.
i lowered the BS because hes a CC guy, not a shooter. he was once an incubus in fluff, afterall. plus, it lets me lower his cost the PGL is there because it gives the whole unit assault grenades, rather than just him. didnt even charge for the warsuit, figured it balanced out him not getting the stock pistol, ccw, and plasma grenades archons usually get, as well as his lower BS.
This message was edited 1 time. Last update was at 2012/09/30 21:36:17
CalasTyphon216 wrote: Shield Wall: Sigismund may be accompanied by a squad of Huscarls. These are an Elites choice, but as long as Sigismund accompanies them, they are Scoring.
Units are scoring when their army uses them to stand around securing objectives. After he became the champion, if not before, Sigismund existed to disregard military objectives and pursue vendettas.
Combat Tactics,
This exists for the fifth edition codex to facilitate chapter tactics.
The giant pile of buffs does not need any work or tweaking at all, because he would still be just another punchy combat character.
TYRANT: how is playing him different from an archon? 4++ et al are details that do not change what you do with the model in game.
felixander wrote: Oh, does the whole unit need assault grenades now?
yep. only the guys with grenades benefit from them.
and pelican, playing him is like having an archon, but also like having a beefed up klaivex. hes a combo of the two. gets all the klaivex stuff, as well as some nifty archon toys (clonefield, PGL).
Overlord Karoch of The Canoptek sector
Points: 180
It was Karoch that created the canoptek sector after studdying the tyranigs for hundreds of years. Wraiths were replicas of small trygons. Canoptek scarabs were rippers. He saw the tyranids as sucsess so he collied them carefully in battle. He looked at the tyranid remains that were left when he found the idea of the first canoptek necron which was the spyder. The spyders helped himbuild his army of wraiths and the most powerful of them all, the tomb stalker. With his army he wiped out many tau and eldar. Next he showed off to the true bugs who he squashed the first time but the second time took off Karoch's legs. He knewnrhat he needed stronger bugs so he made the canoptek acanthrites who squashed the bugs once again. These bugs were his best and they would kill. before the rest of the army is even in sight. Karoch lead many armies with the tyranids as his worst enemy. He swore that some datly he would wipe out the bugs once and for all with a new bug. The necrons grew to think tahat karoch was growing to get to much power. They therefore no longer treated him as a Necron. They destroyed all of his acanthrites and sent karoch away in the galaxy.
Many years later Karoch returned in his wraith body fourm. He hlslithered up to imotekh the stromlord and challanged him to a duel. It was a one on one. If karoch won he would be welcomed back to the necrons. If he lost all of his canoptek creations would be mealted into monolith parts.
Karoch duled with his scarab body. His scarab body helped his escape imotekh's flamer. Imotekh then used staff do the destroyer lord and shot karoch's right arm which had a warscythe in it. Imotekh took off karoch's other arm with his transdimentional beamer in it. Karoch then turned to scarabs and turned imotekk.
Karoch then rejoined the nocrons a minor overlord. He kept his canoptek army and fought on with his army. Imotekh was resurrected after the duel. From the time when imotekh met karoch he had had a grudge against him. Nownhis grudge had reached the top level.
Karoch
unit type: infantry(independant charecter)
WS 5
BS 5
S 5
T 6
A 3
W 3
I 2
LD 10
SV 2+
Wargear: wrascythe, mindshackle scarabs, transdimentional beamer, veil of darkness, whip coil, phase shifter.
Special rules: deep strike, ever living, reanimating proticols, furrious charge, enthropic strike.
Options:
May be mounted to a single scarab swarm allowing Karoch to move upnto 18 inches and still fire his weapons. When the swarmis dead he must roll a 4 or under. If over 4 take a. Armour save if he fails he suffers a wound.
May take a destroyer body (10 points), a wraith body ( with wraithflight and phase attacks(20 points)), canoptek spyder body (with claw array( 30 points)) or a canoptek scarab made body allowing him to have a 2+ invulnurable save, the abillity to move 18 inches and shoot, and gain 2 D6 more attacks (90 points)
This message was edited 6 times. Last update was at 2012/10/10 01:07:16
You should make it so he can only take body options without a mount.
The scarab body... well, the 2+* alone is worth 50pts, the extra attacks easily 20-30pts and the movement another 10-20ps. So really the scarab thing should be 80-100.
I'd reccomend tidying up and fleshing out his fluff too. It's a little... simple, all over the place and block-of-texty atm.
Wargear: Power Armor, Iron Halo, Frak & Krak Grenades, Praetor of Regius, Bolt Pistol
Special Rules: ATSKNF, Combat Tactics, Tactical Acumen, Rites of Battle
Rites of Battle: As in the Cato Sicarius entry.
Tactical Acumen: All Devastator or Assault Squads in your army may be counted as scoring for the duration of the game. Assault Squads and Devastator Squads are 0-2.
Praetor of Regius: Passed down to each successive Captain of the 3rd Company, the Praetor of Regius is a Relic Blade. Explicitly crafted for slaying enemy leaders and deadly in the hands of a master duelist, the sword may be used, in lieu of attacking, purely for defense. Captain Anteus may, instead of making any attacks in close combat, re-roll all failed Armor or Invulnerable saves. Also, instead of striking at Strength 6, Captain Anteus may elect to make his attacks at Strength 4 while adding +1 to his number of attacks.
Points Cost: 180
I was going for a Battle Company Captain esque feel. What do you all think?
Wargear: Power Armor, Iron Halo, Frak & Krak Grenades, Praetor of Regius, Bolt Pistol
Special Rules: ATSKNF, Combat Tactics, Tactical Acumen, Rites of Battle
Rites of Battle: As in the Cato Sicarius entry.
Tactical Acumen: All Devastator or Assault Squads in your army may be counted as scoring for the duration of the game. Assault Squads and Devastator Squads are 0-2.
Praetor of Regius: Passed down to each successive Captain of the 3rd Company, the Praetor of Regius is a Relic Blade. Explicitly crafted for slaying enemy leaders and deadly in the hands of a master duelist, the sword may be used, in lieu of attacking, purely for defense. Captain Anteus may, instead of making any attacks in close combat, re-roll all failed Armor or Invulnerable saves. Also, instead of striking at Strength 6, Captain Anteus may elect to make his attacks at Strength 4 while adding +1 to his number of attacks.
Points Cost: 180
I was going for a Battle Company Captain esque feel. What do you all think?
As for Tactical Acumen, is it Assault Squads are 0-2 and Devastators are 0-2 or you may only have a total of 2 either of those squads? 2 Scoring Devastators are pretty crazy good.
ReRolling armor and invuln saves? That's pretty great! Put him in a melee squad, have the sergeant get wasted in a challenge while this guy takes all this hits for the squad ensuring they aren't gonna take any damage. I'd change it so he only does it in challenges. And then probably lower his points a little bit
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Wargear; 'Serrated Fangs', Jump Pack, Iron Halo, Frag and Krak grenades, Teleporter Homer (if in Terminator Armour)
Wargear options; Artificer Armour or 'The Sharks Skin'*
Special rules; ATSKNF, Combat Tactics, Independant Character, Chapter Tactics, Combat High, Orbital Bombardment, Rage*
Chapter Tactics; The Megalodon's Astra prefer close combat over anything else and if possible will attempt to get into close combat when possible. As such, any infantry unit in the Space Marines codex may replace their Boltgun with a CCW for free. Additionally all units with the Combat Tactics exchange the Combat Tactics special rule for the Furious Charge USR, and when in close combat gain the Stubborn USR.
Combat High: If the Megalodon's Chapter Master defeats a unit in close combat or wins a close combat challenge he gains the Feel No Pain USR.
Serrated Fangs: A unique pair of relic Lightning Claws of unknown origin. Counts as AP-2* with the Rending USR. The extra attack for having two weapons is included in the profile.
The Sharks Skin: An antique suit of Terminator Armour which conveys a 3+ Invulnerable save*
Okay, so obviously the inspiration for this character was from Tyberos. I placed asterisks beside the items I would like the most comments on. Whether I should have the items in question or not, or if they should be changed. Price wise, I was thinking 240ish without the terminator armour, 260ish with it. So, please let me know what you think! Totally willing to nerf the crap out of it, if I've made something too strong.
"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