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My previous one was 2+, 2++, W4, and a possible 4+ FNP. The Mek's powerful, I'll give him that, so I'd say no less than 275 pts.
Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course...
"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—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Ovion wrote: You should check out the rending pony I believe it was.
what page was THAT on ?
It's not on a page, it's an official GW unit.
Ever heard of the GW Chaos Doomsday Device? I ain't got the stats but it was an AV14 all around box that isn't allowed to move and rolls for random results of what it should do each turn.
NeoAigaion wrote:Daran, "He who walks in Death" WS5 BS4 S4 T4 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Artificer Armour
- Death Blade
- Bolt Pistol
- Bio-Injectors
- Frag and Krak Grenades
Special Rules:
- Independent Character
- Fearless
[Death Blade]
Range: - / Str: User / AP: - / Melee, Instant Death
[Bio-Injectors]
Confers Feel No Pain (4+) and It Will Not Die
I'm thinking close to (but not exactly) 200 points. Anyone??
Well, Stat wise lets start with a veteran. 25. +25 for +1 ws and W, +15 for the 2+, +15 for Fearless, +20 for the Death Blade, +30 for bio-injectors. 130. So you were a little over points wise
Ovion wrote:Ha, I had not, but I've found The Rules Here Now checking my bitz box for parts to make it, and ordering a pony.
I have got to check that out.
Automatically Appended Next Post: Okay so got a t'au guy here. Got the inspiration from my fathers Pathfinders w/rail rifles and it got me thinking about the Assassins of the GK. So without further ado I present: Tau Fire Caste Sniper Shas'O
Ws: 3 Bs:5 S:5 T:4 W:4 I:3 A:3 Ld: 10 Sv: 2+/4++
Wargear: XV8 Battlesuit with 2 Overcharged Rail Rifles, Shield Generator, Hard-wired multilock, Hard-wired Drone Controller, 2x Sniper Drones, Iridium Armor, Stimulant Injectors.
Overcharged Rail Rifle: S6 AP2 36" heavy 1
Special Rules: As Shas'O
Pts: 200
May Be accompanied by 0-2 Sniper Bodyguards at: 75 pts each
Sniper Bodyguards have 1 twin-linked Rail Rifle and shield generator, hardwired drone controller, and may take up to 1 sniper-drone for 15 pts
Other than that stats are as Bodyguard.
This message was edited 1 time. Last update was at 2013/03/05 14:20:42
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Calistor Uru, Sanguinary High Priest of the Blood Owl chapter
WS5 BS5 S4 T5 W2 I4 A3 LD10 SV3+
Unit Type: Infantry (Character)
Wargear:
- Power Armour
- Bolter
- Bolt Pistol
- Talon Of Sanguinius
- Frag and Krak Grenades
Special Rules:
- Independent Character
- Fearless
- Unyielding Hero
[Blood Talon] This chapter relic is said to contain, in addition to a sizable fragment of one of the original Blood Chalices of Sanguinius, a pinion feather from the Beatific Primarch himself. The Talon is a Narthecium and Reductor set of unsurpassed quality, conferring Feel No Pain and Furious Charge to any units within Six inches. In addition, the peerless craftsmanship of the Talon allows it to be used as an additional close combat weapon, with the Rending USR.
[Unyielding Hero] Calistor Uru is a stubborn man, in a chapter renowned for stubborn warriors. He is Relentless, and passes FnP rolls on a 4+
CaptainHelion wrote: Calistor Uru, Sanguinary High Priest of the Blood Owl chapter
WS5 BS5 S4 T5 W2 I4 A3 LD10 SV3+
Unit Type: Infantry (Character)
Wargear:
- Power Armour
- Bolter
- Bolt Pistol
- Talon Of Sanguinius
- Frag and Krak Grenades
Special Rules:
- Independent Character
- Fearless
- Unyielding Hero
[Blood Talon] This chapter relic is said to contain, in addition to a sizable fragment of one of the original Blood Chalices of Sanguinius, a pinion feather from the Beatific Primarch himself. The Talon is a Narthecium and Reductor set of unsurpassed quality, conferring Feel No Pain and Furious Charge to any units within Six inches. In addition, the peerless craftsmanship of the Talon allows it to be used as an additional close combat weapon, with the Rending USR.
[Unyielding Hero] Calistor Uru is a stubborn man, in a chapter renowned for stubborn warriors. He is Relentless, and passes FnP rolls on a 4+
Him being a stubborn man and all youd think hed have Stubborn point breakdown:
Preist in PA: 50, +10 FOR bs, 10 for T, 15 for W, +10 for A, +30 at least for the BT, and 10 for Unrelenting hero. 135 ish
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Oh hush. I was thinking of giving him Stubborn, but Fearless won out, based on simply passing things being awful easy to deal with. Thanks for the breakdown, though. I'll likely price him at 140, just to smooth over any friendly disagreements.
CaptainHelion wrote: Oh hush. I was thinking of giving him Stubborn, but Fearless won out, based on simply passing things being awful easy to deal with. Thanks for the breakdown, though. I'll likely price him at 140, just to smooth over any friendly disagreements.
just one of the things that makes me smile and your right it is better and overcosting is better than undercosting as we say
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points
One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol)
Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points
One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol)
Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I like it but a few points: why S4? What makes him stronger? (Fluff wise, I like his background) and why ATSKNF? Just fluff points, I likes me some detailed backgrounds but the character himself is very well crafted and I can imagine the modeling opportunities
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
Spoiler:
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol) Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I don't know why exactly, but I rather like this character... So - help and advice!
Orks don't really get scared, and if something is killy, that's just more fun! They may retreat, but mostly to get more boys. Also, wouldn't he just get a bionic replacement after the battle? The Bionic replacement would explain the +1 Strength too. Causing Fear in orks, simply by being that 'killy' that the weaker ones are backing off temporarily to let the bigger boyz deal with it is probably fine.
I would give him a Laspistol, aswell as his Power Sword, then I'd give him Hatred (Orks) and Preferred Enemy (Orks).
Spoiler:
So as is, 50pts is pretty spot on. Base: Vet - 6 Sgt +10
If you add Hatred and PE Orks: +Hatred & PE +10 for 60pts total.
And because I feel nice - Shiny unit layout / templatey thing. Master Sergeant Cornelius "Lefty" McCracken
Spoiler:
Army: Imperial Guard BG: See above.
FO: Troops Squad: Veteran Squad Unit: Master Sergeant Cornelius "Lefty" McCracken, Points Per: 60, Models: 1*, Unit Type: Infantry (Character), WS-4, BS-4, S-4, T-3, W-1, I-3, A-2, Ld-8, Sv-5+. Master Sergeant Cornelius "Lefty" McCracken is an upgrade to a Veteran Squad Sergeant Wargear: Flak Armour Laspistol Power Sword
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) And They Shall Know No Fear Fear (Orks) Hatred (Orks) Preferred Enemy (Orks)
This message was edited 4 times. Last update was at 2013/03/05 22:23:23
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol) Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I like it but a few points: why S4? What makes him stronger? (Fluff wise, I like his background) and why ATSKNF? Just fluff points, I likes me some detailed backgrounds but the character himself is very well crafted and I can imagine the modeling opportunities
I'm assuming that having to do everything with one hand might increase the strength in that arm. As for ATSKNF, I was drawing from the bit in the fluff where his men were inspired by his continued fighting. It was a toss-up between Fearless and ATSKNF, but Fearless seemed (to me) a little OP and/or out of character for IG.
Orks don't really get scared, and if something is killy, that's just more fun! They may retreat, but mostly to get more boys. Also, wouldn't he just get a bionic replacement after the battle? The Bionic replacement would explain the +1 Strength too. Causing Fear in orks, simply by being that 'killy' that the weaker ones are backing off temporarily to let the bigger boyz deal with it is probably fine.
I would give him a Laspistol, aswell as his Power Sword, then I'd give him Hatred (Orks) and Preferred Enemy (Orks).
Spoiler:
So as is, 50pts is pretty spot on. Base: Vet - 6 Sgt +10
If you add Hatred and PE Orks: +Hatred & PE +10 for 60pts total.
And because I feel nice - Shiny unit layout / templatey thing. Master Sergeant Cornelius "Lefty" McCracken
Spoiler:
Army: Imperial Guard BG: See above.
FO: Troops Squad: Veteran Squad Unit: Master Sergeant Cornelius "Lefty" McCracken, Points Per: 60, Models: 1*, Unit Type: Infantry (Character), WS-4, BS-4, S-4, T-3, W-1, I-3, A-2, Ld-8, Sv-5+. Master Sergeant Cornelius "Lefty" McCracken is an upgrade to a Veteran Squad Sergeant Wargear: Flak Armour Laspistol Power Sword
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) And They Shall Know No Fear Fear (Orks) Hatred (Orks) Preferred Enemy (Orks)
Orks wouldn't be afraid of him per se, but since they believe him to be some sort of inhuman super soldier, it would certainly cause them to think twice.
As for a bionic implant, I kinda feel like he'd refuse it simply because he'd feel he doesn't need it to get the job done.
I also considered giving him a shooting weapon as well as his power weapon and making it to where he couldn't use both in the same round or something, but I kinda liked the idea of him being a strictly CC BAMF. Sorta that whole "drive me closer so I can kill them with my sword" attitude.
This message was edited 2 times. Last update was at 2013/03/05 22:42:07
Formosa wrote: Captain Cortez
Points: 230
Type: infantry, unique
Ws 6
Bs5
S 4
T 4
I5
W 3
A3
Ld 10
Save: 3++
Wargear: master crafted power fist, bolt pistol, frag, krak grenades
Special rules; it will not die, eternal warrior, atsknf, stubborn
point breakdown: 100 cappy, +25 for PFst, +5 for MC, +20 for EW, +15 for IWND, +5 for stubborn: 170. Seems you overestimated a wee bit friend any fluff?
EDIT: you forgot the Iron Halo unless his base save is 3+ and his invouln is 3++ then add 15 as per Storm Shield
This message was edited 1 time. Last update was at 2013/03/05 23:08:14
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
WS 6
BS 4
S 6(8)
F 13
S 12
R 10
I 5
A 4
HP 4
Unit Type: Walker
Wargear:
Searchlight
Smoke Launcher
The Iron Carapace
Weapons:
Master-crafted relic blade (+2 strength ap2 fleshbane)
Dreadnought Talon (+1 attack Included)
2x Heavy Flamers
Special Rules:
Blood frenzy: for every successful attack made Drakassi makes another attack (no Blood Frenzy on Blood Frenzy attacks)
Red Vision: Drakassi is nigh-blinded by fury and therefore if engaged in a melee containing any units from his own army on a roll of 4+ he attacks his own troops with half(rounded up) of his attacks.
Fleet
Venerable: (As in C:SM)
Hatred: CSM Relic of the Chapter: When destroyed leave Drakassi on the table. He then becomes an extra objective for the controlling players’ side.
Capitan of the Ice Drakes 4th Company during their campaign around the Eye of Terror, liberating dozens of worlds from chaos control. It was during a ground assault on a corrupted Hiveworld in the Nemesis sub-sector that their strike cruiser Divine Redemption was shot out of low orbit, and all remaining munitions and marines were evacuated via Drop Pod. Stuck fighting a groundwar without hope of reinforcement the company fought on all the harder against the cultists. It was during this campaign that Capitan Drakassi was felled by an ambush. His soldiers fought to reclaim his body, finding him in a comatose state activated by his sus-an membrane. Working feverishly for days the company apothecary was unable to bring him out of it. The company techmarine was the one who finally came up with the idea of interring him in the chapters most ancient relic, the Iron Carapace, a Dreadnought carapace designed to wreck havoc in close quarters. Upon his interment he resumed command of the company in these most dire of situations, though he leads with vengeance and hatred against his enemies, recklessly attacking anything within arms reach.
Automatically Appended Next Post: Got another one for you:
Mal'in, Chosen of Malice and chapter master of the Consecrators chapter
Spoiler:
HQ for any C:SM or C:CSM as he is excommunicate traitorous but fights in the emperors name to this day.
WS 6
BS 5
S 4
T 4
Wo 4
I 6
Ld 10
Sv: 2+/3++
Wargear:
Mace of Malice (+2 strength Ap 3 unwieldy)
Shield of Fury (counts-as storm shield compacted into a combat shield with some archaic knowledge from centuries ago.)
Nitrogen-cooled Plasma Pistol (Rg:12" S6 AP2)
Mark of Malal (Hatred: Chaos)
Special Rules:
ATSKNF Champion of Malal: Mal'in must accept any challenge and must issue a challenge whenever fighting forces of chaos
Whirlwind of fury: Mal'in fights with blinding speed and efficiency. Whenever he kills a combatant in Close Combat he gets an extra attack in that attack phase.
Fearless
Excommunicate Traitorous: May not fight alongside any C:SM chapters loyal to the Emperor, as they consider him to be chaos filth.
Unknown points
Based around the Forgotten Chaos God Malal or Malice, who exists to oppose the will of the other gods of chaos and was dropped whenever GW took over the franchise, the Consecrators like the number 11 and blood rituals including cannibalism and human sacrifice. Came to blows and bested some SoB over these rituals and where therefore excommunicated.
Thatguyhsagun wrote:Came up with some more characters for my Ice Drakes 4th company lemmie know what you all think!
Spoiler:
Chaplain Ant’en……………………………..135
Ws 5
Bs 4
S 5
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/4++
Wargear:
Righteous Fury: Counts at a master-crafted Crozius Arcanum
Bolt pistol
Rosarius
Jump Pack
Cybernetic Torso: Grants +1 strength
Frag/krak grenades
Power armor
Special rules:
Independent character, ATSKNF, Honor of the chapter, fearless, liturgies of battle
Chplain Ant’en was attacked to the Ice Drakes 4th company during their tour in the Nemesis sub-sector, and was onboard the Divine Redemption when it was destroyed by a Chaos Space Marine strike cruiser in a surprise attack. He ordered the immediate evacuation of every able-bodied marine and all ammunition stores onboard. He then led the ground charge of the new reinforcements, attached to the 4ths assault squad Vent’o. Decades ago on his first campaign as a chaplain around the Eye, the chaplain took a direct hit from an armor-piercing rocket while defending a hive world in the Sentinel sector, which destroyed most of his torso. Ant’en refused to go down so easily however, and rose, inspiring those around him with his righteous fury. He took untold number of cultists before finally falling to his wounds. Still, he was too stubborn to die and demanded to fight on. The company techmarines completely rebuilt his upper torso and most of both arms, making him stronger and more resilient, and his spirit has become stronger.
Epistolary Librarian Nanto……………………………215
Ws 5
Bs 4
S 4
T 4
I 4
W 2
A 2
Ld 10
Sv 2+/3++
Wargear:
Terminator armor
Storm Shield
Force sword
Psychic hood
Psychic Shade: grants mastery level 3 and cannot be killed and must always be as close to Nanto as possible. For game purposes move him the minimum distance away for purposes of CC.
Special Rules: ATSKNF, IC, CT, Psyker, Bulky.
Epistolary Nanto was a part of Capitan Drakassi’s counsel during the campaign around the Eye, as well as a squad of 1st company Terminators. They had been teleported planetside during the battle in the Nemesis subsector, and had been in the thick of the fight, slaughtering cultists, renegade guardsmen and Chaos Marines with unending terror. It was only upon the Chaos retreat that they were made known of the fate of the 4th’s strike cruiser. Try as he might, Nanto was unable to telepathically send a message to Chief Librarian of the Ice Drakes, so he sent out a Psychic Scream, hoping anybody would hear and come to aid. He also attempted to open a Gate of Infinity to the Fortress-ship of the Ice drakes. He never made it, the warp was able to push in and collapse the Gate, and Nanto only just escaped with his life. However the journey was not for naught. During his time in the warp Nanto saved the soul of a long-forgotten Psyker who has forever since watched over Nanto, boosting his Psychic Prowess.
Veteran Sgt. Dak………………………………..+20 pts (replaces term. Sargent)
Ws 4
Bs 4
S 4
T 4
W 2
I 4
A 2/3
Ld 9
Sv 2+/5++
Wargear
Terminator Armor
Twin lightning claws
Special Rules: ATSKNF, CS, CT, Bulky
Sgt. Dak was assighed to the 1st company 2nd Terminator squad, a designated assault squad, which was later assigned to be Epistolary Nanto’s retinue. A long-time veteran he has learned to take brutal punishment and keep moving under any circumstances.
Veteran Sgt. Ven’to…………………………………………..+40 pts (Replaces assault sgt.)
Ws 5
Bs 4
S 4
T 4
W 1
I 4
A 2/3
Ld 9
Sv 3
Wargear:
Frag/krak grenades
Power armor
Inferno Pistol (6”, s8 ap1, melta)
Power Sword
Melta bombs
Jump pack
A veteran of untold campaigns, Ven’to has bested thousands of opponents in combat and his skill with a blade rivals even that of a space marine Capitan. He leads his assault squad into the heart of battle and strikes with unmatched fury. He was recruited alongside Ant’en, later to become the company Chaplain, and they are often found sparring and sharing in rituals when not fighting alongside one-another on the battlefield.
Ws 6
Bs 5
S 4
T 4
W 4
I 5
A 3
Ld 10
Sv 2+/4++
Wargear:
Terminator Armor
Fist of Flame: This ancient relic consists of an arm-mounted heavy flamer similar to the Gauntlet of the Forge used by Vulkan He’stan.
Relic Lightning Claw: Master-crafted lightning claw
Mag-loc storm bolter: can be used in place of flamer.
Iron Halo
Special Rules: ATSKNF, IC, CT, Bulky
Everlasting Flame: The promethium specially refined to be used within the Fist of Flame sticks to any surface it contacts. Any model that takes a wound from the Fist of Flame continues burning, and must make a save every further turn until a 6 is rolled, at which time the flame burns out or is otherwise quenched.
My joke character:
Can only be used in games of 3k points or more
The Dude.......................1300
Spoiler:
Troops choice for any C:SM army
ws 8
bs 8
s 8
t 8
w 8
I 8
a 8
ld 10
sv 2+/3++
Wargear:
The dudes bold pistol (S7 AP 3 assault 2d6 24")
The dude chainsword (Armorbane, fleshbane, rending, 2d6 to Armor penetration)
Dude armor (FNP, EW, 3++)
Dude Grenades: s 6 ap 4 small blast assault 1d6 12"
Anti-armor dude grenades: S10 ap 1 assault 1d6 12"
Rocket Boots: counts as jump pack
Special Rules:
Ew, FNP, Hit-and-run, Fleet
Army of One: The Dude will never die until the mission is completed. As long as there is one objective unclaimed by his side roll a d6 when The Dude is killed. On a 1-2 nothing happens. 3-4 he comes back with half his wounds. 5+ he comes back with half his wounds and instantly charges the nearest enemy unit within 12". This can only be used once.
Ever Powerful: The Dude will always strike first, and all attacks ignore armor and invulnerable saves.
Always gets the girl: The Dude always gets the girl. as long as he is within 6" of an objective he auto passes all Ld Checks.
Like a Boss: The dude can fire his pistol twice at a unit up to 12" away
Cool Guys Don't Look at Explosions: When the dude throws a grenade or destroys a vehicle he automatically runs 2d6" in the opposite direction
Kill 'em All: Every kill The Dude makes he gets another attack/shot.
Trollz for the Troll godz: roll a d6 at the start of the game, and the following happens to your army:
1: Cherry bombs: 2d6 s7 ap4 small blasts go off in your ranks and do not scatter (Placed by enemy)
2: I've got your gear!!: All IC's on the owners side not attached to a squad must chase after The Dude until they make it to base contact with him, and count as being armed with fists (S: as user, AP-) until they take their gear back
3: friendly fire doesn't count! 15 basic marines from any squad make an armor save (Chosen by the enemy) as the dude fires upon his own side.
4: Bucket o' water: All vehicles lose 1 HP unless they are "amphibious"
5: Sabotage: The entire army is delayed by a gremlin set off in the armory, and only the dude may be deployed everything else is removed and placed in reserve.
6: Poppin' caps: The dude was too busy to pull a prank, maybe next game
Got another guy for yall:
Vet. Sgt and Acting Commander Donovan:...........................130
Spoiler:
Ws: 4
Bs: 6
S: 4
T: 4
W: 3
I: 4
A: 3
Sv: 3+/4++
Wargear: Thunder of the Drake, Power Armor, Iron Halo, Signum (perm.+1 BS included) Assault grenades, Krak grenades
Special rules: as SM captain, Master of the devastators: may take 0-1 devastated squads as troops.
Thunder of the Drake: This venerated Master-Crafted Heavy Bolter can sustain a greater rate-of-fire and comes loaded with specialist ammunition and fires in multiple profiles:
Diamond Tip: Able to pierce the thickest hide in exchange for the explosive core.
S: 4 AP: 2 Type: Heavy 5
Cryofreze Rounds: These Nitrogen-core bolts explode with a devastating freezing effect.
S: 5 AP: 5 Type: Heavy 3, blast Special: Ignores Cover
Nightburst Bolts: These bolts carry a special flash-charge that creates a dazzlingly bright effect when they explode.
S: 5 AP: 4 Type: Heavy 5 Special: Nightburst (Any unit hit with these bolts have the Nightfighting rule and treat open ground as difficult terrain as they are near-blinded by the flash. If Nightfighting is already in use they are blinded and may not shoot due to the sudden burst in the dark of the night destroying their night vision)
All rounds are range 36”. The Bolter may also fire in the standard mode but gains an extra 2 shots to represent the increased fire capacity.
As the 4th companies most veteran sergeant Donovan was raised to acting-Capitan upon Drakassi’s internment in the casket. While Drakassi is still the better commander and leads in battle, Donovan is more calm-minded and a much better strategist now that Drakassi is blinded by fury, and so assumes overall command. Donovan showed an affinity to the Devastator squads and the heavy weapons they use. Upon his elevation to veteran-sergeant he was given the most venerated heavy weapon the company could boast. With it he received several types of ammunition, each master-crafted on mars by master-artificers of the Ice Drakes in secret. Each is then individually blessed by a hundred priests and hand-loaded into a heavy-bolter magazine. These are then put in cryo-storage and shipped off to the Ice-Drakes flying fortress where they are then blessed by a further hundred priests before being gifted to Donovan.
Feel like he needs refinement, any suggestions?
Master Artificer Sha’doe……………………….. 170
Spoiler:
Ws: 5
Bs: 5
S: 5
T: 4
W: 3
I: 4
A: 2 (+1 at S8 I1)
Ld: 9
Wargear:
Artificered Terminator armor (2+/5++ with the ability to re-roll failed invulnerable saves of 1)
Master Servo-harness: This Servo-harness has been hand-crafted by Sha’doe for use in the field over several years. It incorporates 1 servo-arm, a plasma cutter (TL plasma gun) heavy flamer and a pressure-bolter (Fires in the following profile: S5 AP4 Type: assault 2, 12”)
The Titan Axe: This master-crafted axe grants the user +3 strength (as opposed to 2) and strikes at I 1.
Special rules: as MOTF but:
Desperate times: Due to their status of being stranded Sha’doe tries feverishly to repair vehicles. He may re-roll any failed repair attempts.
Repair tools: he counts as having 2 servo-arms due to the Pressure-bolter being used to rivet armor panels into place.
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
This message was edited 2 times. Last update was at 2013/03/06 17:00:07
Sometimes, the only truth people understand, comes from the barrel of a gun.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points
One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol)
Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I like it but a few points: why S4? What makes him stronger? (Fluff wise, I like his background) and why ATSKNF? Just fluff points, I likes me some detailed backgrounds but the character himself is very well crafted and I can imagine the modeling opportunities
I'm assuming that having to do everything with one hand might increase the strength in that arm. As for ATSKNF, I was drawing from the bit in the fluff where his men were inspired by his continued fighting. It was a toss-up between Fearless and ATSKNF, but Fearless seemed (to me) a little OP and/or out of character for IG.
Orks don't really get scared, and if something is killy, that's just more fun!
They may retreat, but mostly to get more boys.
Also, wouldn't he just get a bionic replacement after the battle?
The Bionic replacement would explain the +1 Strength too. Causing Fear in orks, simply by being that 'killy' that the weaker ones are backing off temporarily to let the bigger boyz deal with it is probably fine.
I would give him a Laspistol, aswell as his Power Sword, then I'd give him Hatred (Orks) and Preferred Enemy (Orks).
Spoiler:
So as is, 50pts is pretty spot on.
Base:
Vet - 6
Sgt +10
If you add Hatred and PE Orks:
+Hatred & PE +10 for 60pts total.
And because I feel nice - Shiny unit layout / templatey thing. Master Sergeant Cornelius "Lefty" McCracken
Spoiler:
Army: Imperial Guard
BG: See above.
FO: Troops
Squad: Veteran Squad
Unit: Master Sergeant Cornelius "Lefty" McCracken, Points Per: 60, Models: 1*, Unit Type: Infantry (Character),
WS-4, BS-4, S-4, T-3, W-1, I-3, A-2, Ld-8, Sv-5+.
Master Sergeant Cornelius "Lefty" McCracken is an upgrade to a Veteran Squad Sergeant
Wargear:
Flak Armour
Laspistol
Power Sword
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
And They Shall Know No Fear
Fear (Orks)
Hatred (Orks)
Preferred Enemy (Orks)
Orks wouldn't be afraid of him per se, but since they believe him to be some sort of inhuman super soldier, it would certainly cause them to think twice.
As for a bionic implant, I kinda feel like he'd refuse it simply because he'd feel he doesn't need it to get the job done.
I also considered giving him a shooting weapon as well as his power weapon and making it to where he couldn't use both in the same round or something, but I kinda liked the idea of him being a strictly CC BAMF. Sorta that whole "drive me closer so I can kill them with my sword" attitude.
have any more fluff bout these Guard? Seem tough, for meatshields.
This message was edited 1 time. Last update was at 2013/03/05 23:48:58
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
Considering that char is priced directly out of the CSM book & MoT on a sorc always turns TS's into troops, I'd honestly say he's right on. Just his wargear along w/ base price is 175 (again, priced right out of the CSM codex) and I basically made his weapon the same price as the Axe of Blind Fury.
Sometimes, the only truth people understand, comes from the barrel of a gun.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
Considering that char is priced directly out of the CSM book & MoT on a sorc always turns TS's into troops, I'd honestly say he's right on. Just his wargear along w/ base price is 175 (again, priced right out of the CSM codex) and I basically made his weapon the same price as the Axe of Blind Fury.
See it would help if I had the new chaos dex ^.^ sorry just my speculation, and It was clearly wrong, I apologize
This message was edited 1 time. Last update was at 2013/03/06 00:57:50
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Azkoth Vryce, Lord Sorcerer of the Thousand Sons “The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity. Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character) Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades Chaos Artefact – Howling Axe of Woe Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites Options – Azkoth may: • exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points. • exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
Considering that char is priced directly out of the CSM book & MoT on a sorc always turns TS's into troops, I'd honestly say he's right on. Just his wargear along w/ base price is 175 (again, priced right out of the CSM codex) and I basically made his weapon the same price as the Axe of Blind Fury.
The Howling Axe is worth a bit more than the Axe of Blind Fury. But to confirm pricing:
Spoiler:
Sorc - 60 +1BS +10 +1W +10 +1I +10 +1A +10 Inferno Bolts +10 Mark of Tzeentch +15 Sigil of Corruption +25 Spell Familiar +15 Howling Axe +45 +Fearless +10 +2 Mastery Levels +50 +Veterans of the Long War +5
Total: 240 So you're a little under at 205.oops forgot Fearless and Sigil of Corruption Total 275 So a LOT under at 205. But then the Termi Armour gets to be a lil cheaper.
Giving him the Terminator Armour as-is at +25pts is fine because the inferno bolts are already included in the original profile, but I would not give the option for the combi-weapons.
This message was edited 3 times. Last update was at 2013/03/06 17:36:41
Alessio Cortez, Captain of the 4th Company, Master of the Charge, Crimson Fists Chapter
200 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv3+
Wargear: Power armor, iron halo, master-crafted bolter, bolt pistol, frag and krak grenades
Fist of Polux: This power fist belonged to Alexis Polux, the founder of the Crimson FIsts. This is a master crafted power fist with the Concussion USR.
Special Rules: Independent Character, Fearless, Combat Tactics
Chapter Tactics: Cortez and his company are brave to the point of insanity. Exchange Combat Tactics for Fearless.
Unkillable: Cortez is renowned for being immune to such trivial concerns as mortal wounds and missing limbs: Cortez has the Eternal Warrior, Feel No Pain and It Will Not Die USRs. In addition, if Cortez is hit by a weapon that 'removes from play', he instead suffers a single wound.
Tenacious: Cortez considers the only truely important order to be 'advance'. Cortez and his squad have the Relentless USR.
Ork Hunters: Cortez seeks revenge for the near destruction of his company by the Orks. Cortez and any Veteran squad (Sternguard, Vanguard, any Terminators, Honor guard, command squad) in his detachment gain the Preferred Enemy (Orks) USR.
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
Formosa wrote: Captain Cortez
Points: 230
Type: infantry, unique
Ws 6
Bs5
S 4
T 4
I5
W 3
A3
Ld 10
Save: 3++
Wargear: master crafted power fist, bolt pistol, frag, krak grenades
Special rules; it will not die, eternal warrior, atsknf, stubborn
point breakdown: 100 cappy, +25 for PFst, +5 for MC, +20 for EW, +15 for IWND, +5 for stubborn: 170. Seems you overestimated a wee bit friend any fluff?
EDIT: you forgot the Iron Halo unless his base save is 3+ and his invouln is 3++ then add 15 as per Storm Shield
Haha better to over estimate I suppose, captain Cortez of the crimson fists already has a ton of fluff on him, supposedly one of.the toughest space marines ever to live.
I like to keep things simple, so a master crafted power fist, a 3+ invulnerable ( he was infact the first model to ever have a 3+ inv in 3rd), it will not die and eternal warrior, he is a crimson fist so is stubborn, he was never.portrayed as being any more fearless than a run of the mill space marine or a particularly great leader, but was hard as nails. Plus we can't have him better than Kantor
The Exalted, Master of the Warband of the Exalted, formerly Captain Vandred Anrathi of 10th Company, Night Lords Legion
220 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S5 T5 W4 I5 A3 Ld10 Sv2+
Wargear: 2 lightning claws
Cataphractii armour: This is terminator armor that gives a 4+ invulnerable save and replaces Relentless with Slow and Purposeful
Special Rules: Independent Character, Daemonic, Mark of Tzeentch
Void Master: Every infantry and dedicated transport unit in the same detachment gains the Deep Strike USR, to reflect teleportation, dreadclaws, stormbirds, thunderhawks, and other more esoteric means of transportation.
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
CalasTyphon216 wrote: The Exalted, Master of the Warband of the Exalted, formerly Captain Vandred Anrathi of 10th Company, Night Lords Legion
220 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S5 T5 W4 I5 A3 Ld10 Sv2+
Wargear: 2 lightning claws
Cataphractii armour: This is terminator armor that gives a 4+ invulnerable save and replaces Relentless with Slow and Purposeful
Special Rules: Independent Character, Daemonic, Mark of Tzeentch
Void Master: Every infantry and dedicated transport unit in the same detachment gains the Deep Strike USR, to reflect teleportation, dreadclaws, stormbirds, thunderhawks, and other more esoteric means of transportation.
Veeerrrryyyy interesting. I like void master but seemed a little OPimho, but then I realize due to scatter you may lose half your units and I smile So point breakdown:
Spoiler:
Base Term. Lord:105
+1 Toughness-10 pts
+1 Strenght-10pts
+1 wound-15 pts
2 lightning claws-22
SnP is technically a downgrade so -5
Daemonic (?)
+15-MoT +15-4++ from Caphractii armor
Void Master-30ish seems fair
217 so you are perfect at 220
good modeling opportunity I bet
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Vryce wrote: Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Sometimes, the only truth people understand, comes from the barrel of a gun.
If I remember correctly, aren't the Night Lords one of the few legions to not use daemons or align themselves with any god? They really don't like Chaos, they just dislike the Imperium far more.