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Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 Kain wrote:

Erm, alrighty?

Im in the same boat don't worry

This message was edited 1 time. Last update was at 2013/05/18 21:09:15


 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
Stealthy Kroot Stalker






U.S.

Puretide Recosting
XV8 Commander 75pts
Iridium Armor 25pts
Command Link ability 20pts - The Drone that normally grants this costs 20pts. As an upgrade, a wound is lost, but the ability is harder to remove.
Mont'ka/Kauyon Abilities - 15pts per unit - I based this cost off the Puretide Engram Chip. The chip gives a variety of unit wide abilities, except for Furious Charge. My tactics rules gives fewer rules and can't be changed in game. Also assumed 2 units for each rule giving a total of +60pts.

This sets leaves 20pts for Infiltrate, Warlord Trait, God of War, and multiple Overwatches. I concede that he is a bit undercosted.

Chosen Warlord Trait 10pts
Infiltrate 10pts
Expert Command 10pts - Derived from Calgar, by my calculations, came down to about 20pts with Titanic Might and God of War left.
Cover Fire 15pts - Derived from Longstrike(45pts): +1BS(10pts), Tank Hunters(10pts), Point Defense Relay(10pts). Not including BSF or Preferred Enemy(IG) since BSF is 1pt and PE is situational.

Revised Rules here:

Commander Puretide - The Tauctical Genius[250pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+/4++
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 or Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.

This message was edited 1 time. Last update was at 2013/05/19 01:21:59


 
   
Made in us
Sneaky Kommando





 Dragonfodder wrote:
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


Any thoughts on these guys? I had a lot of fun working with the eternal-rivalry-pirate-insanity aspect. If I knew more about guard, I would have also liked to add a Guard Commander who has taken one-too many blows to the head to act as the "Imperial Navy"

"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 us
Terrifying Rhinox Rider





Oh you didn't notice. I regard them so highly that instead of giving advice, I linked some people with boring / poorly constructed characters to your post so they would be exposed to fun and competent special characters.

I think the ghost field and the scythe are a little unnecessary, possibly the 'and cannon too. You can get away with them though, since the main concepts are what this game is really supposed to be about.

I can hardly think of how this would work with guard, but maybe he should think of himself as a submarine commander, or some similar departure from the pattern.
   
Made in us
Sneaky Kommando





Oh, haha thanks man, yeah, I didn't quite catch that. I just think this thread is great for helping with game design skills, to actually be able to come up with something fun and fair

"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 za
Fixture of Dakka




Temple Prime

Hey now, Gorbachev and Jaws are my babies...

 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

Pre-heresy character, in celebration that FW will be doing the Battle of Prospero in Book 4

Ahzek Ahriman, Chief Librarian, Captain of the First Fellowship, Magister Templi of the Corvidae

for use with the Horus Heresy campaign book series

Points: 355

Thousand Sons Legion

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS6 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, master-crafted bolt pistol, iron halo, frag and krak grenades

Hequa staff: This is a long bladed staff, the signature weapon of the Thousand Sons librarian-captains. Strength +2, AP3, Two-handed, Master-crafted. May re-roll all failed psychic tests.

Psychic hood: The Thousand Sons had prototype versions of psychic hoods integrated into their armor. This is a psychic hood, as described in the Warhammer 40000 rulebook.

Special Rules: Independent Character, Legiones Astartes, Master of the Legion, Rite of War: Pride of the Legion

Master psyker: Ahriman is the most powerful psyker amongst the legions, trained by Magnus himself. He is a Psyker with Mastery Level 3. Deny the Witch tests taken against Ahriman's psychic powers suffer -1 to the dice roll.

Master of the Corvidae: Ahriman has the greatest precognition amongst a cult specialising in precognition. Ahriman only has access to the Divination discipline. However, he may choose his powers without having to roll for them.

This message was edited 1 time. Last update was at 2013/05/20 22:03:49


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
Thrall Wizard of Tzeentch



Baltimore, MD

Might need some point increase on Ahriman, thats only 10pts more then the CSM version, and this one is in better armor, can re-roll psychic tests, better BS, an AP 3 weapon, and has master crafted just about everything. Just think over all he is a lot stronger then the CSM one, so he needs a points increase.
   
Made in au
Alluring Mounted Daemonette





Melbourne

CalasTyphon216 wrote:
Pre-heresy character, in celebration that FW will be doing the Battle of Prospero in Book 4

Ahzek Ahriman, Chief Librarian, Captain of the First Fellowship, Magister Templi of the Corvidae

for use with the Horus Heresy campaign book series

Points: 240

Thousand Sons Legion

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS6 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, master-crafted bolt pistol, iron halo, frag and krak grenades

Hequa staff: This is a long bladed staff, the signature weapon of the Thousand Sons librarian-captains. Strength +2, AP3, Two-handed, Master-crafted. May re-roll all failed psychic tests.

Psychic hood: The Thousand Sons had prototype versions of psychic hoods integrated into their armor. This is a psychic hood, as described in the Warhammer 40000 rulebook.

Special Rules: Independent Character

Master psyker: Ahriman is the most powerful psyker amongst the legions, trained by Magnus himself. He is a Psyker with Mastery Level 3. Deny the Witch tests taken against Ahriman's psychic powers suffer -1 to the dice roll.

Master of the Corvidae: Ahriman has the greatest precognition amongst a cult specialising in precognition. Ahriman only has access to the Divination discipline. However, he may choose his powers without having to roll for them.

Pricing:
Basic Praetor statline and equipment (artificer armour): 100 points
+1 BS, -1 WS: free
Iron halo: 25
Master-crafted bolt pistol: 15
Hequa staff: 45
Librarian upgrade (HH): 25
20 per mastery level: 60
Psychic hood: 25
Extra deny the witch: 10
Choosing divination: 50
Total: 355 points
Recosted

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
Human Auxiliary to the Empire




Here's my concept of a half human, half Tau chick. Well not completely fluff accurate, theres some stuff written in her background that explains it all. The second guy, is well, explained as well. Also its a major WIP
Its a two man HQ choice.

Ki’ola Oren I’shii (Fringe Commander Bluestreak)
WS: 5 BS: 3 S: 3 T: 3 W: 3 I: 4 A: 3 Ld: 9 Sv: 4+/(4++/5++)
Rendon Slovaz
WS: 3 BS: 3 T: 3 W: 2 I: 3 A:1 Ld: 9 Sv: 4+/5++
These two units count as a single HQ Choice for Codex: Tau Empire
Ki’ola Oren I’shii
Unit type: Infantry (Character)

Wargear:
• Built in Hotshot Laspistol, Pulse Pistol
• “Fringe Armor” – A custom piece of armor made out of Fire Warrior Armor and plated with remnants of Imperial Guard Carapace armor. It confers a 4+ armor save to the bearer.
• “Friends with Benefits” – A terrifying design created from pieces of Choas Space Marine Lightning Claws that are crisscrossed with plasma conducting wires that discharge a strong plasma current on impact. These are a pair of close combat weapons that strike at S5Ap2 in close combat.
• The “Infernus” Jetpack – A unit equipped with this wargear can make an addition D6 movement in the movement phase. If a unit equipped with this wargear suffers a roll of 3 or lower for charge distance, the Infernus Jetpack backfires and the bearer suffers one savable wound in addition to failing the charge. Such is the price of failure for such an unorthodox design!
• Ionized Shield – Grants a 5++ invulnerable save when not in Close Combat and a 4++ invulnerable save when in Close Combat.


Ki’ola Oren I’shii’s Special Rules:

• Special Character
• Independent Character
• Preferred Enemy – Chaos
• Fringe Commander – Ki’ola may take auxiliary forces (Kroot, Vespid, and Gue’Vesa) as troop choices, and must take at least one (1) auxiliary troop choice.
• Till' Death Do Us Part – As long as both Ki'ola Oren I’shii and Rendon Slovaz are alive on the board, and both are within 36” and LOS, Till Death Do Us Part is active. If Rendon should get charged by an enemy unit, and Ki’ola is capable of performing Till Death Do Us Part, Ki’ola can attempt to intercept a single unit that has declared a charge on Rendon. If the distance between her and Rendon is 24” or less, then Ki’ola and Rendon must both pass their unmodified Leadership tests. If both the tests are passed, then Ki’ola will move into base contact of the unit charging Rendon. She is then locked in combat with the charging unit. Note that neither unit will receive a bonus to attacks for charging, as this movement symbolizes her intercepting the enemy squad before they can react. Also note that Rendon can still use Till Death Do Us Part, as long as the conditions and tests are passed. Their communication and dedicated teamwork to each-other are so well in tune, that they are able to spot enemies and coordinate and plan themselves to keep the two of them alive. However, if either Ki'ola Oren I’shii or Rendon Slovaz are to be destroyed or removed from play, the surviving unit must immediately take a morale check on their unmodified leadership. If the test is passed, the unit may act as normal. If the test is failed, the unit will suffer a single wound with no saves of any kind allowed. The failure of one of them, results in a fault in resolve of the survivor. Such is their dedication to eachother to survive hell itself.



Rendon Slovaz
Unit Type: Infantry (Character)
Wargear:
• Sniper Rifle – As per Codex: Imperial Guard
• Laspistol – As per Codex: Imperial Guard
• Close Combat Weapon – Refer to the Warhammer 40k Rulebook
• Carapace Armor – As per Codex: Imperial Guard


• Combat Shield– As per Codex: Space Marine

Rendon Slovaz Special Rules:
• Fringe Subcommander – This unit may only be attached to auxiliary squads in Codex: Tau Empire
• Preferred Enemy – Chaos
• Till' Death Do Us Part – • Till Death Do Us Part (Rendon) – As long as both Ki'ola Oren I’shii and Rendon Slovaz are alive on the board, and both are within 36” and LOS, Till Death Do Us Part is active. If Ki’ola should take a wound in close combat, and Rendon is capable of performing Till Death Do Us Part, then Ki’ola and Rendon must both pass their unmodified Leadership tests. If both the tests are passed, Rendon can take a single shot at her attacker before the attackers hit is resolved, at BS5. Their communication and dedicated teamwork to each-other are so well in tune, that they are able to spot enemies and coordinate and plan themselves to keep the two of them alive. However, if either Ki'ola Oren I’shii or Rendon Slovaz are to be destroyed or removed from play, the surviving unit must immediately take a morale check on their unmodified leadership. If the test is passed, the unit may act as normal. If the test is failed, the unit will suffer a single wound with no saves of any kind allowed. The failure of one of them, results in a fault in resolve of the survivor. Such is their dedication to eachother to survive hell itself.


Total Cost - 240 Points (Subject to change)

This message was edited 3 times. Last update was at 2013/05/22 10:33:17


 
   
Made in gb
Water-Caste Negotiator




What about a Kroot Special Character??



GENERAL MAWNAK - 80 ------ HQ

WS4 BS3 S5 T4 W2 I5 A4 Ld9 4+

Type: - Infantry

Wargear: General Mawnak has a Kroot Rifle with Sniper Rounds

Special Rules:

- Mawnak Call Hearing Mawnak's Call the Kroot find fire inside them to fight on harder. Any unit of Kroot that General Mawnak joins have the fearless special rule.

- Persistent Aim All Shots from General Mawnak Rend on a 4+

- Some Shot! If General Mawnak is killed by a shooting attack, all Kroot on the board must take a Leadership test with a -3 Modifier. If they fail this check then they are removed from play. If General Mawnak is killed in Close Combat, all Kroot units must take a Leadership test. If the test is passed they have the Fearless and Feel no Pain special rules for the rest of the Game

- Independent Character (But may only join Kroot units)

- Infiltrate

- Stealth

 Goat wrote:
CountCyrus wrote:
Who gets first blood?


Khorne. Khorne always gets first blood. Always...
 
   
Made in nl
Brainy Zoanthrope





My new chapter and their chapter master Character.

Name: Celestial Spirits
Origin: Succesor of the celestial lions
Founding: 998.M41
Allegiance: Imperium
Primarch: Rogal Dorn
Chapter master: Apothecary Ophiuchus
Chapter Colors and livery: ------
Homeworld: Fleet-based centred on the Dictator class cruiser, Rector in Via ( Path of Righteousness )

"Your future life shall be a series of trials, one after the other, until the day you are called upon to give that life for your brother,
You shall face the emperor in death, Do not disapoint him."

— Chaplain Caellum of the Celestial Spirits


Favored Tactics:

The Celestial spirits space marine chapter main focus in every battle is the survival of its own men.
Self preservation till the day they can cleanse the imperium of all thats wrong with it and return it to the
true immage the Emperor had for his subjects.

Fighting from well fortified positions they are able to hold against the gravest treats avoiding casualties on
their own. But if the risk of suffering casualities becomes to great they have been known to retreat rather thenn deffend the interests of the imperium, sacrifising both the ground as well as their allies. Sending themm to get slaughetered only to ensure their safe retreat.

For this reason the men of the imperial guard wo are deployed amongst themm both admire themm for
their tactical insight feeling safe behind the near flawless deffensife lines drawn up, as well as fear the gruesome fate that awaits themm whenn those same lines are broken.


History:

Khattarn Insurrection (988.M41)

During the event known as the Khattarn Insurrection,
five companies of the Celestial Lions were attached to Inquisitor Apollyon in order to crush the ongoing revolt on the main planet, Khattar.
It became soon evident that this was no mere minor rebellion.
Apparently the Imperial Cult's priesthood on Khattar had been corrupted by Chaos and had led the leaders of the planet into the arms of the Chaos God Slaanesh.
Local renegade Imperial Guard and Planetary Defence Force regiments were quickly defeated and within three months the rebellion was crushed.
The detachment of the Celestial Lions boarded their ships and left for their fortress-monastery.

As the ships left orbit, the Imperial Navy, under the orders of Inquisitor Apollyon, carried out an Exterminatus and bombarded the planet, obliterating its entire population.
This action horrified the Celestial Lions who proceeded to condemn the Inquisitor.

Captain Saul, the commander of the Imperial Navy flagship in orbit of Khattarn, had attempted to halt the bombardment, but could not countermand an Inquisitor.
From then on, the Celestial Lions were highly vocal opponents of the Inquisition, as they believed it had been unnecessary to destroy the planet.
They proclaimed a series of very loud and very public condemnations against the Inquisition that was intended to reach the powers-that-be within the Imperium.

A delegation of senior Chapter officers left for Terra to further their cause, but the ship never arrived. It was blown wildly off course by a freak Warp Storm,
far into Ork territory. The wreckage was eventually found two years after the disappearance of the vessel, although this was not enough to deter the Celestial Lions,
who kept demanding an investigation into the events surrounding the destruction of Khattar. Their efforts, though valiant, were completely in vain.

The Inquisition technically answers to no one but itself and the Emperor, and is immune to any outside pressure or criticism, even from the Adeptus Astartes.
Since the Khattarn Insurrection the Celestial Lions have refused to work alongside the agents of the Inquisition again.


The Third War for Armageddon (998.M41)

With the outbreak of the Third War for Armageddon, the entire Celestial Lions Chapter was deployed to a crucial Imperial Hive World to defend Hive Volcanus.
They suffered horrendous casualties within only months of arriving.

The intelligence they received was horribly inaccurate and often led them into ambushes where they were outnumbered and outgunned.
Some of the higher ranking officers of the Chapter began to suspect this was intentional,
a ploy to wipe out the entire Chapter by the political machinations of the Inquisition, but nothing could be proven.

One particularly devastating battle was when 4 entire companies were wiped out in the Mannheim Gap by the combined forces of the Ork Warlord Thogfangs Gargant
and the Razor Speed Freeks. Losses mounted and the battle ended with a very well-coordinated attack on the Celestial Lions' base camp.
Hundreds of Space Marines fell to the overwhelming Greenskin forces. Sniper fire rained down from the mountain sides, relentlessly targeting the Chapter's Apothecaries.

A tactic like this was never before seen employed by the orks. The entire existance of the chapter was threatened by these actions.
Further more strenghtening the Celestial Lions belief their crual fate was the doing of the Inquisition.

Only 96 Celestial Lions Space Marines survived and to make matters worse, the last Apothecary was mortaly wounded within hours of arriving at the Hive by an unknown assailant.
At that moment the remaining marines new it was the end of their chapter and all minds where alike.

"The Inquisition betrayed themm and in doing so they betrayed the Emperor himself"

At that moment they swore they would cleanse the imperium of this tainted entity that festers at its very hearth.

Suddenly after doing so the apothecary wo lay dying at their feet by sheer force of will or powers from beyond
forced his wounds to close and the bleeding to stop. Standing up feeling a new strenght he never felt before he gave call to the hearths of all the men around him.

He would become their leader given the gift of foresight to see the dangerous path they must walk, the geneseed he collected from his fallen brethen the start of a new chapter.
The Lions had died but their vengefull spirits had been given new purpose.


Current state of the Chapter (999.M41)

The celestial Spirits have started rebuilding their former strenght recruiting from planets at the farthest reach of the imperium.
With their armor forever altered sporting new colors and iconery removing all trace if their ancestry they elude the vigil eyes of the inquisition.
Hiding their past and serving amongst the imperium waiting for their chance of retribution.

Entry from Chapter master Ophiuchus journal:

" Every night i have the same dream, i relive the events of that dreadfull day we where betrayed i see my brothers die all around me and see the foul grins of the orks wo did it. Those pawns of our real enemy
nothing but mindless beasts.

Events i remember well repeating in my head. Till the end, I know i have been mortaly wounded.. but thenn find myself in a beautiful garden i find myself standing on a balcony, from there in front of me stand Space Marines an army so vast that i cannot count it, calling for me to lead them into conquest. im beign praised for my deeds in service to the emperor i get close and lookone into his eyes, in them i only see what the Imperium today is "eternal nagging paranoia, gnawing suspicion and hidden doubts that were acid to the soul"

This is the imperium that betrayed us, i thenn see Inquisitor Apollyon among themm and i attack with all my might but i am blocked by the army. I do not have the strenght to take revenge.. As i fall to my knees a beign of androgynous beauty stands before me and shows me visions of the things i must do to get my revenge.

Thenn i hear my brothers talking standing over my body, their words reinvigorating my resolve. I reject this beign! And next i find myself back on the ground i was struck down my wounds healed, i still have the visions it gave me, can i trust themm? if itsthe only way to save my chapter i will do whatever is nececary.

If i where to accept its help fully, all the things i could accomplish.. should i?"

--------------------------------------------------------------------------------------------------------------------------

Apothecary Ophiuchus ( HQ) 180

WS 5 - BS 5 - S 5 - T 5 - W 5 - I 5 - A 2 - Ld 10 - SV 3+

Wargear: Power armor, chainsword, Master crafted boltgun , Narthicium,

Special Rules:

Psyker Mastery 2
Favored enemy: Grey Knights
Independent Character
Chapter Tactics: Units within 12" of the apothecary have the hit and run special rule. Survival outweighting the value of holding ground.
Untrained psyker: this unit may never exchange his powers
Tainted: Whenn suffering perils of the warp instead of taking a wound cast the tainted power instead


Phycic powers:

Miraculous recovery: Ophiuchus restores 1 wound ( to a max of 5 ) if he already has 5 wounds increase toughness instead.
All allied units gain +1 leadership ( Tainted version Contagious wounds )

Foresight: All alied units gain a better understanding of their enemies movement giving themm a + 1 BS
( Tainted version Bad omens )

Psycic beacon: All allied units gain the fearless special rule for this turn. ( Tainted version Ruienous powers )


Tainted powers

Contagious wounds: All units within 6" of the psyker take 1 hit with str equal to Ophiuchus remaining wounds

Bad Omens: Seeing visions of their own demise all allied units must go to ground this turn, Vehicles are stunned instead. Fearless units are unaffected.

Ruienous powers: Every unit within 12"of the caster must take a leadership test if succesfull all is well.
If failed every model in the unit imediatly inflicts a single hit on the closest friendly unit. Ophiuchus automaticly fails the test.
   
Made in us
Sneaky Kommando





Little idea I had for statting up a character from the HH novels that I would love to play.

Ingo Pech, first captain of the Alpha Legion (Codex CSM) (180)

WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv ?

Unit type- Infantry

Warlord Trait- Princeps of Deceit (is this the one I am thinking of? Whatever the one that gives you d3 infiltrators)

Wargear- None

Special Rules- I Am Alpharius!, Mark of the Hydra, Traitors!

I Am Alpharius!
The alpha legion employs a non-standard force orginization, so Pech could literally be anyone! At deployment, nominate one infantry model in a unit (whether in reserve or on the table), and write it down without showing your opponent. This model is now Ingo Pech. He inherits that unit's statline and wargear. Pech may ONLY be deployed in this manner. At the start of each of your turns, your opponent is allowed one try to guess which model is Pech. If he succeeds, Pech is revealed, gains the independent character special rule, and the above statline, but maintaining his wargear. Pech is worth an extra d3 victory points when being killed after he is revealed. However, should he be killed without your opponent's knowledge, on a roll of a 2+, you may nominate another model in any other unit to be Pech. If Pech is killed without your opponent's knowledge and stays dead, your opponent gains no victory points from his death (whether it be slay the warlord or kill points)

Mark of the Hydra-
Any unit that is capable of taking marks of chaos may instead take the mark of the hydra, at 10 pts per infantry model, 2 point per model for cultists, and 50 points for any other model. This mark grants the Infiltrate USR

Traitors!
While Pech is your warlord, after all units have been deployed and all scout and infiltrate moves made, you may nominate 1d3 enemy models(whether in reserve or on the table) from any imperal codex (sm, ba, gk, sw, bt, da, ig, sob) or Codex CSM that cost less than 20 points, and write them down in secret. These models are alpha legion spies! During your opponent's shooting phase, you may reveal this unit and nominate this model to shoot his own unit instead. Afterwards, the spy model counts as a seperate unit and as having initiated close combat with the unit he is in. The spy inherits all the rules and wargear of the model he has taken over. He does not count as a kill-point or a victory point in any circumstance, but if the model he took over is scoring, he also counts as scoring.


Automatically Appended Next Post:
Amoras wrote:


Apothecary Ophiuchus ( HQ) 180
Spoiler:

WS 5 - BS 5 - S 5 - T 5 - W 5 - I 5 - A 2 - Ld 10 - SV 3+

Wargear: Power armor, chainsword, Master crafted boltgun , Narthicium,

Special Rules:

Psyker Mastery 2
Favored enemy: Grey Knights
Independent Character
Chapter Tactics: Units within 12" of the apothecary have the hit and run special rule. Survival outweighting the value of holding ground.
Untrained psyker: this unit may never exchange his powers
Tainted: Whenn suffering perils of the warp instead of taking a wound cast the tainted power instead


Phycic powers:

Miraculous recovery: Ophiuchus restores 1 wound ( to a max of 5 ) if he already has 5 wounds increase toughness instead.
All allied units gain +1 leadership ( Tainted version Contagious wounds )

Foresight: All alied units gain a better understanding of their enemies movement giving themm a + 1 BS
( Tainted version Bad omens )

Psycic beacon: All allied units gain the fearless special rule for this turn. ( Tainted version Ruienous powers )


Tainted powers

Contagious wounds: All units within 6" of the psyker take 1 hit with str equal to Ophiuchus remaining wounds

Bad Omens: Seeing visions of their own demise all allied units must go to ground this turn, Vehicles are stunned instead. Fearless units are unaffected.

Ruienous powers: Every unit within 12"of the caster must take a leadership test if succesfull all is well.
If failed every model in the unit imediatly inflicts a single hit on the closest friendly unit. Ophiuchus automaticly fails the test.


Love this dude, rad idea. seems like it would be a fun character to play against. foresight bay be a bit op if it applies to the whole army as opposed to 1 unit or a bubble around the caster. It would be fair in the event that he had a higher perils chance, but as it stands, It could be a little much.

This message was edited 4 times. Last update was at 2013/05/23 06:24:14


"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 us
Shas'la with Pulse Carbine






Arizona

Thought up another Tau one to coincide with the XV22 Suit I'm making for cosplay:

Fluff: Endless Winter has forgone his official title of Commander Stonewall because of the nature of his mission. A Former student of farsight, he has been tasked by the Ethereals to hunt him down and end him. He leads a small cadre that officially does not exist, and as such their ranks and names are known only to themselves. Should they be caught by any other tau forces, they will be fired upon as officially they are outlaws...such is the nature of their mission.

Crunch:

Shas'o Fal'shia Kau'yon Kais'kir'quath D'yanoi'lel-The Endless Winter-135pts

WS3 BS5 S4 T3 W3 I3 A4 L10 Sv3+ 4++

Equipment:
XV22 Experimental Stealth Suit
Plasma Rifle
Integrated Markerlight
Integrated Targetlock
Defender-class Detonator Whip

Warlord Traits:
Precision of the Skilled Hunter

Rules:
We are all Endless Winter: All squad leaders and ICs in Endless Winter's detachment have Sworn Protector...namely because no one can figure out who the leaders of each squad are...they're all marked the same.
IC
Supporting Fire
Infiltrate
Outflank
Black Ops: a detachment taking Endless Winter may not take any more detachments with models from Codex: Tau Empire in them. Also, because of the nature of his mission all battlebrother allies are now allies of convenience.

May Take:
Command Link Drone................20pts
May take up to 4 drones from
the drone list................................14pts/model

Defender-Class detonator Whip: As a student of Farsight, Endless Winter understands the value of shortening one's reach. Considering the prowess of his target and former mentor in close combat, he has trained diligently with an effective counter: the detonator whip. The detonator whip strikes with the following profile: S- AP- Rg18" Assault 4. For every hit on an enemy squad, place a small blast marker centered on the models nearest to Endless Winter. The marker does not scatter. Each blast template is S6 AP4 for the purposes of determining wounds. The detonator whip may be fired in overwatch at BS1, which may be modified by Markerlights.

This message was edited 2 times. Last update was at 2013/05/23 21:28:52


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
Made in au
Alluring Mounted Daemonette





Melbourne

 StarTrotter wrote:
A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

he is, thing is nobody knows if the original farsight is still alive, considering he stays in his battlesuit and presumably nobody sees him out of it. It is guessed he has somehow prolonged his lifespan, or that he disciples are simply pulling a 'I am Alpharius' with his armor.

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
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

CalasTyphon216 wrote:
 StarTrotter wrote:
A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

he is, thing is nobody knows if the original farsight is still alive, considering he stays in his battlesuit and presumably nobody sees him out of it. It is guessed he has somehow prolonged his lifespan, or that he disciples are simply pulling a 'I am Alpharius' with his armor.

My apologies. This was targeted to the above fluff for dB samurai.

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
Made in us
Shas'la with Pulse Carbine






Arizona

 StarTrotter wrote:
CalasTyphon216 wrote:
 StarTrotter wrote:
A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

he is, thing is nobody knows if the original farsight is still alive, considering he stays in his battlesuit and presumably nobody sees him out of it. It is guessed he has somehow prolonged his lifespan, or that he disciples are simply pulling a 'I am Alpharius' with his armor.

My apologies. This was targeted to the above fluff for dB samurai.


He's still right, Farsight at this point is something like 6 times older than the maximum age for tau...but Farsight is still around causeing trouble for the ethereals either with an Iamsparticus or the dawnblade keeping him alive somehow, which is enough cause to go after him with a black ops force...especially when he leads an ever growing army on the edge of the domacles gulf.

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in za
Fixture of Dakka




Temple Prime

2nd Company Captain Krukov of the Ice Draons

Cost 300?
ws bs s t w a i ld sv
5 5 4 4 3 2 3 10 2+ 5++ 6+ FNP
wargear
Artificer Armour
Tank foe
Frag grenades.
Melta bomb
Rosarius
Bolt pistol and master crafted power axe.
Bionics
(Optional for 25 points) Jump pack

(May only be taken in Codex: Space marines or siege assault vanguard lists with Iron hands chapter tactics)

Tank foe: A prized meltagun taken from one of the earlier dark age of technology supply caches the Ice Dragons helped to reclaim for the Imperium at the cost of half of an entire company in a battle to stop the Rak'Gol from looting the place, this Meltagun has been a weapon handed down through many generations of ice Dragon 2nd company veterans. It has the following profile

Rng 18', S8 AP 1 Assault 2 Melta. On a roll of a six to wound, it automatically deals a second wound.

Bionics: As per codex.

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Preferred enemy (Tyranids)

Sky captain: Bringing in the fury of the airborne arm of the Ice Dragons, Krukov's deployment usually heralds a much larger than normal wing of space marine aircraft about to bring ruin and woe to the foe. Krukov allows for Land Speeder Tempests, Stormravens, Storm eagles, and Storm talons to be taken in squadrons of up to three.

Ace pilot: Most comfortable within the cockpit, Krukov has a noted preference for taking command of aircraft rather than deploying on foot, to the light mockery of some of his comrades. Krukov may be deployed inside of a flier or skimmer, which then uses his BS instead and gains the fighter ace and strafing run rule and a +1 bonus to jink saves along with tank and monster hunter. If shot down, roll a scatter dice to see how far away Krukov ejects and then roll a d6, on a 1, Krukov is removed from the game, on a 2-3, Krukov takes an unsaveable wound, on a 4-5 Krukov takes a saveable wound, on a 6 Krukov is unharmed.

Preferred enemy (Tyranids): As the Ice Dragons are a part of the Frateris Nova; a coalition of fifteen space marine chapters dedicated to fighting the encroaching Tyranid swarm, and having long battled the xenos throughout his centuries of service, Krukov has developed a special hatred of the hive fleets, and the long struggle against Hive Fleet Hydra and other fleets has further embittered him. To him, there is no greater foe to the imperium than the Tyranids. And he has made it his mission to defend the people of the Imperium from the Hive mind's hunger.


Fluff: Copied from Gorbachev
Spoiler:
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.


Krukov is a long standing fixture of the Ice Dragons, having served for three centuries. Like many other Ice Dragons, he prefers to deploy from the safety of a vehicle, particularly from a flier such as a Stormraven, thunderhawk, storm talon, storm eagle, or even a land speeder tempest in a pinch. Due to the heavy preference for mechanized warfare in the Ice Dragons, he is quite used to being deployed to support vehicular assets of the Imperium and chasing away enemy fliers or clearing a path for them.

Assault marines and fliers are major fixtures of the second company and it's hangers on, as Ice dragon tactics focus on three groups of three companies acting in concert rather than independantly as in other chapters, which while having the downside of making them only able to respond to three (or four if the 10th company is deployed en masse) threats at once at most, allows them a good deal of concentration of force. Attached to the second company are the 4th and 8th companies.

During a battle to contain a force from Hive Fleet Barghest, a moderately sized hive fleet that advanced in front of Hydra, Krukov lost his right arm and had to have a lung and a heart replaced after being shot down by a Flying hive tyrant whose rain of devourer worms fouled up his engines and sent his Storm Talon crashing to the ground. Due to a botched ejection, he was left vulnerable to the Tyrant's swooping strike, and the Tyrant's scythe tail and tusks tore into his body while he struggled to get his melta into position.

Only the intervention of an imperial guard vendetta squadron saved him from being the Hive Tyrant's next meal, and even then he had to go through much reconstruction. Later in the campaign against Barghest, where allied elements from the Knights of the Stars, Grey Consul, Harbingers of Terra, Brothers of Nox, and Fire winds chapters were deployed, along with extensive aid from the sisters of battle, Deathwatch, Eldar from the craftworld of Alaitoc who had arrived in the name of prophecy, Eldar corsairs coerced by their craftworld brothers, a fleet from the reptilian Sauitza Xenos empire who agreed to a hastily negotiated truce against the Tyranids, Pirate, Rogue Trader, and mercenary ships who aided out of either the demands of the Imperium or altruism, Skitarii, and countless regiments of the Imperial guard to defend the vital civilized world of Ural from the full force of Barghest, Krukov returned to the fray.

The battle against the Tyranids was costly, with even the massive fleet deployed by the Imperium being heavily strained in it's effort to stop the thousands of hive ships barreling forward. Allowing himself only a minimal amount of rest, he deployed repeatedly to try and help clear the skies of the swarms of Gargoyles, Harpies, Harridans, Shrikes, Winged Tyrants, Sky slashers, and new more terrible airborne tyranid biomorphs such as airborne tyrant guards, winged zoanthropes, a hulking monstrosity loaded with spore bombs and wielding deadly devourers to ward off interceptors, flight capable modified tervigons, flying spore mines, stealthy airborne lictors, and even reports of the parasite of mortex.

The air battle was just as furious as the ground battle. With the sheer number of Tyranid fliers being so vast as to utterly block out the sun. The alliance of the Imperium, less than loyal elements of humanity, Eldar, Him-ral, and Hrud never fully trusted one another but in the face of the Hive fleet betrayal would be suicidial. Krukov flew again and again, always going in until his vehicle could no longer fire before returning to his ship, somtimes even having to eject due to Tyranid attack from the ground or above. But fight on he did. In space and in the atmosphere he relentlessly pushed forward.

Using the very tactics that broke Jormungandr, Kraken, Naga, and Behemoth, the alliance finally broke the back of the Tyranid fleet, disrupting the synapse web by targeting and destroying the hive ships while on the ground the leading dominatrix was cornered and slain after months of bloodshed. With all said and done, the Alliance broke apart to go their separate ways on uneasy ground, most of them having suffered heavy losses in the fighting.

Krukov emerged from the battle with an unrepentant loathing for the Tyranids, and he bears purity seals inscribed with the names of every fallen battle brother and attended the ceremony that honored the fallen. Many however, have begun to worry about his obsession with the Tyranids, he often makes mistakes, sloppy judgements, and brash decisions in his attempts to deal with the hive fleets, and his paranoia concerning genestealers is marked.

It is this blind, unreasoning hatred that has made him devote his life to ending the hive fleets, though it may just be his own end.

Ice Dragon Motto: The heroes ride over the field

This message was edited 3 times. Last update was at 2014/04/01 10:16:24


 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
Dark Angels Neophyte Undergoing Surgeries





UK

Hello there!
Been writing all kinds of notes and bits to myself for a while now, pulled out some which I thought were pretty good and wouldn't get a view apart from me
Sorry if it's a little dense, tried breaking it up where I can.
Let me know what you think ^^

Commando-Mark Stalker Lasgun (CMSL)
The CMSL is the Imperial Guard's big shooter. It is only trusted into the ranks of experienced veterans, assisting close quarters missions and breaching lethal territories. It consists of the Stormtrooper's signature Hot Shot Lasgun, with the addition of a rapid-firing explosive shotgun underbarrel. In large numbers, the sheer stopping force of the shells can destroy a hardened enemy force before melee combat is necessary. As such, the gun is perfect for grenadiers and commandos who aren't geared so well for close-combat attacks. The primary rifle's marginally greater range allows the user to lay down solid covering fire and pick off enemies during a fierce assault, until the command is heard to unleash the full fury. The secondary weapon takes time and great care to safely load for use, therefore is only able to be utilised once during the heat of the battlefield - trying to load toxic-shells into the superheated underbarrel whilst moving at a swift pace and listening to scruffilly ordered shouts would only end in disaster.
The CMSL is a Hot-Shot-Lasgun with the following secondary profile:
Range 12" | Strength 6 | AP 3 | Heavy 4, Rending, One use only
-----------------------------------------------------------------------------------------------------------------------------
Wide-shot Lasgun
The Wide-shot Lasgun is a poor immitation of the sophisticated CMSL. It is a self-crafted modified lasgun used by conscripts. The young, overly excitable conscripts often admire with great awe the veterans as they return off their shuttles, bruised and cut apart, clutching their beloved CMSLs after another successful mission. In an attempt to act just like their experienced superiors, they crudely cut and tie on improvised barrels to their rifles, fitting any rocks or grenades or bullets they can find in, and blasting at the enemy with a great hope of heroism. However, many of the conscripts can end up damaging themselves more than the enemy, and any successful hits are often shaken off with ease due to the low power of the weapons. The only common fortunate effect of the weapon, is that, providing it doesn't blow up in the user's hand, the flash of the badly-contained explosion can blind an enemy before they are clubbed with the stock of the rifle.
Wide-Shot Lasguns are normal Lasguns with the following secondary profile:
Range 6" | Strength 2 | AP - | Assault 1, Gets hot, Blind, One use only
Any conscripts squad in the army can upgrade to a Wide-Shot Lasgun for 2 points per model.
---------------------------------------------------------------------------------------------------------------------------
Hornet 1-1, drop specialists

WS3 | BS4 | S3 | T3 | W1 | I3 | A2 | Ld8 | Sv5+

Wargear:
Flak armour
Plasma scopes
Commando-Mark Stalker Lasguns
Stun grenades
Frag grenades
Krak grenades
Bracing technology

Special rules: Close quarters training
Close quarters training:
The squad was specially trained to deal with close-combat situations, being outfitted with lightweight materials, forced to move quickly and able to use assault weapons effectively.
In the shooting phase, upto 3 models may throw a grenade instead of firing their primary weapon, instead of the usual 1.

Bracing technology:
Collapsable stocks, foregrips, custom handles or bipods. Any method of reducing the kickback from the weapon allows the squad to move faster.
The unit can fire heavy or rapid fire weapons in the shooting phase, counting as having been stationary in the movement phase even if they moved. Alternatively, the unit can shoot with heavy or rapid fire weapons and then charge in the following assault phase, counting as having not fired them in the shooting phase. The unit can never do both in the same turn.
Plasma scopes:
The unit can fire at any target (including flyers) at their full ballistic skill in the shooting phase. They also shoot under normal conditions when night fighting is in effect.

Stun grenades:
Range 8" | S- | AP- | Stun*
*Roll 1D6 as usual to 'hit'. If the hit is successful, the target enemy unit is stunned. A stunned enemy unit fights at WS and initiative D3 until the end of that unit's next turn. (Roll for WS and initiative seperately, but the result is the same for every model in the squad, including independent characters). More than one - upto the three grenade allowneces per turn - stun grenades can be used per turn. After one has been used, another model can choose to throw one. Roll to 'hit' as usual, and, if successful, re-roll both the initiative and WS values in an attempt to obtain a lower result. However, note that the second or third attempts do not have to be kept, only the lowest results for each are used.
------------------------------------------------------------------------------------------------------------
sky Hornet

This helicopter is an ancient weapon of the catachans. Over centuries, different pilots have recieved the honour of utilising it on top-priority missions. It has been modified, repaired and reinforced by many mechanics but the heart of the machine has never faded. You can be sure that when the enemy forces daunt heavily on catachan, the Sky's Fist will be nearby, readying its hot-shot payloads.

BS 5 | FA 13 | SA 14 | RA 13 | HP 1

Wargear:
Vulcan mega-bolter
Twin-linked Avenger mega-bolter
Four blacksword missiles
2 Packed-iron payloads

Special rules:
Power of the machine spirit
Loyal to catachan
Tactical encirclement
Mobile overlord
Missile lock
Angry hornet

Loyal to catachan:
The Sky's Fist is an artifact of the catachan military, it is a powerful weapon and huge morale boost to the jungle fighters. Endangering it on unimportant missions, or entrusting it within the power of inexperienced or foriegn commanders would be an insult to the legacy.
The Sky's Fist may only be taken as part of the army list, if the list also contains Colniel 'Iron Hand' Strakken in a company command squad.

Tactical encirclement:
Only the best pilots are trained to fly this vehicle. It is outfitted with the best armour available, which is constantly replenished and upgraded to keep up with the demands of the military. Onboard tracking systems also alert the crew if the vehicle is being targetted or its heat signatures tracked. All in combination, the great defensive abilities of the flyer along with its exceptional manueverability allows it to succomb even the most skilled enemies, and survive what should have melted the walls to ash. Whenever the vehicle is attacked, the pilots simply relocate, spinning, dodging, and intimidating the enemy until they lay off.

At any time that the vehicle suffers a glancing or penetrating hit, and would otherwise lose it's last hull point, don't roll on the vehicle damage table as usual. Instead, the vehicle can move anywhere on the table it wishes, regardless of maximum distance or direction. However, it must move at least 6" away from its current position, in any direction. The vehicle cannot activate it's bombs during this movement. On the following turn, the vehicle cannot move in the movement phase. In the shooting phase, it may only fire snap shots. It may still fire missiles (if any are left, and would usually be able to be fired), however they are fired at BS1 and without the Missile Lock special rule. The craft can still rotate as described below, when suffering this effect.

Mobile overlord:
The helicopter is agile, favourable among others due to its speed and steadiness even during focussed combat.
The vehicle can rotate on the spot as much as it likes, to face any direction it likes, during the shooting phase. This essentially means the weapons can fire in any direction as long as the target is within their maximum range.

Angry hornet:
When the Sky's Fist first arrives on the battlefield it is a magnificent sight. The look of it's allies with great glee and relief, the sight of the enemy shrouded in fear.

The Sky's Fist can automatically deep strike at the beginning of either the first or second friendly turn, decided by it's controller. Do not roll for reserves as usual, the vehicle automatically enters the controlling player's table edge and can move upto 12" away from the edge.

The vehicle cannot move in the movement phase of that turn.
In the shooting phase of that turn, the Vulcan Mega Bolter is treated as 'twin-linked'. In addition, the Twin-linked Avenger Mega bolter is treated as being two Twin-linked avenger mega bolters.

In addition, on the turn Sky's Fist arrives, every friendly unit on the table increases its leadership value by 1, to a maximum of 10, until the beginning of the next friendly turn.
------------------------------------------------------------------------------------------------------------------------
Lord Smith Creed ‘The Caterpillar’, Son of Creed, Keeper of Cadia Bay
^ Basically my own version of U. Creed, I wanted to personalise it a bit. The difference is on my model of him, I used warhammer empire pistols as dual sawed-off shotguns, so, when I’m allowed with friends, he has a twin-linked shotgun instead of hot shot laspistols
-------------------------------------------------------------------------------------------------------------------------
The scholar is a powerful, religious fanatic. While born by human parents, the creature is nearly 300 years old and talks in a dialect unknown to the imperium. Some say it is mad, some say it is holy, most hate it’s presence with a fear. The being underneath the rotting robes once studied the laws of psykers and was a powerful ally to imperial officers. Many, however, believe that the warp cursed the gifted, however only too curious mind of the monster. It appears the creature never sleeps, and through every waking moment mutters a strange language under its futile breath. While fighting on the side of the imperium, it appears to judge all beings equally without favour. It scares all beings without prejudice. And will punish any who it believes to have dishonoured their cause with a same, unrelenting hatred. Despite its feeble appearance, the creature is immensely resilient, being able to shake off bullet after bullet and survive, even after soldiers have watched chunks of flesh flying off and holes running deep into its chest.
Scholar of Witchlore, Knoza the Retributer
WS-|BS-|S-|T2|W5|I-|A-|Ld10|Sv-
Wargear: Rite of crimson robe; Finger of retribution; Book of a tyrant
Special rules: Zealot, Fear, Isolation of Disrespect, Preferred enemy (everything), It will not die Psyker (level 1), Hammer of Wrath, Eternal warrior
(Infantry, independent character, unique)
Rite of crimson robe: An ancient garment stained in the blood of all manner of aliens.
Provides a 6+ invulnerable save, which can always be taken regardless of the attacker, weapon, or contradictory special rules.
Finger of retribution: The creature’s long, boney finger is always stretched. Whether pointing towards a victim of judgement or used to scale the torn and stained book which it always clutches with its other hand. Some rumour that the finger is stuck in shape, now a souvenir of the wise crushing dislike for all other beings.
Any unit (friendly or enemy) that fails a leadership test within 24” of Knoza is immediately recognised as a criminal by Knoza. He digs deep into their mind at once to punish them, represented by them automatically taking a toughness test, losing a wound if failed. If the unit contains multiple models randomly nominate a single model to be victimised.
Book of a tyrant:
Knoza disagrees with the fundamentals of most psychic practise, he will only ever follow his beloved, studied book which has been guarded for generations by his family.
Knoza can never use any of the powers explained in the main rulebook. He may, however, use 1 of the following powers each friendly shooting phase:
Fist of anguish: Knoza loses a single wound. In return, he feels his power grow immensely. He increases his WS, S and I by 4, and his A by 3 until the end of the next enemy turn.
Lord protector of a long dead man’s heart: Knoza loses 2, in return, his T is increased by 3 and his robe instead grants a 3+ invulnerable until the end of the next enemy turn.
Halo of stings: Knoza loses a single wound. In return, place the blast marker over Knoza’s head until the end of the next enemy turn. Any model whose base is at any time partially under the marker suffers a S3, AP5 attack.
Tide of thorns: Knoza loses 2 wounds, in return, place the large blast marker over Knoza’s head until the end of the next enemy turn. Any model whose base is at any time partially under the marker suffers D3+1 S6, AP4 attacks.
Retribution: Select a single unit within 12”. It takes a leadership using the lowest of that in the unit. If failed, that unit is falling back. Randomly select 1 model in the unit, and remove it as a casualty. If an independent character is selected due to this, inflict 1 automatic wound to it.
Replenish: Knoza cannot use this power if he moved earlier in the turn. He regains a wound, upto his maximum starting amount.

Isolation of disrespect:
Knoza is a feared symbol. Even the greatest of warriors are shocked by his presence, merely being on the battlefield has swayed the results of wars. However, he affects friendly units the same and can sometimes stop them from executing missions properly.
Knoza can never join a unit with another model which has a Ld10. He cannot join a unit that has a commissar, vice versa. All models within 12” of Knoza lose the fearless special rule and suffer from Knoza’s Fear even if not fighting him.
Knoza cannot join a unit for more than 2 turns; the members simply go mad in his presence. If Knoza ends a second game turn in the same unit, every other model makes a single attack at him using their base S with an AP-.
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Sky hunters 1-2
WS3 | BS4 | S3 | T3 | W1 | I 4 | Ld8 | Sv5+
Jump-infantry
Wargear: Flak armour, Shotguns, Stun grenades, Haywire grenades, Jump-packs
Special rules: Close combat training, Deep strike, Battlefield drift
Battlefield drift:
In the movement phase the unit can move into base contact with any flyer or skimmer within 6”. They then count as having attached themselves to it. Where ever it moves, they move along side it. They cannot move themselves or shoot while attached but they may make close combat attacks to the vehicle. They can un-attach themselves in the vehicles movement phase, choose any point in the vehicle’s movement path and scatter the unit D6”. They are initiative 1 until the beginning of the next friendly turn but can act normally in the next friendly turn.


Tweek

We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism  
   
Made in za
Fixture of Dakka




Temple Prime

Av13-14 on a flier? O_O

 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

This is my stab at the Emperor for a couple of matches i have played. Be careful he is VERY powerful but actualy quite balanced in the higher point games I play him in:
Cost:575?
The Emperor:
Ws-8
BS-7
S-7
T-6
W-6
I-7
A-7 (two hand weapons)
LD-10
Sv-2+ 3++

Equipment: The Eagle Claw, Rune sword, Hauberk of the Imperium, Frag grenades

Rules: Weapons Master (see Horus), Sire of the Space Marines, Psyker Mastery Level 5 ( knows all the powers of chosen discipline)

The Eagle Claw: Strength-10 AP-2 Rending
: (bolt weapon) Strength-5 Ap-3 Assault-4

Rune sword: +1 strength as user Ap-2, Shred, Always strikes fist

Hauberk of the Imperium: 2+ armour save, 3+ re-rollable invulnerable save

Sire of the Space marines: All space marines in the Emperors army gain +1 LD, additionally all space marines within 12" of the Emperor may double fire their weapons even if they have moved already.

Additional Psychic powers:
Annihilate: If at any point in the match The Emperor is reduced to his last wound he may automatically make a single attack on the model that did the last wound he suffered (only if in base contact). It hits automatically and wounds on a 3+. No saves of any kind may be taken against this attack and it kills the model instantly. If a vehicle does the wound then it immediately suffers a single penetrating hit.


I played him a couple of days ago against a guy using 40k chaos with Angron. My entire army died pretty quick and I got left with only him and 2 space marines. He basically did a massive clutch and by himself killed: 14 daemons, 12CSM, 4 chaos terminators and killed Angron in a challenge! Oh by the way he only took 1 wound! Pure Awesomeness. The model is great too, the second Ronin one.

This message was edited 1 time. Last update was at 2013/05/26 23:00:56


 
   
Made in us
Fireknife Shas'el





United States

 Kain wrote:
Av13-14 on a flier? O_O
Yeah it looks that way, but you only need one glance to kill it.
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

 McNinja wrote:
 Kain wrote:
Av13-14 on a flier? O_O
Yeah it looks that way, but you only need one glance to kill it.


I guess it's a little high, I wanted it to be very strong... was thinking around 500 points for this, so it's quite balanced
Originally put down 11 on all facings but then it's too vulnerable to midi attacks. Maybe i'm just too generous
By the way the glance won't kill it because of the special rules It essentially never dies, but weakens a lot when its shot down. That's why it gets massive bonuses when it arrives, will likely be BS1 for the rest of the game
Guess 12 on the sides and 11 on the front could be fair?

This message was edited 1 time. Last update was at 2013/05/27 00:41:01


We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism  
   
Made in gb
Ichor-Dripping Talos Monstrosity






Lt. 'Tweek wrote:
 McNinja wrote:
 Kain wrote:
Av13-14 on a flier? O_O
Yeah it looks that way, but you only need one glance to kill it.

I guess it's a little high, I wanted it to be very strong... was thinking around 500 points for this, so it's quite balanced
Originally put down 11 on all facings but then it's too vulnerable to midi attacks. Maybe i'm just too generous
By the way the glance won't kill it because of the special rules It essentially never dies, but weakens a lot when its shot down. That's why it gets massive bonuses when it arrives, will likely be BS1 for the rest of the game
Guess 12 on the sides and 11 on the front could be fair?
Yeah, my initial reaction was 'Whaaaaa?', then I noticed 1HP, which I honestly think is fine... silly, but fine. xD

   
Made in au
Alluring Mounted Daemonette





Melbourne

Illicc Nightspear

Illicc Nightspear is a Dark Eldar clone of the famed Pathfinder Illic Nightspear. Exactly how Illic's DNA was obtained from which the clone was created is unknown. Illicc retains the deadly skill of his progenitor, though without any of the restraint of the craftworld Eldar. He now functions as an assassin for Asdrubael Vect, and is often sent to kill targets deemed too difficult for mandrakes.

Codex: Dark Eldar (HQ choice)

Does not take up a HQ slot of taken in the same detachment as Asdrubael Vect

190 points

Type: Infantry (character)

WS6 BS9 S3 T3 W3 I8 A3 Ld10 Sv4+

Wargear: Stinger pistol, venom blade, defensive grenades

Shadow armour: This is a suit of hunting armor crafted from an unknown, shadowy material. It functions as Ghostplate armor that provides a 4+ cover save. In addition, the Night FIghting rule are always taken into account when shooting at Illicc.

Silence: This is an unusual weapon in that it utilises technology not seen in any other Dark Eldar weapon. A long slender rifle, with a scope connecting directly into Illicc's right eyeball, it fires a long toxin shard along a magnetic rail wrapped in a pulse field that allows it to bypass energy shields.
Range 120 Strength 6 AP 1 Poisoned (2+) Heavy 1 Instant Death Rending. Successful invulnerable saves taken against this weapon must be rerolled.

Special Rules: Power from Pain, Fearless, Fleet

Solitary Killer: Illicc cannot be taken as the compulsory HQ choice. He can never join a unit, nor can he be joined. He cannot be the Warlord.

Hunter from the Dark: Illicc has the Infiltrate and Scout USRs.

Marksman: Illicc can allocate all shooting attacks to any model in the target unit. Look Out Sirs cannot be taken against Illicc. Illicc can overwatch at full BS. He can choose to fire using the Interceptor and Skyfire USRs.

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
Fireknife Shas'el





United States

CalasTyphon216 wrote:
Illicc Nightspear

Illicc Nightspear is a Dark Eldar clone of the famed Pathfinder Illic Nightspear. Exactly how Illic's DNA was obtained from which the clone was created is unknown. Illicc retains the deadly skill of his progenitor, though without any of the restraint of the craftworld Eldar. He now functions as an assassin for Asdrubael Vect, and is often sent to kill targets deemed too difficult for mandrakes.

Codex: Dark Eldar (HQ choice)

Does not take up a HQ slot of taken in the same detachment as Asdrubael Vect

190 points

Type: Infantry (character)

WS6 BS9 S3 T3 W3 I8 A3 Ld10 Sv4+

Wargear: Stinger pistol, venom blade, defensive grenades

Shadow armour: This is a suit of hunting armor crafted from an unknown, shadowy material. It functions as Ghostplate armor that provides a 4+ cover save. In addition, the Night FIghting rule are always taken into account when shooting at Illicc.

Silence: This is an unusual weapon in that it utilises technology not seen in any other Dark Eldar weapon. A long slender rifle, with a scope connecting directly into Illicc's right eyeball, it fires a long toxin shard along a magnetic rail wrapped in a pulse field that allows it to bypass energy shields.
Range 120 Strength 6 AP 1 Poisoned (2+) Heavy 1 Instant Death Rending. Successful invulnerable saves taken against this weapon must be rerolled.

Special Rules: Power from Pain, Fearless, Fleet

Solitary Killer: Illicc cannot be taken as the compulsory HQ choice. He can never join a unit, nor can he be joined. He cannot be the Warlord.

Hunter from the Dark: Illicc has the Infiltrate and Scout USRs.

Marksman: Illicc can allocate all shooting attacks to any model in the target unit. Look Out Sirs cannot be taken against Illicc. Illicc can overwatch at full BS. He can choose to fire using the Interceptor and Skyfire USRs.
So, why is Rending needed on the Rifle?
   
Made in au
Alluring Mounted Daemonette





Melbourne

rending is for eg shooting a vehicle through the vision slit and killing the driver, or shooting a flyer through the canopy and killing the pilot, etc

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:
Illicc Nightspear

Illicc Nightspear is a Dark Eldar clone of the famed Pathfinder Illic Nightspear. Exactly how Illic's DNA was obtained from which the clone was created is unknown. Illicc retains the deadly skill of his progenitor, though without any of the restraint of the craftworld Eldar. He now functions as an assassin for Asdrubael Vect, and is often sent to kill targets deemed too difficult for mandrakes.
Seems... iunno... silly - especially giving it the same name....
Codex: Dark Eldar (HQ choice)

Does not take up a HQ slot of taken in the same detachment as Asdrubael Vect

190 points
definately far too cheap, and I haven't even costed it yet.
Type: Infantry (character)

WS6 BS9 S3 T3 W3 I8 A3 Ld10 Sv4+

Wargear: Stinger pistol, venom blade, defensive grenades
2+ poison pistol and 2+ poison cc attacks. o.k.

Shadow armour: This is a suit of hunting armor crafted from an unknown, shadowy material. It functions as Ghostplate armor that provides a 4+ cover save. In addition, the Night FIghting rule are always taken into account when shooting at Illicc.
so a 4+ save, 6+ Invun, and a 4+ cover, that also grants immunity to fire over 36" away, 2+ cover save at 24"-36", 3+ cover save at 12"-24".

Silence: This is an unusual weapon in that it utilises technology not seen in any other Dark Eldar weapon. A long slender rifle, with a scope connecting directly into Illicc's right eyeball, it fires a long toxin shard along a magnetic rail wrapped in a pulse field that allows it to bypass energy shields.
Range 120 Strength 6 AP 1 Poisoned (2+) Heavy 1 Instant Death Rending. Successful invulnerable saves taken against this weapon must be rerolled.
Holycrapballs, this is crazy and ott on so many levels.
Hits on 2's, with rerolls of 1's hitting on a 3+ (94.44% hit chance).
It then wounds on a 2+, that it rerolls against T6 or lower.
Oh, it's also AP1 and causes instant death.
OH, and on top of that, it forces you to re-roll invun saves.
Then it also can roll up to 15 for armour pen.
This will not be cheap.


Special Rules: Power from Pain, Fearless, Fleet
Fairly basic, standard stuff - my only thing here is, as a DE with Power from Pain, it should really have Night Vision.

Solitary Killer: Illicc cannot be taken as the compulsory HQ choice. He can never join a unit, nor can he be joined. He cannot be the Warlord.
A reasonable, if minor drawback.

Hunter from the Dark: Illicc has the Infiltrate and Scout USRs.
A scout sniper, so these are fine.

Marksman: Illicc can allocate all shooting attacks to any model in the target unit. Look Out Sirs cannot be taken against Illicc. Illicc can overwatch at full BS. He can choose to fire using the Interceptor and Skyfire USRs.
Permament precision shots, that can't be deflected, with the AP1, rerolling to-wound doom gun, and also gets Interceptor and Skyfire AND can overwatch at full BS..... yeeeeah, genius.

Costing:
Spoiler:
Base - Archon: 60
-1WS -10
+2BS +20
+1I +10
-1A -10
+Ghostplate Armour +10
+4+ Cover +15
+Nightfighting +10
+Stinger Pistol +5
+Venom Blades +5
Silence:
+Rail Rifle +15
+4x Range (90") +20
+Poisoned (2+) +10
+Rending +10
+Instant Death +15
+Re-Roll Invuns +15
+Fearless +10
Alwaysalone/Neverwarlord -5
+Infiltrate +10
+Scout +10
+Perm Precision Shots +10
That can't be LOS'd +10
Full BS Overwatch +40 (5 per +1 BS in overwatch, per the Counterfire Defence System in Codex Tau Empire.)
+Skyfire+Interceptor +25
Total: 310
At the end of the day, I'm surprised you didn't give it Armourbane and Eternal Warrior, it'd fit with everything else you've done.

First fixes - Sniper Rifle is StrX, AP2 at most, Poison (2+), Rending, Pinning (pseudo Sniper Rifle). Instant death on a 6+, no re-rolls for saves.
It has no need of a Venom Blade, though this can slide, and a Stinger Pistol is a Haemonculi tool - it wants a Splinter Pistol.
Give it Ghostplate that confers Shrouded, call it a day.
I can live with JUST always precision shots OR the LOS negation, but not both.
I'd just drop Interceptor and Skyfire... it's a sniper, snipers don't shoot down jets.
Outside of that, it'll probably be fine, and will drop the cost an easy 130-150pts.

This message was edited 1 time. Last update was at 2013/05/27 14:33:54


   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 Ovion wrote:
[color=red] Holycrapballs, this is crazy and ott on so many levels.

need you say more?

 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 
   
 
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