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Tristan De Havilland the Krieg Intelligence Officer
Elite Choice, 150 points
Composition:
Tristan, four Storm Trooper Bodyguards
Stats: Tristan De Havilland
Ws.Bs.S.T.W.I.A.Ld.Sv 3.5.3.3.2.6.1.8.5+
War Gear
Lasgun
Flak Armor
Special Rules
-Superior Intelligence:
Nullify Opponent troops' Deep Strike, Infiltrate, Scout, Outflank and Special Forces Rules when Tristan is on the board.
-Supply Disruption
While Tristan is in reserve, the player can choose to forbid the opponent's ability to deploy Elite, Fast Attack, or Heavy support. This has to be chosen at the beginning of the game, and cannot be changed. When Tristan is deployed to the board, Supply Disruption is nullified and is replaced by Superior Intelligence.
-Stealth
-Special Operations
Stats: Stormtrooper Body Guards
Ws.Bs.S.T.W.I.A.Ld.Sv 4.4.3.3.1.6.1.7.4+
Wargear
Hotshot Lasgun
Carapace Armor
Special Rules
-Special Operations
-Look Out - aargh
This message was edited 1 time. Last update was at 2013/03/30 07:27:09
Leety wrote: Tristan De Havilland the Krieg Intelligence Officer
Elite Choice, 150 points
Composition:
Tristan, four Storm Trooper Bodyguards
Stats: Tristan De Havilland
Ws.Bs.S.T.W.I.A.Ld.Sv 3.5.3.3.2.6.1.8.5+
War Gear
Lasgun
Flak Armor
Special Rules
-Superior Intelligence:
Nullify Opponent troops' Deep Strike, Infiltrate, Scout, Outflank and Special Forces Rules when Tristan is on the board.
-Supply Disruption
While Tristan is in reserve, the player can choose to forbid the opponent's ability to deploy Elite, Fast Attack, or Heavy support. This has to be chosen at the beginning of the game, and cannot be changed. When Tristan is deployed to the board, Supply Disruption is nullified and is replaced by Superior Intelligence.
-Stealth
-Special Operations
Stats: Stormtrooper Body Guards
Ws.Bs.S.T.W.I.A.Ld.Sv 4.4.3.3.1.6.1.7.4+
Wargear
Hotshot Lasgun
Carapace Armor
Special Rules
-Special Operations
-Look Out - aargh
Oh so all your doing is forcing me to deploy only troops and HQ, then (hopefully for you) refusing the ability to deepstrike forcing me to footslog in anything I had in reserves, willingly or forced? also, if the guy is on table turn 1 and I have designated a squad to be in a drop pod, via DPA rules I have to send in half my drop pod force turn one. I cant due to this guy, then what? I HAVE to but I CANT, so it would be safe to assume they got shot out of the air, targeted to the wrong section or some equally debilitating event. At that point you gained at least 140 points for my suicide dreadnought. So you regained your cost, but in reality if you were gonna use this guy I would flat out refuse. Maybe for 500 points? because at that point your forcing me to keep my guys in reserve, then not allowing anything to come in any way but walking in, at that point everything comes in piecemeal and I lose my 2 DPA units in turn 1, which is normally a suicide dread and a suicide stern squad. 475 points there. So maybe hes a little cheap for even 500. Although if you forewarned me and I had time to rewrite my list? 6 tact squads, 2 cappys with plasma command squads all in TLLC razorbacks. Also, for 150 points you get 4 stormtroopers (already 68 points, but they are I6 so lets say about 110 right there, ill be generous) and a LC (70, then -20 for ws3, -10 for 2 wounds, +30 for I6 again) so base is 180 for the unit. Then the Superior Intelligence cheese id say minimum 200? if not more. Then Supply Disruption cheese another 200 because your forcing me not to deploy anything but basic troops and HQ, meaning I will have almost nothing on the board and can be easily tabled turn 1, especially by IG plasmavet spam. All in all if you really find someone who would allow it? go ahead. But this seems more like a troll character than an actual playable guy
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
Although your tone does sound (rightfully) pissed off, you have a lot of points there.
So, here are my modifications and clarifications.
Your droptroops are not being shot out of air. They are simply being deployed normally, like all troops, in the explanation that the Death Korps knows where your troops are being deployed with said information, but do not have the resources to shoot the Drop Troops down. Also, with Tristan involved, you only get restricted from one special troop types. So, say I restricted your Elite troop choices. You still can deploy Heavy Support or Fast Attack. That being said, Tristan does sound really OP, so, here are the modifications.
Tristan is changed into a HQ choice. 300pts instead of 150. If Tristan is killed (as it can be easily done with pretty much anything with +5 save), Tristan's rules become rather moot.
Stormtrooper bodyguards get flak Jackets instead of Carapace armor. Number of Stormtrooper bodyguards reduced from 4 to 2. They are allowed to receive Carapace armor for +5 points per model.
Deep Strike is now allowed, but first attempts at dropping (per individual squad) are always considered as Delayed. At second roll, if the dice gives 4+, squad can deep strike wherever needed by its controller, while at 2-3 it will be considered misplaced. At the roll of 1, the squad is destroyed.
Additional Special Rule:
Exposed!
While Tristan is an expert infiltrator and spy, his occupation as an intelligence officer means that he could easily be exposed, therefore forced to escape before gathering proper data.
Every turn, roll a D6. 5+, Tristan is forcefully deployed from reserves, albeit without the rule Superior Intelligence.
This message was edited 2 times. Last update was at 2013/03/30 13:21:01
Heh sorry about that, came home to find my dog had chewed up the dreadnoughts I just painted and took it out on you, I apologize and was not thinking clearly.
I misread the supply disruption rules (mistaking or for and) and I honestly think its fine with 4x storm trooper bodyguards with carapace, especially at 300 pts. Having misunderstood his rules I overpriced him horribly. As for your idea with drop ships, would it be reasonable to confir to all DSing or OFing units (say on a roll of 5+ they come in as normal but on a 1-4 they get held up for some reason) so as to still present a chance of units coming into play? Oh and give him a powersword, he's an officer he needs a status symbol As for exposed, it isn't all too nessecary, the one big thing about the guy is unit disruption but if he doesn't get Superior Inteligence than he's not really worth it now is he? Maybe change it to where if he is on the table and his bodyguards are below 50% strength he takes a ld test to see if he breaks and runs? With some kind of modifier depending on how many units can draw LOS to him? That way he could still cut and run but keeps him doing what he was meant to do. Maybe when failed he "blends back into the sorounding terrain, only to appear after the fighting has died down" to keep with his scouts fluff.
Oh and maybe some kinda las-rifle with a high power scope for observation instead of the las gun?
Laslock rifle
S3 Ap- 36" Heavy 2 Target Marked
Target marked: any friendly unit shooting against an enemy unit hit with this weapon has +1 BS (or something like that, to show how he's designating the important targets)
This message was edited 1 time. Last update was at 2013/03/31 02:31:38
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 think your interpretation for the modifications for DSing and OFing units is pretty reasonable.
And, I think Tristan shouldn't get a powersword, or even a chainsword for that matter. His WS are intentionally pathetic for a high officer, to make sure that my opponent can EASILY kill him off with a team of dedicated assassins, then allowing opponent to drop his troops down the sky as the Death Korps realizes that their valuable officer is now down (que extremely melodramatic music).
The LasLock Rifle does sounds really fun though. But, in order to balance it, this is how I would modify it:
S1 AP6 40" Heavy 1 Target Marked
Target Marked:
Any friendly model unit shooting against an enemy squad hit with this weapon has +1 BS against it.
It should technically be a miracle for any model to die from a Locking ANGRY FLASHLIGHT, but it would probably be screwed the next turn, as the Death Korps LOVES heavy weapons.
Also, modified EXPOSED! rule:
Roll a D6 every turn. If 5+, Tristan has to escape from the enemy lines to avoid being caught, so is forcefully deployed anywhere on the field. If Tristan is forced to escape before the third turn, he does not have the rule SUPERIOR INTELLIGENCE.
This message was edited 1 time. Last update was at 2013/03/31 15:11:33
Just make sure you fire him first as for the exposed I still feel like your killing the poor guy not giving him the SI rule. Maybe make it so he has to deploy in the enemies deployment zone (he's still gonna get killed but you get one turn with the rule before he goes poof) and I just realized he doesnt have a camo cloak maybe slap one on him? As for the laslock I was just going off some books I've read, it's just a longer range las gun from what I understand but you have to actually aim, hence the 'heavy.' As for the sword Im picking up what your putting down, just was a thought.
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
Had an idea in my head about running an all-canoptek necron army. This is just the logical conclusion of who to run it with as a character
Ghazeton, Lord of the Canoptek (190)
WS4 BS4 S5 T5 W3 I2 A4 LD 10 SV3+
Unit type- Independent Character, Jump Infantry
Special Rules-Reanimation Protocols, Ever Living, Lord of Machines, Scarab Swarm Body, Entropic Strike, Rending, Wraithflight
Wargear- Mindshackle Scarabs, Gauntlet of Fire
Scarab Swarm Body- Most of Ghazeton's body is made of a writhing mass of canoptek scarabs. Due to how hard it is to land a telling blow, he has a 3+ invul save. However, template and blast attacks cause an additional wound. In addition, during your shooting phase, Ghazeton may sacrifice any number of scarab bases within 2" to restore as many wounds (maximum 3). If he falls in battle, instead of rolling for reanimation, you may instead chose to sacrifice scarab bases within 2" or his own unit to increase his reanimate odds (1 sacrifice=4+, 2 sacrifice = 3+, 3 sacrifice = 2+)
Lord of Machines- Ghazeton may only join units of canoptek wraiths, canoptek spyders, or canoptek scarabs. However, he grants entropic strike, wraithflight, and rending to any unit he joins. In addition, scarabs may be fielded as troops.
Wraithflight- Just as Canoptek Wraiths(Ignores terrain)
Cost Breakdown-
Spoiler:
Overlord statline (90)
+ MSS (15)
+ Gauntlet of Fire (5)
+ entropic strike, swarm, a4 from scarabs (15) (one whole scarab base)
+ rending, wraithflight, jump, invul from wraiths (35) (one whole wraith)
+Lord of Machines (15) (Peanalty for only being able to join certain units, only a slight bonus otherwise as most units he will join will already have 2/3 special rules he grants, aka scarabs already ignore most terrain and have and entropic, wraiths already ignore terrain and rend, spyders are already ap2 and don't have much need for entropic or terrain ignoring, being that they have MC status. scarabs as troops? just to clean up FA slot. Not like scarabs are too big a threat to any non-tanks. Also allows a 100% canoptek list)
+Scarab Heal- (15) (A phylactry that works better but actively kills friendly units in the process.)
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
Special Rules:
Daemon of Tzeentch
Daemonic instability
Independent Character
Psyker (Mastery level one, Upgradable to level 3)
Twisting Warpscape: During the shooting phase, Moonface can expend one warpcharge, to cause a terrain piece of his choice (Not including fortifications) to scatter 4d6. This does not alter the facing of the terrain. Models inside the terrain
immediately take a dangerous terrain test, if the terrain piece collides with a unit (Friend or foe) they are counted as being tankshocked, and take d6 strength 4 ap- hits. The models are then moved the minimum distance to avoid the path of the terrain piece. The terrain piece stops only if it encounter's other terrain, stopping within one inch, or at the board edge, stopping within one inch.
This power may not be used on immovable terrain (Such as if it is built into the board itself)
This, would be insanely good fun, and give a real warp-feel, when the battlefield changes mid game, possibly carrying unit's in terrain around the board at random.
This guy I really like. He is not too dissimilar I believe in stats to a regular Herald and his powers totally make sense for a Tzeentch Daemon.
I also think his Twisting Warpscape power is very fluffy and would be a blast to use! I take it as he expends a warp charge to do it the opponent is able to deny the witch or use psychic defences against it? Also does he take a psychic test to do it?
Finally you say he can upgrade to a level 3 psyker. I assume he pays the normal cost for this?
Chaos Space Marines - Iron Warriors & Night Lords 7900pts
Special Rules:
Daemon of Tzeentch
Daemonic instability
Independent Character
Psyker (Mastery level one, Upgradable to level 3)
Twisting Warpscape: During the shooting phase, Moonface can expend one warpcharge, to cause a terrain piece of his choice (Not including fortifications) to scatter 4d6. This does not alter the facing of the terrain. Models inside the terrain
immediately take a dangerous terrain test, if the terrain piece collides with a unit (Friend or foe) they are counted as being tankshocked, and take d6 strength 4 ap- hits. The models are then moved the minimum distance to avoid the path of the terrain piece. The terrain piece stops only if it encounter's other terrain, stopping within one inch, or at the board edge, stopping within one inch.
This power may not be used on immovable terrain (Such as if it is built into the board itself)
This, would be insanely good fun, and give a real warp-feel, when the battlefield changes mid game, possibly carrying unit's in terrain around the board at random.
This guy I really like. He is not too dissimilar I believe in stats to a regular Herald and his powers totally make sense for a Tzeentch Daemon.
I also think his Twisting Warpscape power is very fluffy and would be a blast to use! I take it as he expends a warp charge to do it the opponent is able to deny the witch or use psychic defences against it? Also does he take a psychic test to do it?
Finally you say he can upgrade to a level 3 psyker. I assume he pays the normal cost for this?
Yep, he would have to take a psychic test, and the enemy could deny the witch, but only if they are in the terrain that is shifted
And yes, standard 25 points for level 2, 50 points for level 3.
Might actually ask if I can use this guy in a game sometime, just a fun one at my local club.
A boss version of the runtherd oddboy. Just like the big mek compared to a mekboy. History a bit like 2nd edition Zodgrod wortsnagga, just cooler ( something with training grots and squigs even better)
Codex: orks and Dreadmob. HQ choice 125? points( I feel he should cost a bit more, but when I try to gauge his points they are more than his effectiveness I believe)
Kapn Squig-eye da slava boss
WS4 BS2 S4 T4 W2 I3 A5 LD9 SV4/5INV
May choose a big squiggoth as a dedicated transport ( he calls it Stompy)
Special rules: Independent character , waagh , Furious charge, Stubborn, speshul training, retinue (no mobrule, as other orks find him odd)
Dakkagun: a huge smoothbore weapon looted from a warbike with the following profile range 18 str 5 ap 5 assault 3
Da snaggla : an even bigger runtherd grabba stick, used for clobbing sguiggoths and other big nasties. melee weapon: str user +2 ap - special one enemy model within reach suffers minus two attacks (to a minimum of one)
stikkbombs: like frag nads
Fungus smoke bombs: as defensive nads
Leftenant Blackdrool : a big nasty squig, with an even nastier Nob brain installed ( the same nob that rode the now looted warbike, and he aint happy) counts as a bosspole, that also works on kapn squig-eye himself and as an attack squig granting 2 attacks (already included in profile)
Korpral Jingles: an unlucky overloadet ammo runt, that never runs out of ammunition. Kapn squi-eye can always choose to let korpral JIngles take a wound from him, even after a failed save, instant death or in a duel. Korpral Jingles is then removed as a casualty. ( rumour has it, the current Jingles is the12th korpral jingles)
Speshul training: All grot oilers, orderlies and ammo runts are not removed on a 5+ when used. All grots have a shank and a sneaky boot knife, giving them an extra attack. Killa kans gain grot riggers for free. Lastly runtherds gain an extra attack on their profile, as their squighounds gets nastier.
Retinue: may choose up to 1 of each of these speshul projekts. They counts as troop choices.
Grot'eads 10pts per model (hapless orks that got injured, angered Squig-eye or just plain unlucky. Got their small brains replaced by lucky grots. Squig-eye thinks he combines the orks hardiness with the grots nimbelness and wits. Others think he combines cowardice with an orks body odour)
WS 2 BS3 S 3 T4 W1 I3 A1 LD5 SV4
Unit composition 5-15 Grot,eads and 1-3 runtherds
wargear: shoota and eavy armour (runtherd has the usual stuff)
Options: for every 5 Grot'eads one may exchance his shoota for a bigshoota for 5 pts
Special: Grot taktiks: May sacrifice one grot'ead (or runtherd) for the ability to reroll the sweeping advance dice (either own or the opponents) after the result is known. BUT only when running away ( they stab their body in the knee and runs fer it)
moar grot taktiks: may sacrifice a member to gain BS 2 on overwatch ( they get riled up and shoot in every direction, while screaming like the grots they really are)
Its still a grots life: may remove 1D6 Grot'eads and remove a minefield (thanks to their bigger bodies and foolproof taktiks of running zigzag through a minefield)
Second Option
Squig brain transplants 6 pts per model (one brainless ork+ one squig brain = profit )
WS3 BS0 S4 T4 W1 I4 A2 LD5 SV5
Unit composition: 5-15 squig brains and 1-3 runtherds
wargear: runtherd as normal and squig brains has extra large teef and a bad attitude
Options: may be upgraded to attack squig brains, gaining rage instead of counter charge for 2 pts per squigbrain
Special: squiggly brains: if ever a leadership roll is 11 or 12, they eat a runtherd and passes the test. ( if no runtherd is available they fail). If there is no runtherd at the beginning of their movement turn roll a dice 1-2 opponent may move them 3-4 moves towards nearest visibly enemy 5-6 move as normal
Non-scoring unit, as they dont get the finer points of taktiks (altough they are close to standard ork taktiks)
counterassault (usually the brains of guard squigs or sguighounds are used)
Move through cover
bouncing fleet. bestows fleet to all models in the unit. And may take a Squigbrain initiative test, if they pass they counts as being armed with stikkbombs in the current assault phase. If they fail, 1 model suffers a wound ( saves as normal)
Automatically Appended Next Post: I like your character Dragonfodder, very flavourful Why not give him the swarm special rule? I dont have my rulebook at hand, but arent those abilities gained just about the same as he has?
I dont suppose he counts as a necron overlord, gaining the ability to get crypteks and lords??
Maybe limit his unit choices, as he is a specialist he might not have access to, say triarch units?
This message was edited 3 times. Last update was at 2013/04/02 23:33:46
Nathaniel De Vrie the immortal sharpshooter, 100pts Elite
Allegiance:
Imperial Guard, Wanderer of the Nihilum guards.
Lore:
Among the Wasteland Survivors of Nihilum floats around a myth of the Abnormal Survivor, certain individuals who are genetically guaranteed to survive war. Of course, any guardsman who had seen the true face of war would deny such claims as being absolutely ridiculous, but the continued existence of a few talented men continues to circulate the myth within the Nihilum Guard regiments. Nathaniel De Vrie, while his skills of war are not especially remarkable, remains to be an archetype of the concept of Abnormal Survivor due to the strange reports that surround him.
The War for Armageddon was one of the first conflicts in which the untrusted Nihilum guards were first deployed into a war against xeno scums. Most, if not all, Nihilum Guardsmen were eventually killed during their frequent infiltrations and raids into the Ork supply lines, but Nathaniel persevered against impossible odds, and then continued to wage war against the Orkboyz.
In his line of duty, Nathaniel was reported several times by his fellow comrades to have been killed in action multiple times, supposedly ripped to shreds, eaten, disintegrated and even burnt to ashes. When he was killed, Nathaniel’s body was known to simply disappear when nobody was looking, and Nathaniel would often return in the same battle, picking off key targets from an unpredictable location. When asked how he’d come back to life, or at least disappear from plain sight, Nathaniel had been known to simply keep his mouth shut.
Inquisitor Caius, an active agent during the very same crisis was suspicious of the reports concerning this strange trooper, thus began an investigation on a potential case of the use of the ruinous powers. To the surprise of all, Nathaniel was found innocent from the taints. Shortly after the investigation had been completed, the Nihilum Wanderer simply disappeared, never to be seen again in the war for Armageddon.
Curiously, however, the Ministorium has reported seeing the code number for Nathaniel De Vries being deployed into several war zones over the last few centuries. Most consider this a proof of the Ministorium’s extreme incompetence, but the superstitious Nihilum Guardsmen took this as a proof of the existence of the "abnormal survivors"
Stats
Ws3.Bs6.S3.T3.W1.I6.A1.LD9.Sv 5+
War Gear
- Nihilum Pattern Sniper Rifle , S- AP 6, 36’’, Sniper rule
- Standard Close Combat Weapon
-Camo cloak
Characteristics
-Hit n Run
-Stealth
-Will not Follow Lesser Men
While not a loner in any standard of the word, Nathaniel will not join a squad in which its leader has a Ld value lower than him.
-Abnormal Survivor
For reasons unknown to anyone, Nathaniel seems to be immortal, or at the very least, invincible. When Nathaniel is killed, roll a D6 every turn. When 4+, deploy Nathaniel anywhere on the table.
This message was edited 2 times. Last update was at 2013/04/08 14:58:26
Background: The Death Angels were nearly annihilated on their home world of Utopia by Hive Fleet Manticore. At the forefront of the defence was Captain Varus, who held the Fortress-Monastary's gate single-handedly against the swarm, fighting over his dead Chapter Master's body until aid could reach him. Eyewitness accounts show that Varus fought on through terrible injuries, even being swallowed whole by a Mawloc at one point. Retrieving his mentor's wargear, the captain pushed the swarm back, slaying the Hive Tyrant in an epic duel before forcing them to withdraw. The surviving Death Angels, led by their new Chapter Master, embarked on a crusade to defend the Imperium's worlds and slay the Tyranid threat. Their mission continues to this day...
Stats:
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+
Wargear: Venom, Utopia's Tooth, Armour of Magma, storm shield, Iron Halo, melta bombs, frag and krak grenades
Venom: This is Varus' wrist mounted storm bolter, loaded with hellfire rounds and incorporates a grenade launcher.
Venom may fire one frag and krak grenade from the auxiliary grenade launcher once per game or with the following profile:
Range: 24''
Strength: 4
AP: 5
Special Rules: Assault 2, Poisoned (2+), Master-crafted
Utopia's Tooth: Varus wields this enchanted relic blade into battle, slaying enemies in their droves.
Range: N/A
Strength: 6
AP: 2
Special Rules: Melee, Two-Handed, Master-Crafted, Shred, Soul Blaze
Armour of Magma: This suit of artificer armour has been in service since the Chapter's creation, forged from the planet's very lifeblood.
The Armour of Magma is artificer armour and makes Varus immune to Soul Blaze .
Special Rules: ATSKNF, Combat Tactics, Orbital Bombardment, Eternal Warrior, Hatred (Tyranids), Rampage
not Op at all really, Although, I see no use for the Iron Halo,as I can only see one circumstance where it will be used
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
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
Equipped with powerfist and plasma pistol and usual sm captain shizzle.
A specially converted assault on black beach model (and I should say terribly), he is a useful as his counterparts, only with the fluff being in comparison to his stats. Captain Turd Burgle form Uranus, is very skilled, in fact so awesome, he is always killed by a nob with a powerklaw or a warboss, or nearly any other hq and is incredibly over priced. He famously stole marneus calgors golden turd and has since kept tightly clenched in his power fist.
Yes....
Special rule he automatically kills An'Arkh'Ad'Nron
This message was edited 1 time. Last update was at 2013/04/08 23:19:59
Blood angels are so awesome they make me cry!
6k Bloodangels and counting
1.5k Grey Knights and counting
you could at least have made the name slightly less cheesy...
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
Equipped with powerfist and plasma pistol and usual sm captain shizzle.
A specially converted assault on black beach model (and I should say terribly), he is a useful as his counterparts, only with the fluff being in comparison to his stats. Captain Turd Burgle form Uranus, is very skilled, in fact so awesome, he is always killed by a nob with a powerklaw or a warboss, or nearly any other hq and is incredibly over priced. He famously stole marneus calgors golden turd and has since kept tightly clenched in his power fist.
Yes....
Special rule he automatically kills An'Arkh'Ad'Nron
Knowing my luck, Yes he does
Automatically Appended Next Post:
IHateNids wrote: you could at least have made the name slightly less cheesy...
That's actually one of his real HQs...
This message was edited 1 time. Last update was at 2013/04/08 23:51:45
Syrus Domitian is remembered as both one of the greatest siege engineers ever produced by Brycantia, and as one of the worse swordsman ever to rise to the rank of captain. He fought long and hard to earn the respect of his fellow Astartes. Unfortunately, he was killed during his greatest triumph, the Siege of Orpheus III, when a freak ricochet slingshotted a small piece of masonry through his neck seal.
185 points
Type: Infantry (character)
Composition: 1 (unique)
WS4 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: Artificer armor, iron halo, power sword, bolt pistol, frag and krak grenades, melta bombs, Servo Harness
Hammer: This is a highly customised lascannon. Range 48 S10 AP2 Heavy 1 Armorbane
Special Rules: Independent Character, ATSKNF, Combat Tactics, Stubborn, Bolster Defenses
Captain of the 9th: Devastator squads may be taken as Troops
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
Seems cool to me: hell, I'd use him! Killed by a piece of masonry - LOL! Can imagine his last words ''Hah,missed! Ouch, what the hell's that? Oh feth...''
IHateNids wrote: Seems reasonable at 250 to me (dont know SM Captain Prices, so cant help there. Necron-equivalent-wise hes good though, if that helps, Spoilered)
Because no one wants to be butchered by a Necron Lord for having a weapon that'll go through his armour
Also, after that costing, Id say 230, as youve counted 2 SSs
This message was edited 1 time. Last update was at 2013/04/09 12:10:55
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
Background: The Death Angels were nearly annihilated on their home world of Utopia by Hive Fleet Manticore. At the forefront of the defence was Captain Varus, who held the Fortress-Monastary's gate single-handedly against the swarm, fighting over his dead Chapter Master's body until aid could reach him. Eyewitness accounts show that Varus fought on through terrible injuries, even being swallowed whole by a Mawloc at one point. Retrieving his mentor's wargear, the captain pushed the swarm back, slaying the Hive Tyrant in an epic duel before forcing them to withdraw. The surviving Death Angels, led by their new Chapter Master, embarked on a crusade to defend the Imperium's worlds and slay the Tyranid threat. Their mission continues to this day...
Stats:
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+
Wargear: Venom, Utopia's Tooth, Armour of Magma, storm shield, Iron Halo, melta bombs, frag and krak grenades
Venom: This is Varus' wrist mounted storm bolter, loaded with hellfire rounds and incorporates a grenade launcher.
Venom may fire one frag and krak grenade from the auxiliary grenade launcher once per game or with the following profile:
Range: 24''
Strength: 4
AP: 5
Special Rules: Assault 2, Poisoned (2+), Master-crafted
Utopia's Tooth: Varus wields this enchanted relic blade into battle, slaying enemies in their droves.
Range: N/A
Strength: 6
AP: 2
Special Rules: Melee, Two-Handed, Master-Crafted, Shred, Soul Blaze
Armour of Magma: This suit of artificer armour has been in service since the Chapter's creation, forged from the planet's very lifeblood.
The Armour of Magma is artificer armour and makes Varus immune to Soul Blaze .
Special Rules: ATSKNF, Combat Tactics, Orbital Bombardment, Eternal Warrior, Hatred (Tyranids), Rampage
Captain of the Triarii: Assault Marines can be taken as troops.
This message was edited 1 time. Last update was at 2013/04/09 23:06:06
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
IHateNids wrote: Because no one wants to be butchered by a Necron Lord for having a weapon that'll go through his armour
Also, after that costing, Id say 230, as youve counted 2 SSs
whoopsie your right about the 2 SS. Long night my friend. As for the crons, we don't know that the SM 6th dex will be, who knows what weapons we will get? Im counting on them getting another few IC's, maybe making vets cost a little less as well.
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
The big mek who leads the white slaughter warband, a clan of mercenaries who will fight for enyone (for the right price).
ZAGRUKK power klaw 'SKUL KRUSHA' makes short work of any enemy warlords or with equel ease.
Codex: Orks
WS: 4
BS: 2
S: 4
T: 4(5)
W: 2
I: 1
A:3
LD; 8
Warger:
Mek's tools
Warbike 'SKUL CHASA'
Power Klaw 'SKUL KRUSHA
Cybork body
110pts
May your rolls be high and your victories countless
Lord General Mathias Toom of the 1st Calthal Mixed Regiment 115pts (?)
WS 4
BS 4
S 3
T 3
W 3
I 3
A 4
Ld 9
Sv 4+
Wargear:
Carapace Armour
Camo Cloak
Master-Crafted Power Maul
Refractor Field
Frag Grenades
Krak Grenades
"Final Say"
Bionics
"Final Say"
This experimental weapon can be used as both a sub machine gun and a sniper weapon Choose which profile to use before shooting
Range: 18"
Str: 4
AP: 5
Type: Assault 2
Range: 24"
Str: 4
AP: 5
Type: Heavy 1, Sniper
Bionics
These give Mathias Toom 1 extra attack (included in his profile)
Special Rules:
Independant Character
Courageous, Brave and Stubborn
Lord General
City Fighter
Courageous, Brave and Stubborn:
Mathias Toom and his squad have ATSKNF and Stubborn. In addition they mayre-roll failed morale checks
Lord General:
Mathias Toom has a command radius of 18" and can issue 2 orders a turn.
He has FRFSRF, Fire on my Target and Bring it Down in addition to the 2 following unique orders:
Accurate Strike!
The unit immediataly fires on a unit in line of sight of them and Mathias Toom. They re-roll all to-hit rolls of a 1.
Cover Fire!
The unit immediately treats all their weapons as Heavy weapons that have the Gets Hot rule but may shoot twice.
City Fighter:
Mathias Toom has the Stealth (ruins) special rule. In addition he has Move Through Cover while in ruins
Xenthus is Vargard to Trazyn the Infinite, Phaeron of Solomnace. His body is sculpted to be a perfect double of his master; in fact he has passed himself off as Trazyn on more occasions than can be counted. Trazyn has no need to possess Xenthus in his usual manner; the Vargard's systems are designed so that Trazyn can move his 'consciousness' in and out of his bodyguard easily and most importantly, invisibly.
175 points
Type: Infantry (character)
Composition: 1 Xenthus (unique)
WS4 BS4 S5 T5 W3 I2 A3 Ld10 Sv3+
Wargear: Mindshackle scarabs
Staff of Falsehood: Unable to reverse engineer his signature weapon, Trazyn had a war scythe modified so that it resembles the Empathic obliterator. This is a Warscythe.
Special Rules: Independent Character, Reanimation Protocols
Body double: Xenthus does not take up a HQ slot if Trazyn is taken in the same detachment. When the 'Surrogate Hosts' rule comes into play for Trazyn, he must rematerialise in Xenthus' body. In this case, there is no need to randomise, and the attempt automatically passes. Furthermore, if Trazyn has selected a Catacomb Command Barge, then Xenthus MUST also select one.
I am Trazyn: As long as Trazyn is in the same detachment, and alive, Xenthus benefits from the Ever-living, Phaeron, Excellent! Another piece for the collection, and Surrogate Hosts rules.
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