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Made in gb
Ghastly Grave Guard



Uk

Yeah I literally just found out that he was the main Tau general. Dam I thought I had come up with a really decent new name!
   
Made in au
Alluring Mounted Daemonette





Melbourne

Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.

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 
   
Made in za
Fixture of Dakka




Temple Prime

The jaws of the deep. (Ruiner of Megyre, Tremorbeast) (Apocalypse only)

Codex: Tyranids

Points: 1500 pts

Type: Gargantuan creature

WS 9
BS 4
S 8
T 8
W 8
I 5
A 8
Ld 10
Sv 2+ 5++ FNP

Biomorphs: x2 Scything Talons, Armored Carapace, Regeneration, Toxin sacs, Adrenal Glands, Adamantium tusks, Dread Containment spines, Bio-plasma barrage, Warp shield, Scythe tail

Adamantium tusks: A biomorph commonly seen on Carnifexes, this allows the creature to impact on a charge with greater ferocity, allowing it an additional attack upon entering combat.

Dread containment spines: As this creature is to the Trygon as the Trygon is to the ravener, this beast has even greater containment spines with which to unleash upon it's foes, it's body storing up incredible amounts of electricity before discharging them in a cataclysmic storm of charged death. The sheer volume of fire this monstrosity can unleash is staggering, leading some to proclaim it as a living thunder storm. It has the following profile.

Range 24', Str 6, AP4, Assault 18.

Bio-plasma barrage: With an ululating shriek, the terror of the deep may release a burning gust of deadly plasma to accompany it's thunderous lightning, vomiting out green death at short range that can burn through the toughest armor with the following profile

Range 24", Str 7, Ap 2, Assault 6, blast.

Warp shield: A potent node in the psychic web of the Hive Mind, the jaws of the deep possesses some measure of psychic ability that allows it to generate a shield around itself, certainly not as strong as that of the Zoanthrope, but enough to occasionally deter lascannon rounds, as such it has a 5++ invulnerable save that applies even against D strength weapons.

Scythe tail: Another biomorph commonly associated with carnifexes, the Scythe tail allows the Jaws of the Deep to make 2d3+2 additional attacks at S5 AP3 in assault.

Special Rules:
Deep strike, Fearless, Fleet, Shadow in the Warp, Synapse creature, Subterranean assault (as Trygon), It will not die, titan crusher, Unstoppable Frenzy, Tremorbeast, Burrow

Unstoppable frenzy: The last it was seen, the beast managed to claw and tear it's way through a Titan legion before finally being brought to heel, it shrugged off grievous wounds, pushing forward to slaughter it's foes with a hateful frenzy and slamming into them like an angry god. As such it is treated as having Feel no pain, Rampage, Hatred, Crusader, and Rage.

Titan Crusher: Infamous for single handedly tearing apart a Titan legion, this creature's body seems well adapted to the task of ripping open the hulls of superheavy vehicles, it's strong talons capable of cutting through adamantium and piercing into vital systems and seems equally effective against similarly large monsters. Treat it as being AP1 in melee and having Armorbane and monster hunter in assault. When it opts to Smash, it strikes at D-strength.

Tremorbeast: Much like the lesser mawlocs, this colossal beast's emergence from the earth below is immensely destructive. If it deep strikes into a space occupied by other models, do not roll on the deep strike mishap table, but instead do the following.

Place a 10' blast template directly over where the Jaws of the Deep is emerging from. Every unit caught by the marker suffers d3+1 S9 AP1 Armorbane hits. Vehicles are always struck on their rear armor. If any unit still has surviving models from the furious assault, move that unit the minimum distance away to clear all models from beneath the blast template while still maintaining unit coherency and avoiding impassable terrain. Units that were locked in combat before the Jaws emergence must remain in base contact if possible, but otherwise the model cannot be moved within 1' of an enemy model. Vehicles, including immobile vehicles, retain their original facing if moved. Any models that cannot be moved out of the way are destroyed. After all casualties are determined replace the 10' blast template with the Jaws of the Deep.

Additionally, mark the position under the Jaws of the Deep's base. Any Tyranid unit (excluding those with wings or Gargantuan creatures) may attempt to utilize this tunnel network and emerge from it instead of arriving as normal. If they chose to do so, place the entire unit so that all units are within 6' of the marker and are in unit coherency. If any models cannot be placed because of enemy models within 1' or impassable terrain the excess are removed as casualties. The unit may assault on the same turn as it arrives as well as move and shoot due to the sheer size of the tunnel created. No more than two units may emerge from each tunnel entrance per turn. If a second unit emerges from the same entrance during the turn, then neither may assault on that turn.

Unlike most units, the Jaws may assault on the same turn it emerges from reserves.

Burrow: The Jaws of the deep can at any time if it is not locked in close combat, elect to re-burrow into the earth. If it chooses to do so, remove it from the table and place it back in reserves. It automatically emerges via deep strike on your next movement phase. Note that the Jaws may not deep strike and burrow on the same turn.

Fluff: First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Megyre. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Megyre after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult.

The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind.

Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall.

But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.

Battle of forgefane:

On forgefane it lead the push past the Iron Warrior's defenses, earning it the moniker of "tremorbeast" from the fearful Iron Warriors as it terrorized them. The Chaos Space marines and their legions of traitor guardsmen, dark mechanicus, daemons, and cultists soon grew to fear the creature more than their own gods as it would emerge without warning, lay waste to all in it's sight, then disappear just as suddenly.

"We thought we were safe.We had our mighty engines, and obliterators, our legions of guardsmen and cultists, our great daemons and sorcery, our dark fleet in orbit, our own mighty armor and weapons. We had held this world for ten thousand years against xenos and the slaves of the corpse emperor. When our world shook and churned, we dismissed it as abnormal geological activity, nothing for the warriors of Chaos to fear. But then our sorcerers started to scream...not of the scratching of daemons or the gnawing of our gods, but of the voices of a billion billion hungry mouths, clawing and biting and casting a dark shadow. We thought the gods were testing us, until our scanners and sorcery revealed them, a Tyranid fleet a thousand hive ships strong with more Krakens than we could fathom.

We dismissed them, what threat could mere hungry beasts pose to the scions of Perturabo? We were veterans of ten thousand years of defense. We engaged in a defense throughout the system, striking at their fleet as our dogma dictated, pulling back as they came in their multitudes. But On the third hit and run assault, what we mistook for clouds of gas passing through the system revealed themselves to be spores hiding the other half of their fleet. Most of our ships were caught in the vise, and they descended upon them like savage animals. Ships that had seen thousands of years of battle, mighty chaos leviathans, and xeno mercenaries all wiped out in a few hours. The sorcerers said they all died screaming.

The rest of our fleet hung above us, our defense lasers and batteries filled the void with death. But they smashed through without pause or heed. Some of us requested to flee, but that fool. That warp damned fool Kolvax bid us to stay, proclaiming that we would not fall. At first it was glorious, to kill so many writhing, screaming and mewling xenos. They ground theirselves against our defenses as every other foe had. Dying in piles so thick we used their corpses to make ramparts. But they never stopped coming. They came in waves and we pushed them back, again and again and again.

But the gifts became harder and harder to receive. The voice of our gods quieter and quieter, until it was drowned out by the scratching hunger of a race that outnumbered the stars. We fought and killed, we sacrificed their corpses to the Dark Gods, we gloried in their deaths, but whereas every tide before them broke, they only seemed to feed on our efforts. They were beyond mere beasts, they learned and adapted, each wave better suited to our slaughter than the last. But we didn't know our doom until that thing appeared. We rallied around a bloodthirster we had summoned, cutting through them like a scythe through chaff.

But then the ground itself betrayed us, crumbling into the abyss below before the tremorbeast as it rose and devoured a dozen battle brothers and slaughtered our cultists. The Bloodthirster roared it's challenge and bellowed chants to Khorne, but the creature simply reached over and impaled it with one of it's claws before biting it in half. And following it came the Great Devourer in all it's multitudes. Thousands of lesser serpent beasts rose and let forth more of them through, our fortresses began collapsing as they ate away their foundations.

Kolvax, damnable fool, thought to slay the beast himself. Even as it destroyed our Titans and slew our Daemons, he sought to fight it. When he finally found it after it slaughtered four bloodthirsters and reduced two of our titans into scrap and sent a lord of change screaming into the warp, he still sought to charge it. The imbecile only got off a single swing before it ran him through with it's tail and tossed him into it's mouth before ripping the walls of our fortress down like cardboard. Six hundred defilers lost in two hours, hundreds of brothers eaten, billions of slaves, dozens of titans, thousands of daemons, millions of mercenaries all lost to us!

Before I fled on a stormbird, I saw one of them...like the Hive Tyrants but with four swords and a malevolent intelligence to it's eye. Looking at the Tremorbeast lay waste to our defenses approvingly. Later I would learn the loyalist's name for the beast, Swarmlord. And that the creature that shattered our defenses helped the devourer Shatter Megyre, a world Kolvax long dreamed of claiming for himself. Know this cretin, we are warriors of chaos, but we are not invincible, do not underestimate the Xeno, they are a more dogged threat to us than the false Imperium, and now they are at your doorstep.

Over a thousand iron warriors died on that world, their geneseed forever lost to us and the enemy now aware of all our weaknesses. You think yourselves peerless for overwhelming this subsector a scant century ago. You dismiss the Hive Fleet battering down at your walls as simple beasts. You have not learned how to properly scorn the devourer with the gifts of Chaos.. And that is why I came to your wretched subsector, to warn you of the threat these aliens pose. To whip you dogs into shape and form a proper defense against the greatest threat to Chaos...*distant rumbling*...What was that?....

*Room shakes* No...it cannot be....*screeching and roaring* No...The Tyranids could not have advanced so quickly! *sound of masonry collapsing* No! The beast returns! *Firing of reaperautocannon and screaming* I WILL NOT BE TAKEN BY YOU BE-*Sound identified as terminator armor being penetrated, low growling, and teeth chomping*-AAAAAAAGGGGGHHHH" Iron Warriors Chaos Lord Argentik Solemnbane's last known words during the fall of the traitor held subsector Jyrl, lost to the Imperium following the "Descent of the Ravagers" to Hive Fleet Hydra, over four thousand traitor marines belonging to several renegade chapters, the Iron warriors, Word Bearers, and Emperor's children traitor legions, roughly three hundred fifty billion cultists of varying combat ability, and eight hundred million traitor guardsmen and chaos PDF elements estimated to have been slain. Recording found by Grey Knights purgatory squad following the arrival of a crusade fleet dispatched earlier to reclaim or exterminate subsector for the Imperium. The Grey Knights detachment reportedly informed the Inquisition that they were extremely disappointed, a sentiment held by everyone involved in what has become known as "The non-crusade" among other more farcical nicknames.

"What a bloody waste of our time." - Warmaster Rodrick bitterly reported upon finding that the subsector was stripped clean of all life by Tyranids a year before arrival.

The Administratum officials in charge of organizing the crusade who failed to authorize further intelligence into the subsector were promptly sent to Gulags in northern Valhalla as penance.

This message was edited 4 times. Last update was at 2014/04/01 09:30:11


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in au
Alluring Mounted Daemonette





Melbourne

Character from the short story Iron Within from the Age of Darkness Horus Heresy anthology

designed for the Horus Heresy Campaign books. Designed specifically to solo most characters/small squads by himself, as per fliff

Tauro Nicodemus, Tetrarch of Ultramar, Legion Champion

Points: 250

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: master-crafted bolt pistol, master-crafted paragon blade, digital weapons (+1 attack), frag and krak grenades

The Plate of Saramanth: This is a highly ornate suit of artificer armour, replete with gold and silver gilding, inlaid mosaics and gemstones, reflecting Nicodemus' status as the Tetrarch of Saramanth. This provides a 2+ armor save and Feel No Pain. Once per game turn, Nicodemus may re-roll 1 failed armor save.

Crux Aureus: This is the symbol on the left pauldron of Nicodemus' armor. It is the symbol of the 4 Legion Champions, denoting their status as the Honor Guards to the Primarch himself. Whilst Nicodemus is alive, all friendly units from the same detachment within 12 inches of Nicodemus can use Nicodemus' Leadership value for all tests except psychic tests.

Shield of Ultramar: This is a massive, ornate shield, fashioned in the manner of the legionnaires of the ancient Terran Romanii culture. This is a storm shield. Nicodemus counts as being equipped with defensive grenades, and has the Hammer of Wrath special rule.

Special Rules: Independent Character

Ultramarine: The Ultramarines Legion is famed for its tactical flexibility and discipline, and Nicodemus is the embodiment of what an Ultramarine should be. Nicodemus and any Space Marine model from the same detachment gains the Combat Tactics special rule as described in Codex: Space Marines. In addition, they may re-roll all failed Morale checks.

Honor of Ultramar: Nicodemus is one of the 4 Champions of Ultramar. He is a glorius and inspiring sight on the battlefield, and must behave as expected from a marine of his status. Nicodemus automatically passes Look Out Sir checks against shooting. However, he MUST issue and accept any challenges, even if there is another model in the same unit that normally would have to do so. In addition, Nicodemus cannot benefit from Glorious Intervention, unless it is made by his Primarch, and he MUST attempt a Glorius Intervention, unless it is his Primarch in the challenge.

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 
   
Made in us
Terrifying Rhinox Rider





 Hive Fleet Lazarus wrote:


I didn't think the character had that many problems. Admittedly the fluff is crap but it was mostly something written just to give an idea of why the rules were there. I really like the hidden hand rule, I think its could work very well. The reason for no iron halo was I wanted him to rely more on cover and surrounding then his armour to survive.
Thank you for the help and please keep it coming. I still need work on designing characters that actually make some sense


At the moment your rulers do not do anything other than make him very good at passing tests. Think about playing a normal captain and getting extremely lucky when rolling cover saves. Your opponent is just mildly put out that his shooting is ineffective, he is not aware that anything special is going on.

Then, he is good at stealth, but how good? If you were making a Guard scout and of you were making a Mandrake, you'd want there to be some scale of stealth.

Look at the two versions of AR-TMS near your post. The first one is good because it makes something happen in a game that does not normally happen. The long version is not good because using its special equipment adds three minutes to the total game time, but nothing remarkable happened, since it just killed a couple more models than a normal some statistically would.
   
Made in fi
Focused Fire Warrior




Helsinki

CalasTyphon216 wrote:
Character from the short story Iron Within from the Age of Darkness Horus Heresy anthology

designed for the Horus Heresy Campaign books. Designed specifically to solo most characters/small squads by himself, as per fliff

Tauro Nicodemus, Tetrarch of Ultramar, Legion Champion

Points: 250

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: master-crafted bolt pistol, master-crafted paragon blade, digital weapons (+1 attack), frag and krak grenades

The Plate of Saramanth: This is a highly ornate suit of artificer armour, replete with gold and silver gilding, inlaid mosaics and gemstones, reflecting Nicodemus' status as the Tetrarch of Saramanth. This provides a 2+ armor save and Feel No Pain. Once per game turn, Nicodemus may re-roll 1 failed armor save.

Crux Aureus: This is the symbol on the left pauldron of Nicodemus' armor. It is the symbol of the 4 Legion Champions, denoting their status as the Honor Guards to the Primarch himself. Whilst Nicodemus is alive, all friendly units from the same detachment within 12 inches of Nicodemus can use Nicodemus' Leadership value for all tests except psychic tests.

Shield of Ultramar: This is a massive, ornate shield, fashioned in the manner of the legionnaires of the ancient Terran Romanii culture. This is a storm shield. Nicodemus counts as being equipped with defensive grenades, and has the Hammer of Wrath special rule.

Special Rules: Independent Character

Ultramarine: The Ultramarines Legion is famed for its tactical flexibility and discipline, and Nicodemus is the embodiment of what an Ultramarine should be. Nicodemus and any Space Marine model from the same detachment gains the Combat Tactics special rule as described in Codex: Space Marines. In addition, they may re-roll all failed Morale checks.

Honor of Ultramar: Nicodemus is one of the 4 Champions of Ultramar. He is a glorius and inspiring sight on the battlefield, and must behave as expected from a marine of his status. Nicodemus automatically passes Look Out Sir checks against shooting. However, he MUST issue and accept any challenges, even if there is another model in the same unit that normally would have to do so. In addition, Nicodemus cannot benefit from Glorious Intervention, unless it is made by his Primarch, and he MUST attempt a Glorius Intervention, unless it is his Primarch in the challenge.



Have you thought about the fact that without ATSKNF you will die if you fail to break of using Combat Tactics?

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in us
Lesser Daemon of Chaos





 Kain wrote:
The jaws of the deep. (Ruiner of Gryphonne IV, Tremorbeast) (Apocalypse only)

Codex: Tyranids

Points: 1500 pts

Type: Gargantuan creature

WS 7
BS 4
S 8
T 8
W 8
I 5
A 8
Ld 10
Sv 2+ 5++ FNP

Biomorphs: x2 Scything Talons, Armored Carapace, Regeneration, Toxin sacs, Adrenal Glands, Adamantium tusks, Dread Containment spines, Bio-plasma barrage, Warp shield, Scythe tail

Adamantium tusks: A biomorph commonly seen on Carnifexes, this allows the creature to impact on a charge with greater ferocity, allowing it an additional attack upon entering combat.

Dread containment spines: As this creature is to the Trygon as the Trygon is to the ravener, this beast has even greater containment spines with which to unleash upon it's foes, it's body storing up incredible amounts of electricity before discharging them in a cataclysmic storm of charged death. The sheer volume of fire this monstrosity can unleash is staggering, leading some to proclaim it as a living thunder storm. It has the following profile.

Range 24', Str 6, AP4, Assault 18.

Bio-plasma barrage: With an ululating shriek, the terror of the deep may release a burning gust of deadly plasma to accompany it's thunderous lightning, vomiting out green death at short range that can burn through the toughest armor with the following profile

Range 24", Str 7, Ap 2, Assault 6, blast.

Warp shield: A potent node in the psychic web of the Hive Mind, the jaws of the deep possesses some measure of psychic ability that allows it to generate a shield around itself, certainly not as strong as that of the Zoanthrope of telekinetic hive tyrants, but enough to occasionally deter lascannon rounds, as such it has a 5++ invulnerable save.

Scythe tail: Another biomorph commonly associated with carnifexes, the Scythe tail allows the Jaws of the Deep to make 2d3 additional attacks at half strength with no AP value in assault.


Special Rules:
Deep strike, Fearless, Fleet, Shadow in the Warp, Synapse creature, Subterranean assault (as Trygon), Unstoppable frenzy, titan crusher, Tremorbeast, Burrow

The endurer: The last it was seen, the beast managed to claw and tear it's way through a Titan legion before finally being brought to heel, it shrugged off grievous wounds, pushing forward to slaughter it's foes with a hateful frenzy and slamming into them like an angry god. As such it is treated as having Feel no pain and Rage.

Titan Crusher: Infamous for single handedly tearing apart a Titan legion, this creature's body seems well adapted to the task of ripping open the hulls of superheavy vehicles, it's strong talons capable of cutting through adamantium and piercing into vital systems and seems equally effective against similarly large monsters. Treat it as being AP1 in melee and having Armorbane and monster hunter in assault.

Tremorbeast: Much like the lesser mawlocs, this colossal beast's emergence from the earth below is immensely destructive. If it deep strikes into a space occupied by other models, do not roll on the deep strike mishap table, but instead do the following.

Place a 10' blast template directly over where the Jaws of the Deep is emerging from. Every unit caught by the marker suffers a number of S9 AP1 Armorbane hits equal to the number of models either fully or partially covered by the template. Vehicles are always struck on their rear armor. If any unit still has surviving models from the furious assault, move that unit the minimum distance away to clear all models from beneath the blast template while still maintaining unit coherency and avoiding impassable terrain. Units that were locked in combat before the Jaws emergence must remain in base contact if possible, but otherwise the model cannot be moved within 1' of an enemy model. Vehicles, including immobile vehicles, retain their original facing if moved. Any models that cannot be moved out of the way are destroyed. After all casualties are determined replace the 10' blast template with the Jaws of the Deep.

Additionally, mark the position under the Jaws of the Deep's base. Any Tyranid unit (excluding those with wings or Gargantuan creatures) may attempt to utilize this tunnel network and emerge from it instead of arriving as normal. If they chose to do so, place the entire unit so that all units are within 6' of the marker and are in unit coherency. If any models cannot be placed because of enemy models within 1' or impassable terrain the excess are removed as casualties. The unit may assault on the same turn as it arrives as well as move and shoot due to the sheer size of the tunnel created. No more than two units may emerge from each tunnel entrance per turn. If a second unit emerges from the same entrance during the turn, then neither may assault on that turn.

Unlike most units, the Jaws may assault on the same turn it emerges from reserves.

Burrow: The Jaws of the deep can at any time if it is not locked in close combat, elect to re-burrow into the earth. If it chooses to do so, remove it from the table and place it back in reserves. It automatically emerges via deep strike on your next movement phase. Note that the Jaws may not deep strike and burrow on the same turn.

Fluff: First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Gryphonne IV. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Gryphonne IV after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult.

The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind.

Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall.

But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.

Battle of forgefane:

On forgefane it lead the push past the Iron Warrior's defenses, earning it the moniker of "tremorbeast" from the fearful Iron Warriors as it terrorized them. The Chaos Space marines and their legions of traitor guardsmen, dark mechanicus, daemons, and cultists soon grew to fear the creature more than their own gods as it would emerge without warning, lay waste to all in it's sight, then disappear just as suddenly.

"We thought we were safe.We had our mighty engines, and obliterators, our legions of guardsmen and cultists, our great daemons and sorcery, our dark fleet in orbit, our own mighty armor and weapons. We had held this world for ten thousand years against xenos and the slaves of the corpse emperor. When our world shook and churned, we dismissed it as abnormal geological activity, nothing for the warriors of Chaos to fear. But then our sorcerers started to scream...not of the scratching of daemons or the gnawing of our gods, but of the voices of a billion billion hungry mouths, clawing and biting and casting a dark shadow. We thought the gods were testing us, until our scanners and sorcery revealed them, a Tyranid fleet a thousand hive ships strong with more Krakens than we could fathom.

We dismissed them, what threat could mere hungry beasts pose to the scions of Perturabo? We were veterans of ten thousand years of defense. We engaged in a defense throughout the system, striking at their fleet as our dogma dictated, pulling back as they came in their multitudes. But On the third hit and run assault, what we mistook for clouds of gas passing through the system revealed themselves to be spores hiding the other half of their fleet. Most of our ships were caught in the vise, and they descended upon them like savage animals. Ships that had seen thousands of years of battle, mighty chaos leviathans, and xeno mercenaries all wiped out in a few hours. The sorcerers said they all died screaming.

The rest of our fleet hung above us, our defense lasers and batteries filled the void with death. But they smashed through without pause or heed. Some of us requested to flee, but that fool. That warp damned fool Kolvax bid us to stay, proclaiming that we would not fall. At first it was glorious, to kill so many writhing, screaming and mewling xenos. They ground theirselves against our defenses as every other foe had. Dying in piles so thick we used their corpses to make ramparts. But they never stopped coming. They came in waves and we pushed them back, again and again and again.

But the gifts became harder and harder to receive. The voice of our gods quieter and quieter, until it was drowned out by the scratching hunger of a race that outnumbered the stars. We fought and killed, we sacrificed their corpses to the Dark Gods, we gloried in their deaths, but whereas every tide before them broke, they only seemed to feed on our efforts. They were beyond mere beasts, they learned and adapted, each wave better suited to our slaughter than the last. But we didn't know our doom until that thing appeared. We rallied around a bloodthirster we had summoned, cutting through them like a scythe through chaff.

But then the ground itself betrayed us, crumbling into the abyss below before the tremorbeast as it rose and devoured a dozen battle brothers and slaughtered our cultists. The Bloodthirster roared it's challenge and bellowed chants to Khorne, but the creature simply reached over and impaled it with one of it's claws before biting it in half. And following it came the Great Devourer in all it's multitudes. Thousands of lesser serpent beasts rose and let forth more of them through, our fortresses began collapsing as they ate away their foundations.

Kolvax, damnable fool, thought to slay the beast himself. Even as it destroyed our Titans and slew our Daemons, he sought to fight it. When he finally found it after it slaughtered four bloodthirsters and reduced two of our titans into scrap and sent a lord of change screaming into the warp, he still sought to charge it. The imbecile only got off a single swing before it ran him through with it's tail and tossed him into it's mouth before ripping the walls of our fortress down like cardboard. Six hundred defilers lost in two hours, hundreds of brothers eaten, billions of slaves, dozens of titans, thousands of daemons, millions of mercenaries all lost to us!

Before I fled on a stormbird, I saw one of them...like the Hive Tyrants but with four swords and a malevolent intelligence to it's eye. Looking at the Tremorbeast lay waste to our defenses approvingly. Later I would learn the loyalist's name for the beast, Swarmlord. And that the creature that shattered our defenses helped the devourer Shatter Gryphonne IV, a world Kolvax long dreamed of claiming for himself. Know this cretin, we are warriors of chaos, but we are not invincible, do not underestimate the Xeno, they are a more dogged threat to us than the false Imperium, and now they are at your doorstep.

Over a thousand iron warriors died on that world, their geneseed forever lost to us and the enemy now aware of all our weaknesses. You think yourselves peerless for overwhelming this subsector a scant century ago. You dismiss the Hive Fleet battering down at your walls as simple beasts. You have not learned how to properly scorn the devourer with the gifts of Chaos.. And that is why I came to your wretched subsector, to warn you of the threat these aliens pose. To whip you dogs into shape and form a proper defense against the greatest threat to Chaos...*distant rumbling*...What was that?....

*Room shakes* No...it cannot be....*screeching and roaring* No...The Tyranids could not have advanced so quickly! *sound of masonry collapsing* No! The beast returns! *Firing of reaperautocannon and screaming* I WILL NOT BE TAKEN BY YOU BE-*Sound identified as terminator armor being penetrated, low growling, and teeth chomping*-AAAAAAAGGGGGHHHH" Iron Warriors Chaos Lord Argentik Solemnbane's last known words during the fall of the traitor held subsector Jyrl, lost to the Imperium following the "Descent of the Ravagers" to Hive Fleet Hydra, over four thousand traitor marines belonging to several renegade chapters, the Iron warriors, Word Bearers, and Emperor's children traitor legions, roughly three hundred fifty billion cultists, and eight hundred million traitor guardsmen and chaos PDF elements estimated to have been slain. Recording found by Grey Knights purgatory squad following the arrival of a crusade fleet dispatched earlier to reclaim or exterminate subsector for the Imperium. The Grey Knights detachment reportedly informed the Inquisition that they were extremely disappointed, a sentiment held by everyone involved in what has become known as "The non-crusade" among other more farcical nicknames.

"What a bloody waste of our time." - Warmaster Rodrick bitterly reported upon finding that the subsector was stripped clean of all life by Tyranids a year before arrival.

The Administratum officials in charge of organizing the crusade who failed to authorize further intelligence into the subsector were promptly sent to Gulags in northern Valhalla as penance.



I think the idea is neat, can't comment on the rules as I am not too familiar with Apocalypse, but the fluff is little ridiculous, I mean 2 titans, eating 5 Bloodthirsters, and killing a Lord of Change, all in one battle........

What do you think your Matt Ward or something?

"I prayed to that corpse for a millenia with no response, what makes you think he'll answer you?"
2000 Loki Snaketongue and the Serpents of Malice  
   
Made in za
Fixture of Dakka




Temple Prime

2x210 wrote:


I think the idea is neat, can't comment on the rules as I am not too familiar with Apocalypse, but the fluff is little ridiculous, I mean 2 titans, eating 5 Bloodthirsters, and killing a Lord of Change, all in one battle........

What do you think your Matt Ward or something?
A giant reaver sized Trygon did in fact solo an entire Titan legion.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Lesser Daemon of Chaos





Wasn't aware, I guess that makes it better... but 5 Greater Demons Idk still seems kinda iffy, I guess we can just assume they were the pansy version of Greater Demons, rather than the badass planet shredding ones that sometimes pop up.

On that note I am going to make a IG IC named Burt, who hunts this thing from the back of a modified leman russ (If anyone gets that reference, awesome)

This message was edited 1 time. Last update was at 2013/05/06 14:30:30


"I prayed to that corpse for a millenia with no response, what makes you think he'll answer you?"
2000 Loki Snaketongue and the Serpents of Malice  
   
Made in za
Fixture of Dakka




Temple Prime

2x210 wrote:
Wasn't aware, I guess that makes it better... but 5 Greater Demons Idk still seems kinda iffy, I guess we can just assume they were the pansy version of Greater Demons, rather than the badass planet shredding ones that sometimes pop up.

On that note I am going to make a IG IC named Burt, who hunts this thing from the back of a modified leman russ (If anyone gets that reference, awesome)

Most greater daemons aren't anywhere near the level of sector devourers like Ulkair or An'ggrath. They're generally more in line with Tyranid monstrous creatures.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ghastly Grave Guard



Uk

Not to rain on your parade or anything but ir the iron warriors lost 1000 of their number in one battle it is unlikely they would ever have the strength to fight again and would very likely be wiped out by other traitor legions... Also killing 5 bloodthirstrs is probably ok but killing them as it does with one hit seem a bit much IMO.
   
Made in za
Fixture of Dakka




Temple Prime

BaconUprising wrote:
Not to rain on your parade or anything but ir the iron warriors lost 1000 of their number in one battle it is unlikely they would ever have the strength to fight again and would very likely be wiped out by other traitor legions... Also killing 5 bloodthirstrs is probably ok but killing them as it does with one hit seem a bit much IMO.
The IWS are a legion with nearly a hundred thousand men, and the fall of forgefane is canonical, as are the deaths of an entire grand company. And generally speaking most greater daemons go splat against titans and titan equivalents.

This message was edited 1 time. Last update was at 2013/05/06 16:24:53


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ghastly Grave Guard



Uk

There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
   
Made in za
Fixture of Dakka




Temple Prime

BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
Warsmith Honsou alone threw 17000 csms against ultramar and suffered near total losses.

This message was edited 1 time. Last update was at 2013/05/06 16:50:36


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Fireknife Shas'el





United States

BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
There are probably near a million CSM in the galaxy/Warp, both from the heresy and newly recruited. More than one Chapter has gone rogue, and the original heretic legions are massive legions. The Ultramarines alone probably numbered in the hundreds of thousands.
   
Made in gb
Ghastly Grave Guard



Uk

 Kain wrote:
BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
Warsmith Honsou alone threw 17000 csms against ultramar and suffered near total losses.

Barely any of these were iron warriors.


Automatically Appended Next Post:
 McNinja wrote:
BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
There are probably near a million CSM in the galaxy/Warp, both from the heresy and newly recruited. More than one Chapter has gone rogue, and the original heretic legions are massive legions. The Ultramarines alone probably numbered in the hundreds of thousands.

There's probably nothing like that amount. Probably less thn half of the amount you have just stated

This message was edited 1 time. Last update was at 2013/05/06 20:37:48


 
   
Made in za
Fixture of Dakka




Temple Prime

Chapter Master Gorbachev of the Ice Dragons

Cost 260
ws bs s t w a i ld sv
5 5 4 4 4 3 5 10 2+ 4++ 5+ FNP
wargear
Artificer Armour
Plasma pistol
Frag and Krak Grenades
Iron Halo
Chain fist
Auspex Targeter
Augmetics (Grants 5+ FNP)
Auspex Targeter: The Targeter may only be used if the "In for the ride" rule is in use, in this case, the Targeter improves the ballistic skill of one weapon to Six.


Special Rules
Chapter master
Independent character
And They Shall Know No Fear
Eternal warrior
Armoured assault
Tank master
In for the ride

Chapter master: See codex space marines. (May only be taken in Codex Space marines armies with Iron hands chapter tactics or in Siege Assault Vanguard lists with Iron hands chapter tactics)

Armoured assault: Following in the steps of the Auroras, the Ice Dragons have considerably more armored vehicles and Dreadnought shells than standard acquired following the discovery of a cache of unused shells from a horus heresy era supply depot; in their chapter than is standard for codex compliant chapters to engage in their famed and extremely devastating armored pushes. Predator tanks, Vindicators, Whirlwinds, and Dreadnoughts may be taken in squads of up to three.

Tank master: An master of armoured warfare, having studied both Space Marine and Imperial guard tank tactics extensively seeking to find a way to show that the vehicle arm of a space marine chapter can be just as deadly as the more famous infantry, Gorbachev has refined his chapter's already proud history of tank tactics to a razor sharp degree. Gorbachev may either outflank or bring in one unit of vehicles with the scouts rule.

In for the ride: Gorbachev may be used as the commander for any one predator, vindicator, whirlwind, land raider, Fellblade, Sicarian Battle Tank, or Spartan assault tank, giving it his BS, the tank and monster hunters USR, and an immunity to crew shaken results on armour penetration results.

Fluff: An Iron Hands descended chapter, the Ice Dragons express their love of the mechanical in a fondness for vehicles of all shapes and sizes, from aircraft to tanks to APCs, to them a Rhino or Predator tank is as much an honored part of the chapter as the marine himself and extensive (some would say excessive) care is taken for them, gaining them the mildly derisive nickname of the "Marines Immaculate" for their painstaking efforts in keeping their vehicles as well maintained as possible. Recruiting from a bitterly cold semi-civilized world known as Rodina which despite it's modern amenities, cities, and considerable industrial output, still has massive stretches of largely untamed wilderness where small communities eke out a living in a landscape filled with dangerous predators including the dreaded Saber-Tyrant or Jiralhanix.

Primarily recruiting from these hinterlands where survival depends on one's ability to keep the insidious threat of flesh freezing cold in the winter, miserable mud and rain that one can drown in during the spring and autumn, and baking summer heat along with highly unfriendly wild life, an ambull infestation that has to date proven impossible to remove, left over Tyranid bioforms from a failed attack by a splinter fleet of hive fleet Hydra over a century ago (this is by M42 mind you) who have grown to become a part of the ecosystem, and periodic assaults by the mysterious xenos known as the Slaugth who more often than not leave many of their hideous bioweapons on the planet, as if to test their monstrosities, the Ice Dragons have a good stock of hardy boys to forge into proud warriors.

Strangely, the Ice Dragons take a similar attitude towards their people as chapters such as the Salamanders and Ultramarines after their first chapter master met and befriended the force commanders of a Salamander and Ultramarine detatchment during a crusade against the Rak'Gol, and encourage their brothers to spend their somewhat greater (an entire hour!) amounts of free time with the civilian population to remind them of what they are fighting for. As the Ice Dragons are frequently called back to their home world whenever signs of the local Tyranid populace (which the Munitorium has "discouraged" them from purging as they are thought to be a useful aid for the training of the PDF) boiling over become apparent or to throw back Slaugth incursions, and more worryingly, Necrons and Eldar of many varieties, leading the Ordo xenos to believe that Rodina is riddled with webway gates.

During a particularly fearsome clash between Imperial forces, a Slaugth raiding group, a Tyranid "boil", and Dark Eldar slavers who emerged to try and claim the world's population, a great many were left displaced, orphaned and very much dead during the chaos. Working in tandem with the PDF and several imperial guard divisions and the local order of the sisters of battle deployed to keep the planet in Imperial hands, the Ice Dragons manage to force the xenos back, in a bloody battle that razed many towns and cost the lives of over three hundred million during the so called "Campaign of sorrow" for the loss of three entire companies and the gutting of many other Ice Dragon units in the midst of the slaughter at Rodina. But some survived, some through hiding, others through cleverness and bravery.

Gorbachev was one of these boys, selected for managing to survive deep behind enemy lines and having impressed brother captain Putin by showing valor against the vile Slaugth. Brought in, he proved himself to be a skillfull tank commander and warrior who eventually found himself as one of the land raider commanders of the Chapter, bringing ruin to enemy infantry and vehicle elements with his sacred armored death box. While not a techmarine, he was on good terms with those of his brothers who were close to the Omnissiah and could count on them to help him sanctify his vehicle in preparation for every battle against the foes of the Imperium. And following previous chapter master Suvorov's messy demise at the hands of the Slaugth lord known as Kay-uss, was elected as his replacement.

Having lost much of his body to an indirect hit from a Slaugth rot cannon, the chapter master is now heavily cybernetic, though he says this helps him get more in touch with the machine spirits of his chapter's vehicles. Recently, the chapter master has been engaged in actions against the advance of Hive Fleet Hydra, easily the largest of the new hive fleets which has only grown even more bloated following it's happy consumption of an entire Chaos held subsector. To many guardsmen, the sight of a mass of Icy blue and glacier indigo tanks bearing a Maroon dragon is a symbol of hope in the face of the tide of the never ending swarms of the Tyranids.

The Chapter Master is a firm proponent of mechanized combined arms warfare, emphasizing the usage of vehicles of all sorts to more effectively wage war in close co-operation with Tempestus, other Astartes, Arbites, Guard, Inquisitorial, Mechanicum, PDF, and Ecclesiarchal military assets. He always ensures that local commanders of other Imperial assets are kept in the loop of his operations so long as their purity can be made certain and is fond of "Parliamentary" planning sessions, where all commanders give voice to their opinions and concerns regarding the plan of attack. This does slow down the planning stage of an operation, but he believes it provides superior results and minimizes needless casualties.

Sometimes mocked as soft by more hardline Chapters due to the lengths he goes to avoid collateral damage and friendly fire in his planning and his continuation of the Ice Dragon tradition of supporting the people in both war and peace and genuinely humble attitude towards non-astartes, Gorbachev is seen as an idealist by most. Perhaps it's because he's one of the newest chapter masters in his region, having less seniority than most every chapter master who bases themselves in the inciphis regions. Perhaps it's because he was instilled so strongly with the altruistic ideals of his chapter. Whatever the reason, he's a well loved figure on his home-world and is a key figure in the Frateris Infinitus; a network of Space Marine chapters who operate heavily in the Inciphis region who co-operate and co-ordinate with one another to better defend and conquer the region.

Ice Dragon Motto: The heroes ride over the field

This message was edited 5 times. Last update was at 2014/04/01 10:08:55


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Ork Boy Hangin' off a Trukk





USA

Roknob “Da Krusha” 200
WS BS S T W I A Ld Sv
5 2 5 5 4 1 3 9 3+/5++/6+
Unit Composition
1 (Unique)

Unit Type
Infantry

War Gear:
Slugga
Da Krusha
Stone Skin
Stompin' Boots

Special Rules:
Independent Character
Fearless
Hatred Imperial Guard
Furious Charge
WAAAGH!
Red Runner
Kill Da Kommissar

Options:
Attack Squig…….15


Da Krusha
A giant rock fist that is swung about like a sledge hammer. Has the same profile as a Power Klaw, plus the Instant Death special rule.

Stone Skin
Skin made of an organic stone confers a 3+ armor save, 5+ invulnerable save, and a 6+ Feel No Pain.

Stompin’ Boots
Giant boots made of stone, fused to Roknob’s feet, give him the Hammer of Wrath special rule.


Red Runner
If a unit, friend or foe, within 12” of Roknob turns and runs, Roknob loses control and must chase after them. Durring your next movement phase, detach Roknob from any unit that he may be attached to and roll 2d6. Move that distance toward the fleeing unit, ignoring terrain (except impassible). Roknob cannot shoot this round, but must declare a charge against the unit. Resolve the charge and assault as normal.

Kill Da Kommissar
If Roknob and Commissar Yarick are deployed on the same field, even as allies, Roknob must get into melee with Yarick as quickly as possible. Whether this means embarking in a vehicle or running, he will chase the Commissar until melee is established. One a charge is declared, Roknob must issue a challenge.

Lore (sorry it's so long. I had fun )
As a young nob in the warband, when Zobgutz witnessed the slaughter of his warboss at the hands of Commissar Yarick, he and what was left of his squad lost heart and fled. They took off in a small, rickety space craft and made planet fall on a nearby moon. The trip was bumpy and quiet, aside from the roaring engines that were a staple in any ork craft. Given the time to reflect on his actions, Zobgutz began to regret his decision to run. He was sure that he could have taken the Commissar in the weakened state the man was in after a battle like that. His mind would not let him rest, even after they touched down on the large, gray moon. His boyz piled out of the craft, looking for something to either fight, eat, or both. Zobgutz stayed behind a moment, contemplating, which is naturally something orks do slowly. Grief was building up inside him, boiling into rage. Hatred for the Commissar only fueled the fire. Zobgutz lost control and burst from the spacecraft like a trukk and slaughtered the unsuspecting boyz with his krumpin’ fist and big choppa as a sacrifice to Mork and Gork. Still in a fit, he stomped off alone to find something else to fight.

Zobgutz traveled for days. The only moving thing he saw was his own shadow when the bright star was overhead. He tried several times to kill it, thinking it was another traveler on this barren wasteland. He slowly came to the realization that there was nothing else, no one else here. He could not pilot the junk space boat alone, and having killed his krew, he was now the only living thing on this space rock.

He was tired and growing weary, but his fury drove him on. In a desperate attempt to quell the storm, he grabbed a few rocks and stacked them together in the shape of an 'umie. He drew one big eye with his big choppa and placed the "head" on top. He then promptly destroyed it with one swing. He did this three more times before he lost control again and grabbed the head, now almost believing that it was the Commissar's real head, and ate it. The stone was surprisingly wasy to chew, considering the scratches and dents it made in his big choppa. He swallowed hard, feeling the grit crunch its way down. He felt better, for some of his weariness stemmed from hunger. He ate a few more of the strange rocks, and then set off to find more Commissars to mash and eat.

Zobgutz' days continued like this, turning into weeks, then months, then years. He forgot many things, his name included. Nobody here but he and his foes, and they were dead soon after meeting him. He started building statues and leaving them to find later. He would tromp around, looking for Ol’ One Eye, and charging in and killing him when he found one. Then he would distractedly put the stones back together, eating a few, and move on to find another one, all the while clenching his left fist in a constant, insatiable rage. He felt heavy, assuming he was getting bigger because of all the ‘umies he was killing. There was also a shadow of recognition beyond the hate that each time he found a new statue, it hurt less and less to mash it to bits with his krumpin’ fist. His big choppa long since shattered, his ever clenched fist was all he used anymore.

In truth, the big ork was indeed getting bigger, but that wasn’t all of it. His thunderous foot falls were augmented by his enormous gain in weight as tiny microbes in the rocks he’d been eating manipulated his molecular structure. The bacterium liked their new, fleshy environment, and so assisted it by making it tougher, like the rocks. His krumpin’ fist had fused to itself, creating more of a wrecking ball than a hand. It was completely incapable of any dexterity, but that didn’t matter to the ork. His skin had darkened as well, changing from the bright vivacious green it once was to a darker, gray/green color. He was becoming a living stone.

The ork’s characteristic steel clad boots were all but destroyed, so between hunts one day he decided to create some new stompers. He fashioned some crude boots out of the stones, using his own spit to glue them together. When he put them on, they seemed to fuse onto his feet, becoming part of him. He tried to shake them loose, but they were stuck like a squig hound on a fresh carcass. He bent down to take them off, and they slid past his gnarly toes with ease. Heh. Now nobody’s gunna take my boots, he thought to himself, replacing his feet within their new carriages. Proud of his creation, he stomped off, each step making the stones around him jump with the impact.

On a day like any other, the dark gray/green skinned creature was hunting by Big Rock Pass, so aptly named for the big rock he passed. His only thought was of finding the One Eye statue he left here and blasting it to bits with his impervious fist. The ground was rumbling under his steps, but when he stopped, the rumbling didn’t. He focused as hard as he could, straining to push aside the bloodlust, and he heard a noise. There had been no sound here but his own for so long, he was sure that he’d finally gone mad. But as he considered this, the sound grew louder. Much louder. Only one thing in the universe could ever need to be that noisy. He turned his gaze to the dark sky and couldn’t believe his luck. An ork space junker was cruising towards him at break neck speed. The craft’s krew hadn’t seemed to notice him yet, so the ashy ork grabbed a big rock with his good hand and hurled it at the incoming ship. His aim was true and the rock rang off the hull with a dull klang. At this point the craft was nearly directly above him, and a dozen or so bright, curious green faces appeared over the gunwale. A cacophony of hoots and hollers arose from the deck, followed by the sound of the engines powering down. The huge craft came crashing to a stop several hundred meters away from the big ork on the ground. He watched, curious as to what would come next. What happened did not disappoint.

In the distance, there was a loud CREAK tailed by a tremendous BANG! The ship had a cargo door, no doubt looted from some ‘umie craft, which had just slammed onto the ground, inevitably releasing a tide of around 30 battle hungry green boyz. He could hear their shouts and cries as they rushed in, weapons reared. Their sluggas were firing wildly in no direction at all, and the big ork smiled wildly at the scene. Dey came lookin’ fer a scrap, same as me. ‘Cept they found me dis time. I’ma give dem a scrap, aright. Raising his dexterous fist in the air, he charged headlong at the onslaught of boyz, screaming “WWAAAAAAGGHH!!!!” for the first time nearly since he could remember.

The first two boys were dead before they knew it. The dark ashy ork, monstrous by comparison, leapt at the hoard, sticking his stompers out and flattening one under each heavy tread. Unfazed, the little orks began slamming him with attacks from their choppas and sluggas, doing no real damage. The slugga rounds seemed to glance off of his skin, the choppas leaving nothing more than mere scratches to prove that they had ever been there at all. The giant’s weight had made him slow, but he was tough. He spun counterclockwise with his mauling fist, crushing several skulls in the process. Blows were coming at him from all directions, but he just kept swinging his fist and stomping on the boyz he’d knocked over without killing outright. Within mere minutes, the fight was all but over, with only three boyz left standing. They were staring at the huge creature, reconsidering their decision. In a split second, the three of them turned and ran.

Seeing this brought that old suppressed grief back to the surface in full force. The blood soaked victor fell to one knee with the might of the release of the repressed memories. He could no longer feel his limbs, and his vision was turning red, narrowing to a thin field. Without thought, lost in rage and grief and guilt, he took off after the running boyz at a full gait. He caught them with ease, stomping the life out of the one in back with both feet. He grabbed the second one with his good hand and pitched him at the other, knocking them both to the ground. The stone fist came next, splattering one head like a snotling in a kannon and crushing the other’s torso. Still raging, he began to stomp anything that he could get his feet on, mashing the once fleeing orks into the barren moon until they were naught but sauce.

His vision clearing, he stopped stomping. There was something else coming now, and he wanted to be ready.

Making his way toward the massive raging ork was another, bigger ork. This one had to be a boss, because he was even bigger than the one that had been here for so long. The boss’ power klaw made two neat crevasses in the dirt as he drug it at his side.

Staying well out of reach of the stone fist, the boss exclaimed “You know how to krump good. Who are you?”

“I’m… Uh… Dat… Um…” He’d not needed a name in so long; he had no idea who he was. The dark ork considered his situation for a moment. “Roknob. I’m Roknob, and dis is my Krusha.” He raised his left fist to display his newly named weapon, still dripping smatterings of skull and other gubbins.
The boss, unimpressed, simply replied “We gonna fight now.” Without further warning, the huge boss charged in, power klaw swinging. He connected with Roknob in the side, nearly knocking him over. Roknob’s stompin’ boots held their ground, however, and he took a counter swing. The boss, still filled with momentum from his charge, dipped out of the way of Da Krusha. Spinning after the dodge, the boss sent his klaw into Roknob’s right arm, claiming a deep gash.

Roknob, seeming to not notice the wound, swung around again, narrowly missing the boss. What!? thought the giant ork. Dat shoulda taken ‘is arm off. What is dis guy?

Deep consideration is not a forte of the orks, and a distraction like that from battle can be a fatal one. This situation was no different. Roknob swung his right hand to the ground, dripping blood onto the dirt below, and brought his krusha high above his head in a huge arc. Da Krusha came crashing down on the boss’ horned head, mincing it in an instant with a sickening “splosh!” The gore sprayed in all directions, like a battle wagon had been dropped on a really big squig. Roknob didn’t mind that he’d been sprayed with the stuff; he reveled in it. The lifeless body of the boss crumbled to its knees, from which it was knocked over by a giant stone boot. Roknob stood straight, surveying the scene. Without a word, he crossed the battlefield, making his way toward the ship. He knew what he must do now. This is why Mork and Gork had kept him alive. He had a ship. He had a krew. He had Da Krusha. He was going to find Ol’ One Eye Yarick. He was going to kill him.


This message was edited 4 times. Last update was at 2013/05/11 00:19:00


We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in us
Screaming Shining Spear





Central Pennsylvania

The Craftworld of Yme'Loc is not as well known as the other primary Craftworlds that the Imperium faces on a more regular basis. This Craftworld is noted for its participation in some of the largest, and most apocalyptic(see what I did there?) battles in recent history involving this enigmated race. Their armies are formed with a large number of grav-tanks and elegant titans.

Bonesinger Faenyin is one of the Seers that sits on the Council of Yme'Loc, guiding the actions of his people of and ensuring their continued survival. As is expected from a Craftworld so well known for their ability to construct vehicles and even titans in numbers unheard of from other Craftworlds, Faenyin's battlefield abilities have been honed to help him work with the constructs made from the Eldar material known as wraithbone.

Many battles have been won due to Faenyin being at the right place at the right time to repair a downed vehicle so it may fight on and deliver a decisive blow to the enemy.
Most notably, during a long campaign on a world fought over by armies represented by at least 5 groups(Orks, Eldar, Imperium, Necrons and Chaos)...Faenyin repaired a Revenant Titan which swayed the battle in the favor of the Eldar. The Revenant had been hit by a lucky shot from a Warhound Titan and left for dead as it sat immobilized on the ground behind an industrial complex, its holofields preventing it from detection. Faenyin rebuilt the war construct's legs enough that it could right itself, and came in behind the Titan maniple, destroying both Warhounds before the realized the Revenant was even there.

Bonesinger Faenyin
"Bonesinger of Yme'Loc"
HQ Choice - 125pts

WS - 4
BS - 4
S - 3
T - 3
W - 3
I - 5
A - 1
Ld - 10
Sv - 3++

In addition to the abilities available to the Farseer normally, add:

Mend: Cast on a friendly Eldar unit within 18"
If a vehicle or Wraith-construct is targetted, may repair one hull point or remove one wound taken(can never bring a creature above it's normal starting wounds). Cannot be cast on flyers unless they are in Hover Mode.
If it is an infantry unit, they may re-roll any failed armor saves.

If the Farseer has a Core Rulebook power, 'Mend' counts as a Blessing costing 1 Warp Charge. If the Farseer has Eldar Powers, it counts toward the number that can be cast per turn like any other Eldar power.

Wraithspear - This is an item that was created with the idea of the creation and destruction of vehicles.
Allows Faenyin to cast one additional power per turn(+1 Warp Charge if casting from Core rulebook), but the power MUST be 'Mend'. This can allow Faenyin to cast 'Mend' twice per turn, but it must be on different units.
May be thrown as a Singing Spear with the following rules:
Range 18" - SX AP2. This wounds creatures on a roll of 3+ instead of the normal 2+ for Singing Spears, due to its psychic charge being saved for vehicles. Against a vehicle is is STR 9 with the 'Lance' special rule.
In close combat, this weapon counts as AP2.

Runes of Lesser Warding: These produce the same effect as Runes of Warding, but only affect a psycher if he is within 24" of Faenyin

Wargear: Wraithspear, Enhanced Rune Armor, Spirit Stones, and Runes of Lesser Warding.

EDIT: Cleaning up some things that I realized would cause rules problems, and spaced paragraphs a bit better.

This message was edited 2 times. Last update was at 2013/05/10 18:31:57


Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in za
Fixture of Dakka




Temple Prime

Sweet blue monkey emperor use PARAGRAPHS!

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ghastly Grave Guard



Uk

 Farseer Faenyin wrote:
The Craftworld of Yme'Loc is not as well known as the other primary Craftworlds that the Imperium faces on a more regular basis. This Craftworld is noted for its participation in some of the largest, and most apocalyptic(see what I did there?) battles in recent history involving this enigmated race. Their armies are formed with a large number of grav-tanks and elegant titans.

Bonesinger Faenyin is one of the Seers that sits on the Council of Yme'Loc, guiding the actions of his people of and ensuring their continued survival. As is expected from a Craftworld so well known for their ability to construct vehicles and even titans in numbers unheard of from other Craftworlds, Faenyin's battlefield abilities have been honed to help him work with the constructs made from the Eldar material known as wraithbone.

Many battles have been won due to Faenyin being at the right place at the right time to repair a downed vehicle so it may fight on and deliver a decisive blow to the enemy.
Most notably, during a long campaign on a world fought over by armies represented by at least 5 groups(Orks, Eldar, Imperium, Necrons and Chaos)...Faenyin repaired a Revenant Titan which swayed the battle in the favor of the Eldar. The Revenant had been hit by a lucky shot from a Warhound Titan and left for dead as it sat immobilized on the ground behind an industrial complex, its holofields preventing it from detection. Faenyin rebuilt the war construct's legs enough that it could right itself, and came in behind the Titan maniple, destroying both Warhounds before the realized the Revenant was even there.

Bonesinger Faenyin
"Bonesinger of Yme'Loc"
HQ Choice - 125pts

WS - 4
BS - 4
S - 3
T - 3
W - 3
I - 5
A - 1
Ld - 10
Sv - 3++

In addition to the abilities available to the Farseer normally, add:

Mend: Cast on a friendly Eldar unit within 18"
If a vehicle or Wraith-construct is targetted, may repair one hull point or remove one wound taken(can never bring a creature above it's normal starting wounds). Cannot be cast on flyers unless they are in Hover Mode.
If it is an infantry unit, they may re-roll any failed armor saves.

If the Farseer has a Core Rulebook power, 'Mend' counts as a Blessing costing 1 Warp Charge. If the Farseer has Eldar Powers, it counts toward the number that can be cast per turn like any other Eldar power.

Wraithspear - This is an item that was created with the idea of the creation and destruction of vehicles.
Allows Faenyin to cast one additional power per turn(+1 Warp Charge if casting from Core rulebook), but the power MUST be 'Mend'. This can allow Faenyin to cast 'Mend' twice per turn, but it must be on different units.
May be thrown as a Singing Spear with the following rules:
Range 18" - SX AP2. This wounds creatures on a roll of 3+ instead of the normal 2+ for Singing Spears, due to its psychic charge being saved for vehicles. Against a vehicle is is STR 9 with the 'Lance' special rule.
In close combat, this weapon counts as AP2.

Runes of Lesser Warding: These produce the same effect as Runes of Warding, but only affect a psycher if he is within 24" of Faenyin

Wargear: Wraithspear, Enhanced Rune Armor, Spirit Stones, and Runes of Lesser Warding.

EDIT: Cleaning up some things that I realized would cause rules problems, and spaced paragraphs a bit better.

Wow great character, don't like the ap-2 spear though... This sounds a bit like the thing I am working on about a mechanised Eldar leader. Mine draws inspiration from that battle between knight commander Pask and the eldar guy. How about yours?
   
Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

A Sgt. Telion, but for actual Space Marines, he's essentially a Sargeant who declined the offer to become a Company Captain after the previous one died, he gives the squad of Space Marines he's in the Bolter Drill special rule, and is basically slightly better/worse (better in some ways, worse in others, like he only has 1 wound, but also wears artificier armour to improve his durability) than a basic captain, but is permanently attached to the squad to balance it out. He can also be upgraded in some ways, like you can give him power weapons, or combi-weapons, but he can't take both at the same time

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in us
Ork Boy Hangin' off a Trukk





USA

 Kain wrote:
Sweet blue monkey emperor use PARAGRAPHS!


I DID! I just didn't double space between them. It's less of a forum post and more of a short story.

We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in za
Fixture of Dakka




Temple Prime

 Spydermonkey1351 wrote:
 Kain wrote:
Sweet blue monkey emperor use PARAGRAPHS!


I DID! I just didn't double space between them. It's less of a forum post and more of a short story.

Space it dangit!

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Ork Boy Hangin' off a Trukk





USA

 Kain wrote:
 Spydermonkey1351 wrote:
 Kain wrote:
Sweet blue monkey emperor use PARAGRAPHS!


I DID! I just didn't double space between them. It's less of a forum post and more of a short story.

Space it dangit!


Fixeded it.

We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in au
Regular Dakkanaut






CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.


Far too cheap for 120 points, especially in that codex.
I reckon close to 180 sounds about right, especially as she's an Instant Death Machine.
   
Made in gb
Ghastly Grave Guard



Uk

CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USRak. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.
why would she have better LD than a space marine when she can't even speak?
   
Made in au
Alluring Mounted Daemonette





Melbourne

all inquisitors are Ld10, go figure

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 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

BaconUprising wrote:
CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USRak. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.
why would she have better LD than a space marine when she can't even speak?

Don't most psykers have the ability to speak directly into peoples minds?

 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 
   
Made in gb
Ichor-Dripping Talos Monstrosity






CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.
All models always have the Gunslinger rule all the time, so long as it has 2 pistols. It's not a USR, it's effectively a rule built into the Pistols.
The Rending means whenever you cause Instant Death, you autowound at AP2 aswell...


Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.


Costing!
Spoiler:
Inquisitor - 25
-Carapace Armour -4
-Bolt Pistol -3
+2 Laspistols +6
-Chainsword -2
-Krak Grenades -2
-Psyk-out Grenades -2
+Rending +10
+Instant Death(6) +10
+Psyker Level +25
+Power +10
+Eternal Warrior +35
+FnP +10
+2DTW +10
+Troops Unlock +5
133: Round Up
Total: 135

   
 
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