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Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

Idea for a veteran deathwing unit...

regular termy models, but with putty on the chest and shoulders to buff them out even more. They'll basically be DW knights that have been through 100 campaigns and survived. as the final stage of promotion and eternal purity, they are locked inside mini dreadnaught suits

thinking around 300 points for a squad of 5. 5 will be the maximum that can be taken. they'll be a heavy support choice

they will each be treated as a vehicle (walker), with an A/v of 9 on each facing. (lasguns can score a glance on 6's, seems fair.)

for wargear they'll have 2 storm bolters (A+1) which are fired as twin linked.

as they'll lack a power fist, S6 seems OK.

Hammer of wrath, Very Bulky, DW assault, crusader, fearless


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

 Kain wrote:
2nd Company Captain Krukov of the Ice Draons

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

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.

Light augmetics: Grants 6+ FNP

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
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, and Storm talons to be taken in squadrons of up to three, additionally, assault marines become troops.

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.

Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.

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, or even a land raider 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 hundreds 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

Anything for this?

 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

Lt. 'Tweek wrote:
Idea for a veteran deathwing unit...

regular termy models, but with putty on the chest and shoulders to buff them out even more. They'll basically be DW knights that have been through 100 campaigns and survived. as the final stage of promotion and eternal purity, they are locked inside mini dreadnaught suits

thinking around 300 points for a squad of 5. 5 will be the maximum that can be taken. they'll be a heavy support choice

they will each be treated as a vehicle (walker), with an A/v of 9 on each facing. (lasguns can score a glance on 6's, seems fair.)

for wargear they'll have 2 storm bolters (A+1) which are fired as twin linked.

as they'll lack a power fist, S6 seems OK.

Hammer of wrath, Very Bulky, DW assault, crusader, fearless

I like it! I like it a lot. I once made Perturabo rules and he had av12 on the front just to wound him. Yours seems much more reasonable.
   
Made in de
Morphing Obliterator






 Kain wrote:
2nd Company Captain Krukov of the Ice Dragons

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

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.

Light augmetics: Grants 6+ FNP

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
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, and Storm talons to be taken in squadrons of up to three, additionally, assault marines become troops.

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.

Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.

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.

Some things before I can get to the point cost:

Does he has to buy the jumppack or not?

Why the Plasma Pistol? He has a better ranged weapon already so a Bolt Pistol would do exactly the same.

Iirc BT bionics does exactly the same thing (even the ini reduction?) as your light augmetics

Sky Captain: Imho the assault marines as troops is a bit much, just squadrons for Stormtalons/ravens would be fine.

Fear no behemoth: First part is obsolete, you only need the part about ld.

What do you mean with fighter ace? Skilled Driver or the tables in Dfts?


So now for costing as far as possible:
100p Captain base
-10p -1 WS
+15p +1 W
-05p -1 A
-20p -2 I *
+15p AA
+20p mc Paxe
+15p PP
+05p Meltabombs
+10p fnp 6+ *
+40p Tankfoe
-> 10p Melta base
-> +10p Assault 2
-> +05p +6" range
-> +15p additional wound on 6
+20p Tank/Monsterhunter
+40p sky captain (not sure about this as I usually do not run squadrons; this includes AM troops)
+45p ace pilot (pretty hard to cost correctly)
(+25p Jumppack)
---
So with jp I get 315 points

*As I don't have the BT codex I just calculate it separate, until somebody with the codex can clarify this.

Playing mostly Necromunda and Battletech, Malifaux is awesome too! 
   
Made in za
Fixture of Dakka




Temple Prime

 Shadox wrote:
 Kain wrote:
2nd Company Captain Krukov of the Ice Dragons

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

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.

Light augmetics: Grants 6+ FNP

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
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, and Storm talons to be taken in squadrons of up to three, additionally, assault marines become troops.

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.

Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.

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.

Some things before I can get to the point cost:

Does he has to buy the jumppack or not?

Why the Plasma Pistol? He has a better ranged weapon already so a Bolt Pistol would do exactly the same.

Iirc BT bionics does exactly the same thing (even the ini reduction?) as your light augmetics

Sky Captain: Imho the assault marines as troops is a bit much, just squadrons for Stormtalons/ravens would be fine.

Fear no behemoth: First part is obsolete, you only need the part about ld.

What do you mean with fighter ace? Skilled Driver or the tables in Dfts?


So now for costing as far as possible:
100p Captain base
-10p -1 WS
+15p +1 W
-05p -1 A
-20p -2 I *
+15p AA
+20p mc Paxe
+15p PP
+05p Meltabombs
+10p fnp 6+ *
+40p Tankfoe
-> 10p Melta base
-> +10p Assault 2
-> +05p +6" range
-> +15p additional wound on 6
+20p Tank/Monsterhunter
+40p sky captain (not sure about this as I usually do not run squadrons; this includes AM troops)
+45p ace pilot (pretty hard to cost correctly)
(+25p Jumppack)
---
So with jp I get 315 points

*As I don't have the BT codex I just calculate it separate, until somebody with the codex can clarify this.


The jump pack must be bought.

The plasma pistol is there for fluff reasons really.

The ini reduction is a typo, but I'll roll with it and say it represents him being rather awkward for a marine outside of a fighter.

Sky captain: Fair enough, that can work.

Fear no behemoth: Oh really? i'll make the changes then when I have the time.

Fighter ace: The same version of the rule the dakkajet gets.


 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 za
Fixture of Dakka




Temple Prime

Also some goodies from 5e in need of updating. What needs to be changed and how's the fluff?

 Kain wrote:
Rag'norra Edral-The underdark duke. (Part of the Slaugth)

Cost: 600

Type: Infantry

WS: 3 BS: 8 S: 5(7) T: 5 W: 4 I: 3 A: 5 LD: 10 Sv: 3+ 5++ FNP

Wargear: Shroud of Night, Shroud Cannon, The icon of darkness

Shroud of night: Shroud of the living dead: Like most of the Slaugth, Rag'norra likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Rag'norra' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Shroud cannon: A strange form of staff that opens up with eight obsidian prongs surrounding the opening, this weapon fires blasts of shadow matter that entrap and ensnare it's victims while ripping them apart and sapping the very energy of life from them. In melee this is counted as a two handed power weapon that confers 5+ rending as it renders matter brittle and easily broken as the dark energy saps their vitality.

when used to shoot it May be used as only one of the following per player turn.

Charged

Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending

Normal

Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.

Pulse

Rng 48' ST 6 AP 5 Blast 4, Twinlinked, pinning, 5+ rending

The Icon of darkness: A strange device on his back that creates a billowing shroud of shadows that hides nearby slaugth under the cover of darkness thus units firing at Slaugth units must roll to see them as per night fighting within a 24' radius. Additionally, due to the sheer difficulty of seeing through this deeper darkness, all friendly units within the effect count as having defensive grenades.

Special rules: Worm that walks, rapid regeneration, Life sucker, From the dark depths, light sensitive, acute senses, independent character


Worm that walks: Rag'Norra is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Life sucker: Rag'Norra drains the vitality out of those he attacks, eagerly drinking in their life force, for every wound he deals in close combat, roll a d6, if he rolls a four or higher, he regains one wound, if already at maximum wounds, add one more to a maximum of ten.

From the Dark Depths: Rag'norra may grant two units the ability to outflank as his mastery of stealth allows him to ambush and surprise his foes. Additionally, he grants a 1+ bonus on reserve rolls, for such is his skill at bringing in the armies of the Slaugth secretly.

Light sensitive: If for any reason, Rag'norra's nightfighting is completely nullified, such as by searchlights, he takes an immediate -1 penalty on Initiative, Weapon Skill, Attack, leadership, and Ballistic skill stats as his senses are overwhelmed. Once the source of this nullification is eliminated, he may use his normal stats.

Fluff: Rag'Norra is an strong ally of Lord Kay-yuss, commanding a conven of thirty systems that have started to become ever more bold in the forty second millennium. A lover of darkness, Rag'Norra spends much of his time underground and usually only emerges at night. Even when he emerges, it is never without his icon of darkness, which helps extinguish the hated light. He is is capable of limitless and extreme cruelty, taking relish in the suffering of his prey before he devours them utterly. He particularly hates those who would dare bring the painful light to bear on him, and thus bears particular loathing for Humans, Tau, Eldar, and Orks, for they always bring such bright and flashing lights.

Whereas many of the other Slaugth relish in close combat, Rag'Norra prefers to fight at a range, where his murderous shroud cannon can deal catastrophic amounts of damage to his foes, this is perhaps born out of his relative slowness compared to other slaugth, so he has instead practiced his marksmanship, which is with few equals in the entire galaxy, it is a rare occasion indeed that he misses. Whether his target is on foot or in a vehicle, he is more than capable of eliminating them from a comfortable distance.

When he has been beaten in personal combat, it was almost always because his targets charged him and overwhelmed him in the field of melee, where his skill is lackluster at best compared to most other slaugth lords. But with the sudden rise of the Slaugth, who have begun to explosively expand out of their corner of the galaxy, he has been found leading their armies in their implacable march forward from the Calaxis sector and it's neighbours.

Recently, Dem'Orcus, Kay'Yuss, and Rag'Norra pooled their resources to attack a Chaos Forge World. The three's armies dropped out of their inertialess drives and quickly crippled the surprised dark mechanicus fleet before vomiting forth their hordes of Bio-constructs and mercenaries, lead by a fearsome core of Slaugth and their arcane techno-sorceries. Rag'norra himself ambushed the Blood Pact styled Armoured Regiment, unleashing harbinger tanks and ulugurstas upon the armoured regiment, while he himself came up from behind and took out an entire leman russ squadron, aiming at their vulnerable rear armour and puncturing them with the lethal shroud cannon.

When the World's native Titan legion came to eliminate Rag'norra's contingent, his forces melted in the shadows, allowing for Kay-yuss and his Obyrith bio-monstrosities and Slaugth Colossi to engage the titan legion in a furious battle that laid countless square miles of Forgeworld Hjar to waste while Rag'norra, under the cover of night, launched a surprise raid on the centre of administration and with a contingent of burrowing avolkias, got within Chaos Lord Varaxar's personal lair.

Spitting with rage, Varaxar attempted to lead a personal counter attack, spearheaded by his Chosen Terminator Bodyguard. Once again melting into the shadows, the Slaugth shrouded the entire area in noxious gas and darkness, incapacitating those marines who had chosen to forgo their helmets long enough for them to be picked off. Unleashing a horde of Slaugth zombies, the chaos marines and their daemons were occupied long enough for Varaxar and his ten chosen to become split off from the rest of their force.

Though the chosen easily slaughtered the slaugth zombies in their thousands, leaving a veritable mountain of corpses, and they themselves killed hundreds of bio-constructs, Varaxar's dark blade claiming the lives of no less than four ulurgurstas, they were unprepared for a charged shroud cannon blast that killed half of the chosen in a single shot, enwrapping them in tendrils of shadow matter that made them brittle and fragile.

The remaining chosen fired off their weapons, spitting curses and litanies of hatred as they attempted to find their targets, but one by one, they would be dragged off by Avolkias to be slaughtered until only Varaxar was left, having killed dozens of avolkias himself. Screaming his hatred and challenging Rag'norra to show himself, he was answered by a charged shroud cannon blast that finally ended his reign. With the death of Varaxar, the Slaugth overwhelmed the Chaos World, leaving an entire grand company of the Black Legion and their armies of daemons and heretics dead.

Darkbeak:

Cost 300?

Type: Jump infantry

WS: 6 BS: 3 S: 5 T: 4 W: 3 I: 7 A: 6(8) LD: 10 Sv: 3+, 5++

Wargear: twinlinked Heavy Rot gun, razor claws, thruster modulators, stealth shroud, assault grenades, defensive grenades

Twin Linked Heavy Rotgun

S5 AP4 Heavy 3 36' Autowounds on a five to hit with armour saves allowed.

Razorclaws: Darkbeak's claws and beak are razor sharp, capable of clawing through most matter with ease, they confer 4+ rending and rerolls to hit and wound and count as power weapons, as it has two talons and a beak of equal sharpness, it gains two bonus attacks and an extra bonus attack on the charge. Against vehicles, it counts as AP1, gaining a 1+ bonus on the vehicle damage roll.

Thruster modulators: Darkbeak may roll a 3d6 for running checks and may take the highest result.

Stealth Shroud: Darkbeak's hide has been laced with special light absorbing meshes, giving it the benefit of the stealth and infiltration rules. Additionally, those firing at dark beak find that it's body absorbs light around it, making it difficult to see, units shooting at Darkbeak must roll for nightfighting.

Special rules: Furious charge, Move through cover, Relentless, Fleet of foot, Rag'norra's favoured, acute senses, counter attack, tank hunter, defend the master, grief, regeneration, independent character, divebomb

Rag'norra's favoured, Darkbeak must always be taken with Rag'norra and does not count against the force organization chart, when within 24' of Rag'norra, it becomes fearless and gains feel no pain, ignoring threat to both body and mind to defend it's master.

Defend the master: If Darkbeak would confer cover onto Rag'Norra, it's instinctive bond with Rag'norra improves the save granted by 1, or it may instead take the shot in Rag'Norra's stead as if it were being allocated onto it, interposing itself between the master and the shot. It cares nothing for it's own safety.

Grief: If Rag'norra is removed from play, Darkbeak becomes stricken with what can only become an overwhelming sense of grief and attempts to lash out against the killers of it's master, it gains fearless, feel no pain, eternal warrior, and rage, caring nothing for personal injury and fighting on despite wounds that should by all rights have killed it several times over. If Rag'Norra returns to play as per rapid regeneration, Darkbeak ceases it's grief stricken anger.

Regeneration: For each wound on Darkbeak, roll a d6, on a roll of a five or higher, it recovers that wound, if removed from play, it may roll a d6 for every turn, on a roll of a six, it returns to play with one wound remaining. While not a Slaugth, the strange creature known only as Darkbeak shares a measure of their incredible powers of healing, recovering from even the most debilitating of injuries with surprising speed.

Divebomb: on a charge, Darkbeak may forgo it's bonus attacks from having multiple weapons and fromc harging to make it's remaining attacks count as if they were two handed, conferring a 2+ strength bonus for a total of S8.

Fluff: Darkbeak is a mysterious creature that seems to combine the worst aspects of a vulture and a pterodactyl with just a dash of centipede into one entirely unwholesome creature. This being, with a wingspan of nearly twelve feet, stands some five feet tall, and can perch itself on the arm of the twelve foot high Rag'Norra or even upon it's shoulder should it choose to scrunch itself up enough. The being is never far apart from Rag'Norra unless it is specifically commanded by him to embark on a long distance mission, which it always attempts to the very best of it's ability.

Many who have attempted to slay Rag'Norra have noted the suicidal devotion it has to it's master, throwing itself in front of incoming attacks to defend the Slaugth from them with little regard for it's own safety, sometimes even going so far as to directly interpose itself in front of the shot. But for all of this, it is not a particularly durable creature, so many would question why it would be created as a body guard. The simple answer is that it is actually not a bodyguard, but more of an assassin.

Created to help Rag'Norra's noted deficiency in melee combat, the creature launches itself outwards to attack and assault foes in melee, slicing them into ribbons with it's extremely sharp claws, making full usage of a body that is significantly more powerful than it's slender form would suggest. When divebombing a foe, the being has a documented ability to carve open tanks, it's sharp claws latching onto the metal and ripping at it, carving open the top hatch and then quickly slicing the crew into ribbons.

A lictor brood that was once dispatched to assassinate Rag'Norra launched their ambush from within the cover of jungle, only for Darkbeak to quickly throw itself into the path of their flesh hooks, fouling their aim frequently and taking several hits in it's master's stead. Before it's body had even begun to regenerate, Darkbeak took to the skies and flung itself at the Lictors, divebombing them with incredible lethality. The first lictor's head was immediately crushed by a massive beakfirst slam that pulped it's skull. The second lictor followed soon after in death after having the talons of Darkbeak impaled through it's skull, and the final one was dispatched with a rapid barrage from the creature's rotguns.


 Kain wrote:
I like the fluff for the Slaugth a lot so I thought to start on the arduous process of a fandex for them. To test the waters, I thought I'd create one. To me, the Slaugth seem like the C'tan's second try at creating a servant race, they just have so many similarities to the Oldcrons (hard to kill, hyperadvanced, don't need the warp, have a basic gun with weird effects) that I think that the surviving independent C'tan elevated the Slaugth into a new servants to continue their plan to nom on delicious life essence.

Kay-yuss Atushkar, Lord of Atrocity.

550 points

Type: Infantry

WS8 BS5 S5(8) T5(6) W5(6) I6 A6 Ld10 Sv 3+ 4++ FNP

Wargear: Frag and krak grenades, Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex

Atropus, a mighty two handed double scythe that counts as a two handed power weapon, granting +2 strength for hits, those killed by the scythe rot away into nothing within moments, an extremely disturbing sight that forces the rest of the unit the victim was in to take a leadership check at a -2 penalty, fearless units do not have to take this check. The scythe is incredibly virulent, corroding flesh and metal with equal ease and gains an additional d6 for armour penetration against vehicles and may reroll to wound. On a roll of a four or more to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot. On a charge, he gains +2 attacks rather than the typical one due to the spear like spike on it's tip, it additionally counts as two CCWs granting a bonus attack. During the shooting phase it can fire as the following.

S5 AP4 Assault 4, twinlinked, 4+ rending 36'

Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, this increases his toughness, wounds, and strength by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.

Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the stealth and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.

Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Relentless, Fleet of foot, Worm that walks, Rapid regeneration, Great commander, Furious charge, counter attack, acute senses

Preferred enemy (Everything): Kay-yuss gains the benefits of Preferred enemy against everything.

Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or a six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Great commander: Kay-yuss has been commanding the vat grown armies of the slaugth for so long that he grants a +1 to reserve rolls and allows one unit that may normally not outflank to use the rule, additionally, he may bring in one unit with the scouts rule. He may always attempt to seize the initiative on a 4+ except against necrons, where he may not attempt to seize the initiative at all, and against the Eldar, whom he may steal the initiative from on a 3+.

Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years. Though some theorize that the Slaugth were creations of the old ones, and what little information about Slaugth history hints that they may have been present since the War in heaven, the Slaugth's lack of psykers and nonreliance on the warp makes it highly unlikely that they were the creations of the highly psychic old ones. Indeed, Kay-yuss in particular seems to have a particular loathing of the old one's creations, the Eldar in particular, and has launched many preemptive attacks against nearby craftworlds and exodite worlds for little reason other than to kill as many of them as possible.

The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match.

The only thing he fears is the Necrons. For the Necrontyr are both older and arguably more advanced than even the Slaugth, who had laid claim to their old titles of masters of the materium during the great sleep. Now that the metal warriors have awakened once again, Kay-yuss, along with many other Slaugth, fear that the Necrons will purge them for their deals with some of their oldest foes, a fear further founded by their fact that the mastery of the flesh that the Slaugth have is matched by the Technomancy of the Necrons if not surpassed.

What cannot be disputed though, is that Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds.

His hate for the Eldar is the stuff of legends to those aware of the Lord of Atrocity. For millenia he has waged war against the Eldar, and many other Slaugth lords have taken up his banner of war against their kind. Whether they be Dark, Craftworld, Corsair, Exodite, or Harlequin Eldar, he attacks them all with little distinction. Only relatively recently has he turned his ire towards the Imperium of man to gain more resources for his personal vendetta against the favoured children of the old ones. Two dozen systems have been added to his empire within the past thousand years in seemingly inexplicable raids, and Ordo Xenos investigations into the matter confirmed that these worlds were being converted into ghastly slaught worlds, overrun by worms and bioconstructs.

Imperial reports of worlds assaulted by the Atushkar conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more slaugth.

Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle. He was reported to have congratulated a Callidus assassin that had managed to infiltrate her way into his fortress before engaging in single combat with her, only to turn his Hand of Silence on her once he tired of the fight, ending it in a furious barrage of necrotic blasts.


Now for some battle fluff. This probably would go in the all fluff section of a codex and not under Kay-yuss' rules section were my Slaugth codex ready.
Battle of Lolar Prime.

During an imperial guard encounter with Atushkar Conven, in which a dozen regiments, four death korps, three vendolands, and five catachans, supported by a Warhost of craftworld alaitoc which decided to aid the Imperium in dealing with a long standing foe of their species, as well as roughly three hundred space marines from the Ice Dragons, Gray Consuls, and Crystal Blades chapter, and the order of the celestial lady of the Sisters of battle and perhaps most surpisingly, an entire Hrud Clan that had decided to throw it's lot with this rag tag force to exact revenge on many raids on their kind, Kay-yuss readily picked on the fragile nature of the alliance.

Probing attacks by his forces were made in a way to ensure that the disparate forces would not be able to support one another, to cause accusations that the factions were attempting to bleed one another dry so they could walk in to what seemed to be an inevitable victory with minimal losses. Thinking that they were in for a guerilla campaign, the imperial forces prepared or an anti-insurgency campaign, which the Hrud thought to be wise, joining them in the endeavor though keeping their distance from the humans lest their entropic fields cause incidents that would further weaken the fragile alliance. The Eldar however, saw through the Ruse and attempted to warn the imperial forces, saying that the seemingly light nature of the conflict was merely an illusion to cause them to lower their guard.

The warning was ignored, by both the Hrud and the Imperials, and when Atuskhar unleashed a full scale spear and pincer attack, they were caught unprepared with defenses suited to the entirely wrong kind of enemy. The Eldar rallied for a counter attack that broke the northern pincer of Atushkar's attack, Autarch Yllaya personally slaying Kay-yuss' lieutenant Neveragush the Tormentor while the Avatar of Khaine butchered four of Kay-yuss' mighty Ulurgurstas that were supposed to form the lynchpin of the assault.

Victorious, the Eldar moved in to the southern pincer where the embattled Hrud awaited. There they managed to tie down Kay-yuss' forces, shurikens and fusil blasts flaying through the air to be met with necrotic beams and the myriad weapons of those mercenaries that Kay-yuss did not equip with deadly slaugth weaponry. Hrud Brutes and Wraithlords hacked into revolting Avolkias and Shadow walkers. Grav tanks and hrud vehicles fought monstrous Ulurgustas and revolting Slaugth tanks. An Eldar Phantom titan even wrestled with the colossal, unreal form of a titanic Ibix-ob Obyrith.

But for the imperials it was too late. Surrounded and cut off, the Imperials sought for a fighting retreat. The pincer that the Eldar thought was broken began to rally once again, and closed off the exits for the imperials in a large cauldron. The imperials fought bravely and valiantly, giving their lives none too cheaply, reaping a large number of mercenaries, enslaved beasts, bioconstructs, and other horrors as the coils of the formation tightened. Finally deciding to get himself involved, the Lord of Atrocity waded into battle accompanied by his personal retinue, the hand of silence.

The hand of silence ambushed and made short work of the Lord General's command squad, though the Krieg General's power sword did inflict a deep cut across his side, his retaliatory strike cut the General open from neck to sternum, his guts rotting out of his body even as he fell. Ice Dragons Captain Rokossovsky proved to be a greater challenge. His power axe clashed with Atropus several times as his command squad fought the hand of silence. His plasma pistol burned out a large portion of his chest, but the vile xeno pushed through the pain before hooking his scythe into the marine's helmet and rotting his brain, killing him.

Having dismissed Cannonness Augustine as a non-threat, he was not prepared for when Augustine shot her plasma pistol repeatedly into his back before discarding it as it overheated, picking up the marine's power axe and jamming it into his back, striking with enough fury to go through even his absorbtion field and then cutting off one of his arms with her power sword, eliciting a roar of rage and frustration from the Lord of Atrocity before she picked up her discarded plasma pistol and that of the marine, firing at the Slaugth lord.

Though pained, the slaugth lord fired Atropus' necrotic beam into her repeatedly, rotting the cannonness apart. With the death of their commanders, most of the imperial forces fell back in a disorganized route, with only 10% managing to escape. Only the Krieg, Sisters, and Marines never broke. The eldar and hrud, sensing the defeat of their allies, broke off and fled after taking as much of their dead as possible. Since then, Kay-yuss has a grudging respect for the Sisters of Battle, and considers them to be perhaps the greatest threat to him that the Imperium can muster.

Overview:

Kay-yuss is supposed to be a beatstick that gives something to his army, hence his enormous points cost. He's also very survivable, but is supposed to have some trouble getting into range to wreck face. He has a flagrant weakness to template happy armies, meaning that SoBs and Salamanders will really ruin his day. On the charge, he is going to wreck anything that gets in his way's face, but if I've done my mathhammer right, he should have a problem with being tarpitted.


 Kain wrote:
Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: ???

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 3+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll one missed hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. Additionally, it grants two rather than one extra attacks on the charge and counts as a power weapon.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus armour save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP Mindless, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+. As this pistol has it's own blade and can easily be wielded as a melee weapon, it allows for two extra attacks.

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, acute senses, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.

Overview: If you've noticed that his powers are geared towards breaking tarpits and snatching objectives, good for you, you're paying attention. He gains a massive number of attacks for dealing large amounts of damage, but is also heavily reliant on chance, with a double six being really awesome and a double one being very, very bad for you.

This message was edited 1 time. Last update was at 2013/05/28 09:45:08


 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

Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops

This message was edited 4 times. Last update was at 2013/05/29 00:24:24


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
Ghastly Grave Guard



Uk

Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops
Really? Where do I start? Stronger than a space marine with a powerfist? No. You might as well have chucked on rending, flesh bane and instant death and just give him everything. He has far to many bonuses on his weapons. Why would a dagger confer rampage? And if it gives off a shower of sparks with every hit it's not very well master crafted. Why would a hammer give hammer of wrath to a guardsmen? Why does he have monster hunter, tank hunter, crusader and deepstrike? Can this man do everything? Is he supposed to be able to do everything "normal" hq do but in 1 turn? Lastly why would a Melta weapon have have shred or missile lock? Ludicrous...


Automatically Appended Next Post:
Hang on wait, it gets worse. You gave tha super powered melta missile launcher blast as well!

This message was edited 1 time. Last update was at 2013/05/29 01:09:47


 
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Necron Triarch Praetorian Special Character (Namesof just about anything open to change)

Opellio, Seer of the Covenant 195

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

Composition
One (Unique)

Unit Type
Jump Infantry

Wargear
Phase Shifter
Sempiternal Weave
Rod from Heaven

Rod from Heaven
-the Rod from Heaven is a stave that was forged during the War in Heaven by the C'tan out of the armor of the Old Ones as a trophy of their acomplishment

The Rod from Heaven is a close combat weapon with the following profile

Range -
S +1
AP 2
Type Melee, Soul Blaze

Special Rules
Fearless, Ever Living, Counter Attack, Independent Character

Honor of the Triarch
-An army that has Opellio as its warlord cannot include Deathmarks

Word of the Silent King
-All Necrons within 12" of Opellio are fearless

Seer of the Covenant
-If Opellio is chosen as the armies warlord he makes Triarch Praetorians troops choices

Voice of Reason
-an army that includes Opellio may offer a draw at any point of the game and may only offer once. Should the opponent decline Opellio has the prefered enemy special rule when in a challenge with enemy warlords. In addition, Opellio and his unit may not make a Sweeping Advance.

Final Judgment
-If Opellio defeats an enemy in a challenge then he and his unit automatically count as winning combat regardless of combat resollution (the enemy must fall back regardless of if they would stay in combat otherwise)

Council of the Covenant
You must purchase Triarch Reclaimers instead of Crypteks or Necron Lords if you chooses to include a royal court that corresponds to Opellio

Triarch Reclaimer 45 points
WS 5
BS 4
S 5
T 5
I 2
A 2
LD 10
SV 3+

Composition
1 Triarch Reclaimer

Unit Type
Jump Infantry (Character)

Wargear
Rod of the Covenant

Special Rules
Fearless, Ever Living, Voice of Reason

Options
May exchange RoC with one of the Following
-Aeonstave free
-Voidblade and Particle Caster free
-Hyperphase Sword and Particle Caster 5 points

May take one of the following
Veil of Darkness 30
Gaze of Flame 10
Timesplinter Cloak 30

May take any of the following
Sempiternal weave 15
Resurrection Orb 30

Judge of the Court
-if Opellio is included in your army you may upgrade one squad of Triarch Praetorians to Triarch Bishops at 10 points per model

Triarch Bishops
WS 5
BS 4
S 5
T 5
I 2
A 2
LD 10
SV 2+

Wargear
Rod of the Covenant
Sempiternal Weave

Unit Type
Jump Infantry

Special Rules
Fearless, Reanimation Protocols, Counter Attack

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Confessor Of Sins




WA, USA

Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Wow...just wow...

Did you intentionally look for every overpowered and unfitting thing ever? Because you succeeded.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in gb
Ghastly Grave Guard



Uk

 curran12 wrote:
Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Wow...just wow...

Did you intentionally look for every overpowered and unfitting thing ever? Because you succeeded.
I'm just surprised he didn't go for a 2+ rerollable invulnerable save to make it complete...
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

BaconUprising wrote:
 curran12 wrote:
Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Wow...just wow...

Did you intentionally look for every overpowered and unfitting thing ever? Because you succeeded.
I'm just surprised he didn't go for a 2+ rerollable invulnerable save to make it complete...

Be fair. Dude dies to a single ML shot.
Although if I HAD to price him... maybe 300? I mean dude is a bigger beatstick than most space marine IC's are. Insane.

 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

S10?!? S10 *armorbane* with *tankhunters* and hammer of wrath!?! With AP1 no less!? This guy can kill a land raider in one turn! Four S10 hits, three with armorbane, tank hunters, poison, monster hunter, strike down, and an entirely pointless furious charge. Heck this guy could kill a baneblade in one turn with some luck! Or punch out a fething *CARNIFEX*.

His other weapon isn't half as absurd but holy hell the first one.

I mean, Kay-Yuss costs three times more (probably will up his price) and won't kill as much as three of this guy.

This message was edited 1 time. Last update was at 2013/05/29 12:43:38


 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:
S10?!? S10 *armorbane* with *tankhunters* and hammer of wrath!?! With AP1 no less!? This guy can kill a land raider in one turn! Four S10 hits, three with armorbane, tank hunters, poison, monster hunter, strike down, and an entirely pointless furious charge. Heck this guy could kill a baneblade in one turn with some luck! Or punch out a fething *CARNIFEX*.

His other weapon isn't half as absurd but holy hell the first one.

I mean, Kay-Yuss costs three times more (probably will up his price) and won't kill as much as three of this guy.

or one IMHO

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

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments


Automatically Appended Next Post:
Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

This message was edited 1 time. Last update was at 2013/05/30 18:20:42


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
Ghastly Grave Guard



Uk




Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...

This message was edited 2 times. Last update was at 2013/05/30 18:41:09


 
   
Made in za
Fixture of Dakka




Temple Prime

So any comments for my three wormies? What changes need to be made to make them 6e and new apoc compatible?

 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

 Kain wrote:
So any comments for my three wormies? What changes need to be made to make them 6e and new apoc compatible?
Yeah the C'tan is really nicely done. Love the fluff and the rules. He isnt in the slightest bit op. I could see him fitting into many apocalypse games very nicely. Hes going to be wrecked if you face sisters of battle though... Id say he is a bit, only a bit overcosted
   
Made in za
Fixture of Dakka




Temple Prime

BaconUprising wrote:
 Kain wrote:
So any comments for my three wormies? What changes need to be made to make them 6e and new apoc compatible?
Yeah the C'tan is really nicely done. Love the fluff and the rules. He isnt in the slightest bit op. I could see him fitting into many apocalypse games very nicely. Hes going to be wrecked if you face sisters of battle though... Id say he is a bit, only a bit overcosted

There's three (well four technically) characters there as part of my restarted plans for Fandex: Slaugth.

 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

BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

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

Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.

 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

 Kain wrote:
Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Oh I see, so perhaps... more... physically powered beings... yea, I guess taking along a favourite knife wouldn't help then

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

Lt. 'Tweek wrote:
 Kain wrote:
Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Oh I see, so perhaps... more... physically powered beings... yea, I guess taking along a favourite knife wouldn't help then

Well if the Dark Eldar have it, it would probably involve a drug induced adrenaline frenzy. It's essentially wildly thrashing around with enough force to actually make said thrashing reasonably dangerous.

Theoretically a human could do it with some augments or some powerful combat drugs.

But currently your character is actually more cost effective for sheer hurtiness than Kay-Yuss. Who seems to be something of a bar for uber-killy Fan characters.

 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

Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


So let's see if I can revise this. My main problem is obviously being too generous

HQ slot:
Quartermaster Corporal 'Dice'
- 250 points
WS5|BS4|S3|T3|I3|A2|W2|Ld9|Sv 4+
Infantry, Independent Character
Wargear: Dragon Bane, Envenomed Bastard, Dead Man's Dagger, Hot shot laspistol, Krak Grenades, Carapace armour
Special rules: Deep strike, Monster hunter

*Dragon bane: 12"|S6|AP2|Heavy 1, Blast
*Envenomed bastard: Sx2|AP2|Melee, Fleshbane, Two handed, Unwieldy
*Dead Man's Dagger: S user|AP6|Melee, Volley of sparks, counter attack, shred

Now he's specifically about taking down monsters rather than just anything big He's also been toned down, and made a more expensive, HQ choice. The second CC knife is now a defensive weapon
Any better?

This message was edited 1 time. Last update was at 2013/05/30 20:24:41


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 us
Fireknife Shas'el





United States

 Kain wrote:
Lt. 'Tweek wrote:
 Kain wrote:
Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Oh I see, so perhaps... more... physically powered beings... yea, I guess taking along a favourite knife wouldn't help then

Well if the Dark Eldar have it, it would probably involve a drug induced adrenaline frenzy. It's essentially wildly thrashing around with enough force to actually make said thrashing reasonably dangerous.

Theoretically a human could do it with some augments or some powerful combat drugs.

But currently your character is actually more cost effective for sheer hurtiness than Kay-Yuss. Who seems to be something of a bar for uber-killy Fan characters.
No. Rampage is someone being on the losing end of a fight and instead of caving, they turn and go "yeah well feth YOU". It has nothing to do with wild thrashing, it's a dude or monster being on the numerically disadvantaged side and going apeshit.
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

Hmm, well on my revised version rampage would be a bit out of place anyway. The new attitude is a 1-on-1 with a huge beast, unless, he gets fearless as well and throws himself into a herd of daemons...

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

Dem'Orcus for 6e.

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: 400

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 4+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll ones to hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. May either be used in power maul, power sword, or power axe mode.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 4+ save, and it additionally bends light around him, granting him the stealth and shrouded special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart, four in double FOC games, three if you are bringing allies, or six if you are both playing a double FOC game and bringing allies. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.


Automatically Appended Next Post:
Recosted.

This message was edited 2 times. Last update was at 2013/05/31 09:05:17


 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

I really love these characters, how many more are you going to make? And yes, yes he is heinously over costed. I mean he's twice the price of Abbadon! 450 points? Maybe less...

This message was edited 1 time. Last update was at 2013/05/30 21:20:08


 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

 Kain wrote:
Dem'Orcus for 6e.

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: 575

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 4+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll ones to hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. May either be used in power maul, power sword, or power axe mode.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 4+ save, and it additionally bends light around him, granting him the stealth and shrouded special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart, four in double FOC games, three if you are bringing allies, or six if you are both playing a double FOC game and bringing allies. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.


Automatically Appended Next Post:
I have a feeling that Dem'Orcus may be heinously overcosted.


Nice character, well, actually quite a vile being, but a nice idea
I was planning on saying he has wayyy too many attacks, at even base strength. However, there are a lot of recoil on all of his rules, so I think they counteract it well
It looks like there's going to be a lot of back and forth-ing with his wounds. I'd say it looks like it could be a big gamble at times. (triple damage on template weapons? I'm sure any squad packed with flamers would damage that.) Then again, in retaliation he can really dish it out.
I agree on the points, especially considering how it could go sour with a few unlucky saves. 400 max?
He would really spearhead a force!

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 us
Longtime Dakkanaut





Saratoga Springs, NY

I had an idea for a character once. It was actually two separate people that you bought as a single HQ choice (as in two characters bought together, each can go in a separate squad, etc). One guy was a really good sniper bodyguard for the other guy, who was a Imperial Guard inspiring general type guy.

The big gimmick was that whenever the general guy got into a challenge the sniper was allowed to shoot into the close combat with an automatic precision shot if he was in range. I also planned on the sniper's wounds causing instant death or something like that. The point was to have the general get into a challenge, and the opponent mysteriously gets shot in the head as the battle was about to start.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
 
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