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Made in au
Alluring Mounted Daemonette





Melbourne

 Ovion 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 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

I wasn't quite sure re gunslingers, and i CBF looking it up
my costing wasn't that far off though

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 gb
Ghastly Grave Guard



Uk

Thatguyhsagun wrote:
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?

With that logic all psykers should be LD10.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

BaconUprising wrote:
Thatguyhsagun wrote:
BaconUprising wrote:
CalasTyphon216 wrote:
S
Spoiler:
ienne 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?

With that logic all psykers should be LD10.
Just putting it out there. You wanted to know why she could be LD10 and not being able to speak, I merely gave the reason that there is more ways to communicate aside from vocally.


Automatically Appended Next Post:
So reboot of my dreadnought character. Steering away from the previous fluff for the simple reason the (only) chaos player called cheese and list gearing so heres my new dready captain:
Venerable Captain Drakassi (C:SM)..................300 pts
WS/5 BS/5 S/6(8) F/13 S/12 R/11 A/4 Ld/10
Wargear:
The Iron Carapace: This is a suit of relic dreadnought armor that grants a +1 on the front and rear facings
Shredder Cannon: This is a quad-mounted autocannon. It fires as a twin-linked autocannon or in the following profile: Dispersed burst 48" S6 AP5 Large Blast Assault 1
The Blade of Sunderment: This is a Relic Blade with the profile: S: User +2 AP: 3
Internal Shield Generator: This is a relic generator salvaged from a Contemptor Dreadnought. It grants a 5+ save from ranged attacks and a 6+ in CC
Banner of Determination: All units who can draw LoS to the banner or Drakassi may re-roll all failed tests requiring Leadership.
Special Rules:
Living relic (as Bjorn the Fell-Handed)
Venerable
Inspiring Presence
Brain Trauma: every turn roll a d6; on a 1 Drakassi is controlled by the opponent. If there are any orks on the field you must re-roll successful rolls.
Some Fluff:
Spoiler:
The Ice Drakes chapter, as descendants of Dorn, are masters of siege warfare, preferring to slay foes at range with icy precision. They specialize in the ability to outshoot almost any for they may meet. As such they outfit more devastator squads and fewer assault. Many masters have indeed served double or triple runs through these forces prior to taking command of a company. At the forefront of these masters was Captain Drakassi. Leading the first company in his personal relic Terminator armor, wondrously crafted assault cannon in one hand, crackling relic blade in the other, company banner flying high over his head. He fought on the forefront of many engagements for the better end of two centuries, slaying uncounted foes and spearheading a multitude of assaults, arguably wining them singlehandedly.
Then came the Divide. the crusading chapter-fleet was assaulted by a massive force of orks. They appeared from the warp Hundreds of ships pounded the crusade fleet mercilessly as boarding torpedoes shot out of the front waves. Within hours the fleet was crippled, all but the one chapter Battle Barge wholly destroyed or overrun. The survivors boarded thunderhawk gunships and made their way to the remaining barge. The first company, having been the head of the assault along with the scout company, bore the brunt of the casualties. The entire chapters terminator armed veterans wiped away. Dozens of these heroes were dragged onboard thunderhawks and evacuated, the terminator armor too valuable to waste. Singlehandedly holding a boarding-breach and fending off hundreds of orks, Drakassi ensured the survival of the chapter.
Upon completion of the evacuation the 10th's captain and command squad made their way to Drakassi and start a fighting retreat. They arrived just in time to watch as he was struck down by a mega nob, relic blade impaled within the beasts chest, other arm nowhere to be seen. They secured his body and were able to drag it back to the remaining thunderhawk before blowing the plasma reactors and destroying the flagship.
Upon their arrival at the battle barge the survivors immediately set to repairing his sundered body. Working day and night the remaining three apothecaries attempted to bring him out of the sus-an coma. Having failed for the third day straight, they consulted with the remaining commanders. The choice was made to inter him within the most venerated relic the chapter had: The Iron Carapace.
The proper rituals undergone, he was successfully interred and activated. In the opening moments of his new live he slew three techpriests and dozens of servitors prior to his realization that he was safe. Having taken massive brain trauma at the end of the battle, drakassi is prone to these violent outbursts. He has since taken command of the chapter, ever awakened, disarmed and secured within the command platform he is harmless; Armored on the battlefield he is dangerous to those around him as he is to his enemies.

This message was edited 4 times. Last update was at 2013/05/12 00:03:50


 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

Nekhbek, Lord of Imposition 215 pts

WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 3+/4++ 

Equipment: Maul of Maws, Bolt Pistol, Spell Familiar, Inferno Bolts, Power Armor, Aura of Dark Glory, Frag and Krak Grenades

Special Rules: Master of the Rubricae, Grand Puppeteer, Champion of Chaos, Psyker (Mastery Level 3), Fearless, Veterans of the Long War, Mark of Tzeentch, Independent Character 

Psyker – Nekhbek must generate all of his powers from the telepathy discipline.

Master of the Rubricae - If a primary detachment contains Nekhbek, Thousand Sons are a troop choice instead of elites.

Grand Puppeteer – Once per game, during the shooting phase, Nekhbek may attempt to manipulate the minds of an enemy unit instead of shooting. Select one unengaged enemy unit Nekhbek has line of sight to within 24”, that unit immediately makes a leadership test. If the unit passes, nothing happens. If the unit fails the test, the target unit immediately makes a shooting attack as if it was one of your squads (the unit may not target itself). After resolving the attack, the target unit shakes free of the Nekhbek's control and immediately reverts to the owning player's control.

CHAOS ARTEFACT
Maul of Maws
This twisted hammer is covered in a hundred snapping mouths, each spouting a stream of incoherent babble.
The Maul of Maws has the profile below. In addition, enemy psykers find it difficult to concentrate near the Maul of Maws and take all psychic tests on 3d6.
Range AP Str Type
---------------------------------------------------------------------------------------------------------------------------
- 4 +2 Daemon Weapon

Warlord Trait: Princeps of Deceit

Once a librarian of the Athanaean cult, the rubric of Ahriman forever changed Nekhbek into an omnipotent telepath. Like many sorcerers of the Thousand Sons he searches tirelessly for more knowledge and power. The Sons of Deception warband was created to serve as his personal bodyguard in his quest. He has since taken on several apprentices and thralls, as well as an innumerable many slaves. He takes great delight in manipulating “lesser” minds into elaborate plots against one another, often utilizing such tactics on the fields of combat to sow chaos and distrust amongst the ranks of his enemies.

This message was edited 2 times. Last update was at 2013/05/12 18:02:35


 
   
Made in us
Sneaky Kommando





A joke for a couple characters a friend of mine and I had come up with at our flgs

Background-

Spoiler:

Far off on the backwater desert world of Carri-Beta, known for it's rich mineral deposits, lies the realm of an eccentric ork warboss. Going by the name of "Kaptain Mad-Dog", he and his band of ork raiders strike out across the desert, constantly raiding human settlements for loot and plunder. Such a state has persisted for decades, with the mighty warboss running with little to no opposition form the guard regiment, the 4th Royals, who are woefully under equipped to deal with the orkish threat, much less to actually make headway eradicating it. Mad-Dog, known for appearing across the endless wastes upon his mighty wagon, "Gork's Revenge", leading a "fleet" of other trukks and wagons in his wake, will often make lightning strikes against setlements, loot anything to his liking, and retreat across the endless dune sea as fast as he has appeared. Mad-Dog, curiously, has not seemed to realize this is not an ocean.

Lately, however, a new threat has arisen. Across the vast, endless wastes, a necron tomb has begun to awaken. Overlord Barbotehk, once a powerful lord over a thriving dynasty in the planets ancient past has awoken to find that his once lush aquatic world has turned... a shade more yellow and orange than he remembers. But clearly, it is the same ocean that it ever was. Once ruler of his ocean, he now once again uses his ship, the Darkest Pearl, to usurp all those who think to lay claim to his water world, whether it be the rival Mad-Dog or the weak settlements on the islands


Kaptain Mad-Dog (145)
Spoiler:

WS 5 BS 2 S 5 T 5 A 5 W 3 I 4 Ld 9 Sv 4+

Wargear- 'eavy armor, attack squig, (Both represented in the profile), cybork body, Da Kaptain's Kustom Kutlass, 'And Cannon

Da Kaptain's Kustom Kutlass- A custom sword made by the finest mek in the fleet, it's wicked bite shreds flesh and metal alike. It is a close combat weapon with the following profile- S- AP 3 Fleshbane, Armorbane

"And Cannon- A large and unwieldy pistol, nevertheless used with reckless bravado by it's owner. It has the following profile- Range 12", S 5, AP 4, pistol, blast, hand cannon*
*this weapon may be snap fired, despite being a blast weapon. However, if you snap fire this weapon, it always scatters, and you may not reduce the scatter with your ballistic skill

Special Rules- Independent Character, Mob Rule, Furious Charge, WAAAAAGH!, Boardin' Action!, I'm Drownin!

Boardin Action!- There are orks who have mastered the long-forgotten art of vehicle-to-vehicle melee combats. When any infantry models in your army are inside of an open-topped transport with a boarding plank, the unit may instead engage an enemy unit inside a transport in range of the plank instead of using the plank as normal. This follows the rules for a disordered charge through difficult terrain. Both vehicles (The assaulting and assaulted) are immobilized until the combat is resolved. Any unit that is forced to retreat must disembark from it's vehicle before attempting to run away. Every unit is counted as being in base contact with every other unit.

I'm Drownin! The character is convinced he is on an all-water world! If the character finds himself outside of a transport, he may not act for the first turn that he is out on open ground. Every subsequent turn that he is not in a vehicle, he must pass an unmodified leadership test at the beginning of the controlling player's turn, or else he may not act.

Kaptain Mad-Dog may also take the following-
Gork's Revenge (Dedicated Transport) (180)

BS 2, Av 14/12/10, 4 HP

Tank, Transport (20), Open Topped

Wargear- 2 Broadkannons, 4 big shootas, Boarding Plank, Reinforced Ram
Broadcannons- 3 cannons mounted to each side of the wagon. Each fires as 3 kannons with frag or krak rounds. Each Broadkannon array may target a different target than the rest of the vehicles weapons.


Overlord Barbotehk (190)
Spoiler:

WS 4 BS 4 S 5 T 5 A 3 W 3 I 2 LD 10 Sv 3+

Wargear- Resurrection Orb, Particle Caster, Manreaper, Ghosfield

Manreaper- A customized scythe for fighting close-range, ship to-ship encounters. It is a close combat weapon with the following profile- S +1, AP 2, Armorbane

Ghostfield- Barbotehk and his troops almost seem to only half- exist. Any unit within 6" of Barbotehk has a 5+ invul save.

Special Rules- Independent Character, Reanimation Protocols, Ever Living, Dreadfleet, I'm Drownin!

Dreadfleet- The presence of the necron fleet inspires fear into the hearts of their foes! Any necron infantry unit may embark on a ghost ark, and may take it as a dedicated transport.. In addition, the entire army has the fear USR

I'm Drownin! The character is convinced he is on an all-water world! If the character finds himself outside of a transport, he may not act for the first turn that he is out on open ground. Every subsequent turn that he is not in a vehicle, he must pass an unmodified leadership test at the beginning of the controlling player's turn, or else he may not act.

In addition, Barbotehk may take-

The Darkest Pearl (175)

Dedicated Transport

BS4 AV 11/11/11 4 hp

Transport (Capacity 10), Open Topped, Chariot, skimmer

Wargear- Gauss Flayer Array x2, Quantum Shielding

Special Rules- Living metal, Repair Barge

This message was edited 2 times. Last update was at 2013/05/19 04:48:07


"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

6000 WHFB Dwarfs
 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 ruricferrinwheel wrote:
Nekhbek, Lord of Imposition 207 pts

WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 3+/4++ 

Equipment: Maul of Maws, Bolt Pistol, Spell Familiar, Inferno Bolts, Power Armor, Aura of Dark Glory, Frag and Krak Grenades

Special Rules: Master of the Rubricae, Grand Puppeteer, Champion of Chaos, Psyker (Mastery Level 3), Fearless, Veterans of the Long War, Mark of Tzeentch, Independent Character 

Psyker – Nekhbek must generate all of his powers from the telepathy discipline.

Master of the Rubricae - If a primary detachment Nekhbek, Thousand Sons are a troop choice instead of elites.

Grand Puppeteer – Once per game, during the shooting phase, Nekhbek may attempt to manipulate the minds of an enemy unit instead of shooting. Select one unengaged enemy unit Nekhbek has line of sight to within 24”, that unit immediately makes a leadership test. If the unit passes, nothing happens. If the unit fails the test, the target unit immediately makes a shooting attack as if it was one of your squads (the unit may not target itself). After resolving the attack, the target unit shakes free of the Nekhbek's control and immediately reverts to the owning player's control.

CHAOS ARTEFACT
Maul of Maws
This twisted hammer is covered in a hundred snapping mouths, each spouting a stream of incoherent babble.
The Maul of Maws has the profile below. In addition, enemy psykers find it difficult to concentrate near the Maul of Maws and take all psychic tests on 3d6.
Range AP Str Type
---------------------------------------------------------------------------------------------------------------------------
- 4 +2 Daemon Weapon

Warlord Trait: Princeps of Deceit

Once a librarian of the Athanaean cult, the rubric of Ahriman forever changed Nekhbek into an omnipotent telepath. Like many sorcerers of the Thousand Sons he searches tirelessly for more knowledge and power. The Sons of Deception warband was created to serve as his personal bodyguard in his quest. He has since taken on several apprentices and thralls, as well as an innumerable many slaves. He takes great delight in manipulating “lesser” minds into elaborate plots against one another, often utilizing such tactics on the fields of combat to sow chaos and distrust amongst the ranks of his enemies.
Pricing says:
Spoiler:
Sorcerer 60
+Maul of Maws +10
+Psychic Test +10
+Spell Familiar +15
+Inferno Bolts +10
+Aura of Dark Glory +15
+Grand Puppeteer +10
+2 Psyker ML +50
+Fearless +10
+VOTLW +5
+MoT +15
+Set Warlord Trait +5
Total: 215

   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

You rlly think inferno bolts on a bolt pistol is 10pts O.o
   
Made in gb
Ichor-Dripping Talos Monstrosity






On a character - yes.
Standard pricing conventions for home-brew units that have served me well in making balanced units so far:
Find closest base unit.
Apply standard-costed wargear / upgrades as best as possible, first from within the parent codex, then from other codexes.
All other upgrades are base +10pts, Stats at +/-10pts with Ld being +/-5pts per.
(Elite Troops it is +/-3pts/2pts, basic troops it's +/-2pts/1pts)

+2 AP. 10pts is 5pts per, which is being a little generous.
But if you really want, I can figure out a points breakdown for Thousand Sons to figure out the cost, then triple it for a HQ cost.

   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

I always thought it would be a 5pt upgrade (and have to have the MoT) is all, its not really the primary thing a Tzeentch Sorcerer has is all, and its on a bolt pistol. Not that I disagree with a total of 215 for the model, I just don't think inferno bolts on a bolt pistol are THAT good.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

Spoiler:
Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

This message was edited 1 time. Last update was at 2013/05/15 23:06:00


 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 fi
Focused Fire Warrior




Helsinki

Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

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 za
Fixture of Dakka




Temple Prime

Any comments for mine one or two pages back?

 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
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

Dantioch wrote:
Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

Haad not thought about that. makes sense though. Ill just tweak the weapon and give it a new name


Automatically Appended Next Post:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice) 300
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a Mega Gatling Cannon with the following profile: R: 36" S5 AP5 Heavy 10. It is an ancient relic hard-built into drakassi's dreadnought armor.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invouln from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

Spoiler:
Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

EDIT: found some horrid spelling and did a quick update on pricing and weaponry

This message was edited 2 times. Last update was at 2013/05/16 11:57:15


 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 us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 Kain wrote:
Chapter Master Gorbachev of the Ice Dragons

Cost 240
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.

Armoured assault: Following in the steps of the Auroras, the Ice Dragons have considerably more armored vehicles and Dreadnought shells 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 or Spartan assault tank, giving it his BS, the tank 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, 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.

Ice Dragon Motto: The heroes ride over the field

Russian theme eh? too bad the Valhallans aren't plastic, you coulda used the heads for commanders
Few things:
By chapter master do you mean he has the Orbital Bombardment? as far as I know that's the only difference
Does he die if the vehicle he is crewing is destroyed? or does he pull a chronus and on a d6 roll of (2+?) he jumps out unscathed?
Was it intentional for the ws5 or typo?
Breakdown:
Spoiler:

Chapter Master-125
-1 WS (-5)
+1w-10
Artificer-15
PP-15
Chain Fist-30 (25 for pfist base so +5 for 2d6 Armor pen)
auspex-5
augmentics-10
EW-15
Armored Assault- kinda up in the air for this one. It can get expensive but you could also just flood the board with 945 points of MM dreadnoughts or 585 points of base preds to spam armor easily with plenty of points left over for troops so 30-50 seems about right. 30
Tank Master-seems like a warlord trait to me-15
In for the ride-5 because you run the risk of losing him to a single lascannon. Although put him in a thawk and he'd be golden the entire game

so 270, not too far off. id be fine meeting in the middle for 250, id be cool playing with him for that

 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 za
Fixture of Dakka




Temple Prime

Right 260 it is. I'll put up the fighter ace ice dragon soon.

 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

Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

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 gb
Ichor-Dripping Talos Monstrosity






CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

   
Made in gb
Ghastly Grave Guard



Uk

CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.
Accoding to these rules he is as skilled in close combat as Angron and a better Mastery Level that Tigurius... No just no...
   
Made in ru
Fixture of Dakka




Temple Prime

CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


Lolwut at the stats.

No, just...no....


 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
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 Ovion wrote:
CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

everything he said. But swap the invouln. Easier to parry swords than lasers moving at the speed of light

 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 us
Stealthy Kroot Stalker






U.S.

Commander Puretide - The Tauctical Genius[200pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.

Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.

Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.

Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.

Mont'ka - Before Deployment D3 units gain Shred, Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.

This message was edited 2 times. Last update was at 2013/05/17 01:33:38


 
   
Made in za
Fixture of Dakka




Temple Prime

 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.



Any comments on my superheavy?

 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
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 Kain wrote:
 Kain wrote:
*SNIP*


Any comments on my superheavy?

I think the bio-plasma range should be longer, the thing is tall as a titan im sure it can arc shots to at least 48"
bioelectricity should be AP3 to bring it in line with a Vulcan mega bolter imho, nids have so little AP3 anyway
Tremorbeast I really like, make the hole impassable terrain for anything not emerging because nobosy will get back in the fight after falling the 50 yards to the bottom
I think if the beast took on titans it needs a 4+ at least, otherwise one all titan weapons aside from Mega-bolter will almost always wound the beast
I really like the burrow rule. Maybe clarify: can it use the tremorbeast rule each time it ds's or only the first time? could get very crowded if there are holes all over the map
I also think its lightly overcosted. You could get 2 warhounds or a reaver for the price, which has longer range, more survivability (except in melta range and loaded dice) and can step on this guy if he doesn't get into melee ASAP, id say 1250-1300 points would be fair unless he can Tremorbeast every other turn, that would really FUBAR some plans up

This message was edited 1 time. Last update was at 2013/05/17 13:55:38


 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 
   
Made in us
Fireknife Shas'el





United States

Thatguyhsagun wrote:
 Ovion wrote:
CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

everything he said. But swap the invouln. Easier to parry swords than lasers moving at the speed of light
haveyou actually seen star wars? Do you know how jedi and sith force powers work?
   
Made in gb
Ichor-Dripping Talos Monstrosity






 McNinja wrote:
Thatguyhsagun wrote:
 Ovion wrote:
CalasTyphon216 wrote:
Spoiler:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

everything he said. But swap the invouln. Easier to parry swords than lasers moving at the speed of light
haveyou actually seen star wars? Do you know how jedi and sith force powers work?
Furthermore, Sidious wasn't the toughest or strongest Sith physically, his strengths lay in his abilities to cloud minds, hide movements, manipulate and control beings, etc, this is what led him to becoming the galactic Emperor.

   
Made in nz
Infiltrating Broodlord





R'lyeh

"Number 6", an exceptionally deadly Genestealer bred in captivity by the Magos Biologis who subsequently escaped and caused havoc. Taken as a unit upgrade for one brood instead of a broodlord.

Ws 7 Bs 0 St 5 To 4 Wo 2 In 7 At 3 Ld 10 Sv 4+

Biomorphs:

- Rending Claws
- Implant Attack
- Acid Blood

Special Rules:

- Infiltrate
- Fearless
- Feel No Pain (4+)
- Regenerate (6+)

Unsure about points cost. Maybe similar to a Broodlord?

This message was edited 1 time. Last update was at 2013/05/18 14:25:33


 
   
Made in za
Fixture of Dakka




Temple Prime

 Ktulhut wrote:
"Number 6", an exceptionally deadly Genestealer bred in captivity by the Magos Biologis[i] who subsequently escaped and caused havoc. Taken as a unit upgrade for one brood instead of a broodlord.

Ws 7 Bs 0 St 5 To 4 Wo 2 In 7 At 3 Ld 10 Sv 4+

Biomorphs:

- Rending Claws
- Implant Attack
- Acid Blood

Special Rules:

- Infiltrate
- Fearless
- Feel No Pain (4+)
- Regenerate (6+)

Unsure about points cost. Maybe similar to a Broodlord?

I'd decry that as a violation of fluff, then I remembered that the Magos Biologis technically falls under the purview of organizations like the Ordo Xenos and Adeptus Mechanicus, neither of which are known for such things as "reasonableness."

 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

BaconUprising wrote:
Okay this is my stab at battle of Prospero era Phosis T'kar when he bludgeons his way through the personal retinue of Leman Russ.

Ws 6
Bs 5
S. 5
T. 4
W. 3
I. 5
A. 4
Ld. 10
Sv. 2+

Wargear: Hequa Staff, Master crafted bolter, Artificer armour, helm of the scarab lord, iron halo, frag and krak grenades, inferno bolts

Special rules: And they shall know no fear, combat tactics, psyker mastery level 3 (psychic powers listed below), Independent character

Hequa staff: Master crafted force weapon ap-3 strength-user
Helm of the Scarab lord: Generates an additional physic power for a total of 4

Physic powers:
Crush- T'kar flings aside or crushes his opponent with simplistic ease focused witchfire causes the target unit to suffer 5 strength 7 hits at ap-2
Dismemberment- Phosis can unmake the power of a land raider with a gesture focused witchfire that cause on vehicle within 20'' to suffer a single strength 10 ap-2 hit
Shatter reality- Phosis rips a hole in reality, blasting it outwards, with a range of 6'' causing a single strength 8 ap 2 hit to a single unit.
(all of the above powers require 2 warp charge points)
The final power must be selected form the telekinesis powers in the warhammer 40k rule book.

Lastly I am costing phosis at around 380 points. I know he's super OP but he's my favourite character ever!


Automatically Appended Next Post:
As you probably guessed he will be mashed by other 360 point things in CC but in physic combat nothing can stop him!!!!!


Automatically Appended Next Post:
Even a titan

Posted this earlier in the thread it didn't get much feedback anyone care to?
   
Made in us
Terrifying Rhinox Rider





Kain wrote:Any comments for mine one or two pages back?


Thatguyhsagun wrote:
Spoiler:
Dantioch wrote:
Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

Haad not thought about that. makes sense though. Ill just tweak the weapon and give it a new name


Automatically Appended Next Post:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice) 300
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a Mega Gatling Cannon with the following profile: R: 36" S5 AP5 Heavy 10. It is an ancient relic hard-built into drakassi's dreadnought armor.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invouln from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

[spoiler]Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

EDIT: found some horrid spelling and did a quick update on pricing and weaponry[/spoiler]


CalasTyphon216 wrote:
Spoiler:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


acekevin8412 wrote:
Spoiler:
Commander Puretide - The Tauctical Genius[200pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.

Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.

Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.

Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.

Mont'ka - Before Deployment D3 units gain Shred, Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.


This post has very good advice for all four of you.
   
Made in za
Fixture of Dakka




Temple Prime

pelicaniforce wrote:
Kain wrote:Any comments for mine one or two pages back?


Thatguyhsagun wrote:
Spoiler:
Dantioch wrote:
Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

Haad not thought about that. makes sense though. Ill just tweak the weapon and give it a new name


Automatically Appended Next Post:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice) 300
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a Mega Gatling Cannon with the following profile: R: 36" S5 AP5 Heavy 10. It is an ancient relic hard-built into drakassi's dreadnought armor.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invouln from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

[spoiler]Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

EDIT: found some horrid spelling and did a quick update on pricing and weaponry[/spoiler]


CalasTyphon216 wrote:
Spoiler:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


acekevin8412 wrote:
Spoiler:
Commander Puretide - The Tauctical Genius[200pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.

Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.

Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.

Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.

Mont'ka - Before Deployment D3 units gain Shred, Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.


This post has very good advice for all four of you.

Erm, alrighty?

 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.



 
   
 
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