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Kain wrote: For anyone who wants to join in my little project, it's going under the working name of the Inciphis region (multiple sectors), part of Ultima Segmentum.
Where heroes are made and the war is never ending. This is the frontier of the Imperium, and here Slaugth, Necrons, Hrud, Thyrrus, Orks, Tyranids, Slann, Rak'Gol, Chaos, Eldar, Dark Eldar, the Imperium, the Tau, Umbra, and countless other factions battle in near constant conflict.
I don't mean normal, run of the mill "there is only war" I mean usually the majority of the region is at Aurielian Crusade level violence and often it conflagrates to an even worse extent. (It is currently in an ultra-violence mode due to the after-effects of the 13th Black Crusade and the en masse arrival of hive fleets Hydra and Leviathan, accompanied by Waaaaghs! Gitbasha, Brainmelta, Gigakilla, 'Ead stompa, and Bloodsmasha amongst others, the awakening of several Necron Dynasties, massive Hrud migrations and Thyrrus troupes, Craftworld Biel-tan and her allies deciding to try out this conquest thing, multiple Kabals focusing on here, a new Imperial crusade to pacify the area, a Slann resurgance, Umbra flocks moving in, the incursions of Kay-Yuss and his allied convens, and a new wave of expansions by the Tau, with responses from all other factions)
As such constant war which despite the arrival of the Tyranids, the awakening of the Necrons, and the Emergence of the Slaugth has remained in a brutal back and forth stalemate since the great crusade (and if Eldar records are to be believed, the region has been home to vast amounts of violence before mankind evolved) this is often seen as a proving ground and training field. While not a pleasant place for civilians, the Inciphis region is a great place for commanders who want some glory.
As of most of my writings, the current time period for anything I write for the Inciphis region is in the second half of M42.
Commanders seeking their fortune, space marine chapters seeking to attain glory, chaos champions hoping to curry favor with the gods, Orks looking for a big scrap, Rak'Gol wanting some action, Dark Eldar seeking thrills, Tyranids in search of biomass, Necrons in reconquest mode, Slaugth desiring experiments, Thyrrus looking for a show, and Tau commanders wishing to test their newest strategies and weaponry come here to make for a self feeding cycle of violence.
A large number of chapters, sisters orders, and guard armies are deployed here to make sure that the violence here doesn't spread to the interior of the Imperium. And the detritus of literally millions of years of conflict (the Slaugth, Hrud, Eldar, Orks, Thyrrus, Umbra, Slann and other old races have been bickering over this area since the war in heaven ended, before that there was of course the war in heaven itself) has left a motherlode of artefacts and long forgotten or hidden secrets.
Welcome to Inciphis commander, welcome to Bellum Infinitus, welcome...to hell.
Every legion has descendant chapters here, every model of imperial guard regiment can be found here, every craftworld has stuck it's nose here at some point, and the violence never stops. Alliances are made and broken constantly. And sometimes a single planet can be fought over by every single faction in the entire region at the same time. While the current overall warmaster here is from Krieg, the last one was Vostroyan. Until lictors ate him. The one before him got stomped to death by a squiggoth, and the Elysian before him was atomized by a Gauss flayer.
Death comes to all.
This sounds brutally astounding!
It seems pretty much what GW want to say, but by the Emperor's will you say it so well!
I think I'm going to make a Kill-Team of DA in honour of this, with more emblems, blood splatter, custom armour and battle damage than any of my other squads... just base coated a couple tactical marines w/assault weapons in DW colours as a test and was looking for a new idea, this is perfect
Maybe field them as veterans until I make substantial enough rules for them Oh a storm's coming
Too much heavily modded dawn of war, supreme commander, homesick (yes really), metroid, metal gear, strike legion, command and conquer, dungeons and dragons, 40k, HALO, and FB have made for an odd blend of ideas in my head.
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.
dementedwombat wrote: That's awesome! The one thing I would have questions about is whether Guardian should be able to shoot into combat if he himself is in combat.
Yes... he shouldn't be able to shoot if he's in combat, unless the enemy is an exceptionally considerate individual (or an ork nob who doesn't mind his warboss being killed, as he'll get ranked up!)
Maybe if the Guardian is in CC, he can make a single run in the direction of his general to symbolise sprinting to assistance at the threat, but it still wouldn't really help the general unless he could actually charge the challenger and make a Hammer of Wrath strike or something. gets too complicated though, best to just say he can shoot IF not locked in combat
I like the name!
Automatically Appended Next Post: Once a baby born from a human mother, he was named Samuel.
Once a soldier, an enthusiastic boy with an ambition to defend his home.
He was a hero, all he wanted was recognition, a small praise for the good he did.
But he never got it.
He was the best in his platoon, but he remained a worm, an un-named soldier with no purpose. He fought bravely with great initiative but was a long time private as he watched the sons and friends of lords be promoted and glorified no matter how inexperienced or stupid they were.
He tolerated his superiors even though he aspired for more. It was when his sworn-to-honour captain grabbed him by the shoulder as a human shield that he found a place for vengeance in his heart.
He became angrier and moreso bitter with every day and order he was pushed around.
One night he plotted with fellow friends to sneak into his captain's tent and cause trouble. They were annoyed at the situation but lacked - and were really unaware - of Samuel's growing hatred.
He stood above his senior's bed and beheaded him. Blood poured everywhere, it was a miracle the courts believed their poorly pointed story of bandit dark eldar raiding the outpost and claiming his head as a trophy.
As the years progressed Samuel wanted revenge on the Imperium for the way it treated him. He had once appealed to Chaos, but was now even beginning to feel he was unworthy of that. He pined chaos and despised it, he was going mad.
His call was finally struck in a defense against a bloodletter attack. A single beast cut its' own stomach open and ran into Samuel, falling to its knees. In awe, other daemons began to surround him and make horrible, illiterate noises which could be described as their attempt to spit foul chants at him in praise.
Without a word, he looked at his friends with a dark red of eye. The bloodletters immediately charged into them, causing painful, and undoubtably brutal deaths in their rampage of fury. As his blood blackened into a steaming syrup, he was at last in a stage of, what - even with his cursed mind screaming and abusing his conscience, eating away at anything that remained of his soul - as being, happy. Or an equivilent.
Abandoning, swiftly, every vow he ever took, he found refuge in the gods of chaos which he had lost his last faith in. he realised, or at least justified, that he was too eager and desperate when he first sinned. By now, he was stronger with a powerful rage that could get him far.
Over years, he mutated. He grew unnatural horns, wings, scales and old features changed; teeth were like razors that could rip through adamantium. His heart was now a cold, still centre of chaos. it was what partially powered him and allowed him body to keep going through the most dire of hazards.
as he stole the armour of enemies, his body absorbed and anchored it into place. He grew unfairly big, gathering larger and larger sheets of hard material, eating lesser beings (including some of his own daemons), and most importantly mercilessly slaughtering indefintely
He has become a God in his own will, once a human with an ambition for power, he was an example of a selfish, if somewhat unfairly treated person who found comfort in the wrong place. He was a traitor, he is a monster
Underlord Samha'qhuale (pronounced Sam-aaah-kale - a common chant of his minions, many infer it to be their attempt at pronouncing his name)
WS7|BS3|S6|T5|W4|I3|A4|Ld10|Sv2+ FNP 5++
Independent character
380 points
Wargear: Salvaged armour (2+ Sv, provides a 4++ FNP)
Undead heart (gives Samha'qhuale the It Will Not Die USR)
Cross talons (Samha'qhuale has Shred and Fleshbane)
Mutated muscles (Samha'qhuale is immune to Unwieldy and Two-Handed)
Stubby Wings (Provide the Fleet (of flight) rule)
Shouldered spike (Provides Rending)
Beast's nose (provides Acute Senses, when (if) lost, Samha'qhuale is Blind until the end of the turn)
Hammer of the Daemon Underlord (Sx2|AP4|Melee, Unwieldy, Two-Handed, Strikedown, Rending)
Monster issue Bolter (18"S6|AP-|Assault 1, Lance OR Heavy 2, Lance)
Vast gauntlet (CCW)
Special rules: Supernatural abilities: On his own, Samha'qhuale has no special rules. However, each of his weapons or mutations gives him 1 or more special rules. Each time he suffers an unsaved wound, randomly choose one of the following to be destroyed for the rest of the game - once one is destroyed, he loses all of the included special rules:
Undead Heart, Cross Talons, Mutated Muscles, Stubby Wings, Shouldered Spike, Beast's Nose
Automatically Appended Next Post: Oh, he's also 'Very Bulky' I guess by now
This message was edited 2 times. Last update was at 2013/05/31 23:26:29
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
Kustom bomma-Blitzsnik constantly works on his kustom plane to make it
more killy and move fasta. Blitzsniks vehicle counts as having red paint job
and is rigged with armour plates.
mek tools
Bosspole
3 TL Supa shootas
Sky Hamma rokkit launcha
__________________________________________
Range 36' S 8 AP 3 Heavy 3, Blast
-Common ork rokkits with some highly volatile fungus juice added for a bigger boom.
Special rules:
Da Sky Kaptin- Blitznik gets his reputation as being 'Da Sky Kaptin'
for his endless hunt for bigger targets. The only time he lands is to
fuel up or to kustomize his dakkajet. Because of his obsessive need
to take out the biggest target blitzsnik has both tank hunter and
monster hunter special rule.
Aerial assault
Strafing Run
Supersonic
Waaagh! plane
Fighta Ace
_____________
Da Sky Boss:
Blitzsnik may take up
to two Ork Bommas as
a bodyguard unit
This message was edited 2 times. Last update was at 2013/06/01 04:33:42
Great name mate, I can never come up with a decent one for my Orks, otherwise this thread would be flooded with tons of Orky submissions by now...
"ellfia" missiles sound more like "healthier" than "hellfire" IMO, and "this plane just has a missile lock system" isn't really a good excuse to give them that ability.
The ability to double the amount of planes we can usually put on the table shouldn't be underestimated.
You should match up his "Da Sky Kaptin" bonus with a penalty to shooting 'puny little targets'
An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand
Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions
Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase
Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.
Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the shooting phase (fixed)
Special Rules
ATSKNF Independent Character
Move through Cover
Night Vision
Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.
Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.
pricing
Spoiler:
Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50
This message was edited 1 time. Last update was at 2013/06/01 13:40:03
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
Dakkamite wrote: Great name mate, I can never come up with a decent one for my Orks, otherwise this thread would be flooded with tons of Orky submissions by now...
"ellfia" missiles sound more like "healthier" than "hellfire" IMO, and "this plane just has a missile lock system" isn't really a good excuse to give them that ability.
The ability to double the amount of planes we can usually put on the table shouldn't be underestimated.
You should match up his "Da Sky Kaptin" bonus with a penalty to shooting 'puny little targets'
Your right about the Missile Lock. I was going for the idea that he built a more accurate delivery system then a rokkit tied to a stick but taking a second look I've noticed that missile lock is pretty rare and doesnt really match any fluff. As for a penalty for small targets a was thinking something simular to the tankbustas "glory hogs" where he would always bee line to the highest point unit. But I think that would put him in some bad situations most games.
Hive Fleet Lazarus wrote: An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand
Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions
Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase
Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.
Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the movement phase
Special Rules
ATSKNF Independent Character
Move through Cover
Night Vision
Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.
Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.
pricing
Spoiler:
Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50
Umm, nice idea, but at first glance it's too much/
The drawback of a storm shield is the lack of attack, so I'm guessing the dual melee weapons are to take advantage of the extra attack
I don't entirely agree with the inv on regular armour, but I guess he's HQ so fair enough
Then I saw the bolters... they are...unfair. They shoot in the 'movement phase'? - so he can move 12" (with his jump-pack), while shooting spec issue ammo at two different targets, then call down orbital bombarbment, presumably to then charge gaining A+2 with the opponent halving their WS?
I really hope I misunderstood this As it stands, 420 points, I think he needs to be sanded down a bit
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
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 axe 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 Assault 1, Blast, twinliked, pinning, 5+rending
Normal
Rng 48" ST 8 AP 3 Assault 2, Blast, Twinlinked, pinning, 5+ rending,
Pulse
Rng 48' ST 6 AP 5 Assault 4, Blast, 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, providing him and friendly models with the protection of nightfighting rules within 24'. 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.
S5 AP4 Heavy 3 36' Autowounds on a five plus to hit with armour saves allowed, on a glancing or penetrating hit against vehicles, vehicles lose one AV point on that facing, if vehicle armor drops below zero, it is automatically destroyed.
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 a bonus attack as if it had two CCWs. .
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 shrouded special rules rules. Additionally, those firing at dark beak find that it's body absorbs light around it, granting it personal nightfighting that is always on.
Special rules: Furious charge, Move through cover, Relentless, Rag'norra's favoured, counter attack, tank hunter, monster hunter, defend the master, regeneration, independent character, dive bomb.
Rag'norra's favoured, Darkbeak must always be taken with Rag'norra (but Rag'norra need not be taken with Darkbeak) 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, and if it is within 6' it can automatically pass Look out sir checks to take a wound in Rag'Norra's stead . It cares nothing for it's own safety.
Dive bomb: Darkbeak may opt to start a turn as if it were swooping, despite not being a monstrous creature. It follows all such rules of swooping, but if it has been swooping for two turns consecutively, it may forgo shooting and halve it's base attacks to engage in a smash attack (as per the USR) rather than a vector strike against either fliers or ground units. If used against ground units, upon resolution, Darkbeak is treated as grounded until it's next turn where it may fly again.
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.
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.
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.
I like that! Apart from one part, they both seem fair and well priced The one bit... Shroud cannon: I see what you tried doing with the 3 fire modes, but as it is, the 'pulse mode' is by far the best option... it's a bit too good. 4 seperate blasts, at S6, which can re-roll the scatter? Unless you're up against a land raider there is no point in using charged or normal modes I'd suggest adding 'gets hot' onto the modes, it would certainly make pulse more rounded by dealing a wound on 1-4 before scattering. And, with his sv + FNP, he'd have a good chance of bouncing them off as well.
Automatically Appended Next Post: Upgrade to a DA tactical squad: Replaces Sergeant in squad for +100 points Deathwing Veteran Sergeant Santé WS5|BS5|S4|T4|W2|I5|A2|Ld9|Sv3+ 6++ Wargear: DW Modification power armour; Deathstorm (24"|S5|AP4|Assault 3, Master crafted); Emblem of Justice (Chainsword with profile: S user|AP2|Melee)
Rules: Deathwing upgrade (The squad that Santé joins replaces their power armour with DW Modification power armour (3+ 6++ inv) and their bolters become (18"|S4|AP5|Assault 1, Master-crafted)
This message was edited 3 times. Last update was at 2013/06/01 13:13:48
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
Hive Fleet Lazarus wrote: An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand
Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions
Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase
Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.
Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the movement phase
Special Rules
ATSKNF Independent Character
Move through Cover
Night Vision
Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.
Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.
pricing
Spoiler:
Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50
Umm, nice idea, but at first glance it's too much/
The drawback of a storm shield is the lack of attack, so I'm guessing the dual melee weapons are to take advantage of the extra attack
I don't entirely agree with the inv on regular armour, but I guess he's HQ so fair enough
Then I saw the bolters... they are...unfair. They shoot in the 'movement phase'? - so he can move 12" (with his jump-pack), while shooting spec issue ammo at two different targets, then call down orbital bombarbment, presumably to then charge gaining A+2 with the opponent halving their WS?
I really hope I misunderstood this As it stands, 420 points, I think he needs to be sanded down a bit
yeah sorry I need to fix that. It should say "they can fire at two different targets in the shooting phase"
I'm following normal orbital bombardment rules so he has to forgo his shooting attack to use it and is not allowed to have moved. Its a large blast that scatters 2D6. He can charge after orbital bombardment but theres a chance it will completely miss or hit him. The only different thing is that he can call down three instead of one.
I think in terms of pricing, its just a lot of little things that add up, not so much the few bigs ones
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
Hive Fleet Lazarus wrote: An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand
Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions
Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase
Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.
Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the movement phase
Special Rules
ATSKNF Independent Character
Move through Cover
Night Vision
Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.
Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.
pricing
Spoiler:
Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50
Umm, nice idea, but at first glance it's too much/
The drawback of a storm shield is the lack of attack, so I'm guessing the dual melee weapons are to take advantage of the extra attack
I don't entirely agree with the inv on regular armour, but I guess he's HQ so fair enough
Then I saw the bolters... they are...unfair. They shoot in the 'movement phase'? - so he can move 12" (with his jump-pack), while shooting spec issue ammo at two different targets, then call down orbital bombarbment, presumably to then charge gaining A+2 with the opponent halving their WS?
I really hope I misunderstood this As it stands, 420 points, I think he needs to be sanded down a bit
yeah sorry I need to fix that. It should say "they can fire at two different targets in the shooting phase"
I'm following normal orbital bombardment rules so he has to forgo his shooting attack to use it and is not allowed to have moved. Its a large blast that scatters 2D6. He can charge after orbital bombardment but theres a chance it will completely miss or hit him. The only different thing is that he can call down three instead of one.
I think in terms of pricing, its just a lot of little things that add up, not so much the few bigs ones
Ah OK - I can exhale! That clears a few things up, the only comment I would have is that he is a bit too armed up - seeing as he'll deep strike, he misses the beginning of the game and then has 3 chances to call down artillery - he won't have much chance to use his bolters (well, if he gets charged I suppose he'll be overwatching)/
It may be worth reducing some of his abilities and bringing the cost down, like only giving him 2 bombardments
I really do like the idea of the character though, great hands with weapons bolted all around them
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
Special Rules:
And They Shall Know No Fear, Combat Tactics, Independent Character, Relentless, Split Fire, Orbital Bombardment,
True Grit: Chapter Master Sven is so practiced in the use of his weapon that when he fires his Stormbolter he may make an additional attack with a combi-weapon or an Orbital Bombardment.
In addition, when Sven is locked in combat instead of striking blows he fires his ranged weapons, using his Weapon Skill to hit as normal, but the strength and AP values ofthe weapon. In practice, this will be 2 attacks at S4 AP5 and either 1 attack at S8 AP1 or D6 hits at S4 AP5. Sven may not use Orbital Bombardments while in melee.
Prepared: In any game that Sven's controlling player did not go first he may fire his Orbital Bombardment twice.
Scorched Earth: Sven may target objectives with his Orbital Strike - center the hole of the template over the objective and scatter it normally. If an objective is under the final position of Sven's Orbital Strike (even if he did not target it!), roll a D6. On a 1 or 2, the objective ceases to be mysterious and loses any revealed special properties. On a 3 or greater the objective is removed from the game entirely. For each objective removed in this manner Sven's controller scores two less victory points than normal (His allies are not pleased!).
Wargear: Power Armor, Iron Halo, Frag Grenades, Melta Bombs.
The Trinity: The Trinity is a expertly crafted combi-weapon, a Stormbolter with a built-in Flamer and Meltagun. Unlike a normal combi-weapon these may be fired more than once per battle, but the same attachment may not be fired twice in a row. When fired in melee the Flamer causes D6 automatic hits on one enemy unit in base contact.
raverrn wrote: Chapter Master Hyrel Sven of the Eagles Ascendant
Special Rules: And They Shall Know No Fear, Combat Tactics, Independent Character, Relentless, Split Fire, Orbital Bombardment,
True Grit: Chapter Master Sven is so practiced in the use of his weapon that when he fires his Stormbolter he may make an additional attack with a combi-weapon or an Orbital Bombardment.
In addition, when Sven is locked in combat instead of striking blows he fires his ranged weapons, using his Weapon Skill to hit as normal, but the strength and AP values ofthe weapon. In practice, this will be 2 attacks at S4 AP5 and either 1 attack at S8 AP1 or D6 hits at S4 AP5. Sven may not use Orbital Bombardments while in melee.
Prepared: In any game that Sven's controlling player did not go first he may fire his Orbital Bombardment twice.
Scorched Earth: Sven may target objectives with his Orbital Strike - center the hole of the template over the objective and scatter it normally. If an objective is under the final position of Sven's Orbital Strike (even if he did not target it!), roll a D6. On a 1 or 2, the objective ceases to be mysterious and loses any revealed special properties. On a 3 or greater the objective is removed from the game entirely. For each objective removed in this manner Sven's controller scores two less victory points than normal (His allies are not pleased!).
Wargear: Power Armor, Iron Halo, Frag Grenades, Melta Bombs.
The Trinity: The Trinity is a expertly crafted combi-weapon, a Stormbolter with a built-in Flamer and Meltagun. Unlike a normal combi-weapon these may be fired more than once per battle, but the same attachment may not be fired twice in a row. When fired in melee the Flamer causes D6 automatic hits on one enemy unit in base contact.
~220pts
Great idea, been thinking about multi-use combi weapons, your rules seem very clear and well established My only comment is that he seems too cheap considering he can fire twice, gets upto A8 in CC and has the equivilent of 3 weapons Recommend 280
This message was edited 1 time. Last update was at 2013/06/01 18:19:17
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
Did I kill this forum?
Well, I got another idea... Witch Hunters!
Not settled on a profile, but they will probably be a variation of space marines
They will be immune to instant death caused by force weapons
They get +2 to Deny the Witch rolls
They never take a Ld test when shooting at a psyker, even if it's not the closest unit
However, they must always take a Ld test when shooting at a non-psyker
They'll also have Hatred (Psker) and Preferred Enemy (Psyker)
Any thoughts?
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
Lt. 'Tweek wrote: Did I kill this forum? Well, I got another idea... Witch Hunters!
Not settled on a profile, but they will probably be a variation of space marines
They will be immune to instant death caused by force weapons They get +2 to Deny the Witch rolls They never take a Ld test when shooting at a psyker, even if it's not the closest unit However, they must always take a Ld test when shooting at a non-psyker They'll also have Hatred (Psker) and Preferred Enemy (Psyker)
Any thoughts?
Thread goes dormant for days at times its not just you
Maybe "Blanks" as opposed to Witch Hunters, as Witch Hunters is the name of the SoB codex available from GW, and for fluff purposes. "Blanks" are naturally immune to psychic powers.
Make them like a psychic hood but better: 2+ Deny The Witch if the power is cast from or upon any unit within 24", twice per turn (maybe something like "Blank, Mastery Level 2" Ld tests were out the window in 5th I believe. Maybe they have Precision Shots on a 4+ when shooting at a unit containing a psyker, and all Precision Shots are automatically allocated to the Psyker. I like the drawback, but its unfluffy. They prefer to kill psykers, but they would have no qualms about shooting at enemy cannon fodder. Maybe a suitable drawback is each failed DtW they take a single wound, no saves. If it removes their last wound than their head explodes from the concentration of warp energies. Each friendly unit must make a Ld test at -1 Ld. Makes sense
Blank C:SM, C:IG (Elites)....... 80 pts Ws/5 Bs/5 S/4 T/4 W/2 I/4 A/2 Ld/10 Sv/ 3+ Special Rules: IC, Combat Tactics, Blank, Gruesome Demise, Bane of Psykers, Hatred (Psker) and Preferred Enemy (Psyker) Wargear: Bolter-stake Crossbow, power armor Unit Type: Infantry Options: May replace Power Armor with Terminator Armor and: Power Weapon: 45 Storm Shield: 45 Power Fist: 50 If terminator armor is not taken may take one: Power Weapon or storm shield: 15 Power Fist: 25
Blank: 2+ Deny The Witch if the power is cast from or upon any unit within 24", twice per turn. If failed, the Blank automatically takes a wound with no saves allowed. Gruesome Demise: If the failed DtW removes their last wound than their head explodes from the concentration of warp energies. Each friendly unit within 24" must make a Ld test at -1 Ld Bane of Psykers: If shooting at a unit that includes a Psyker the Blank has precision shots (4+) that auto-allocate to the Psyker. Bolter-stake Crossbow: This is a master-crafted Bolter that includes a Stake Crossbow. This has the following profile: Stake Crossbow: R: 24" S:6 AP3 Assault 1, Psykers Bane (Causes Instant Death to any unit with the Psyker USR, regardless of toughness), Warp Sense (All hits from this weapon are allocated to enemy Psykers, regardless of Precision Shots)
This message was edited 1 time. Last update was at 2013/06/04 14:15:02
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
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.
Need to get round to updating my Tau and remaining DE characters to 6th ed..
Maybe later xD
Or maybe I should take votes on who gets updated first! To Do:
Dark Eldar:
Persephone - Queen of the Damned
Eh'khas-haedrine, Lord of Broken Spires
Drychera, Mistress of Flesh
Varjostaa, Lord of Shadows
Barney, Elder Warp Beast
Eth Olrion Reaver Champion
Master of Shards
Harlequin Solitaire
The Laughing God
Tau Empire:
O'R'ashmya - Commander Mourning Sorrow
Keeper of Twilight Aun'fio
Ovion wrote: Need to get round to updating my Tau and remaining DE characters to 6th ed..
Maybe later xD
Or maybe I should take votes on who gets updated first! To Do:
Dark Eldar:
Persephone - Queen of the Damned
Eh'khas-haedrine, Lord of Broken Spires
Drychera, Mistress of Flesh
Varjostaa, Lord of Shadows
Barney, Elder Warp Beast
Eth Olrion Reaver Champion
Master of Shards
Harlequin Solitaire
The Laughing God
Tau Empire:
O'R'ashmya - Commander Mourning Sorrow
Keeper of Twilight Aun'fio
Can we please see your Solitaire and Eh'khas-haedrine, Lord of Broken Spires+Eth Olrion Reaver Champion asap I love DE special characters
dornotus
WS:7 BS:5 S:5 T:5 W:3 I:4 A:4 LD:10 SV: 2+
war-gear: the black sword, Armour of faith, the black shield frag and krak grenades, pysc-out grenades
special rules: and they shall know no fear, protection from witch-craft, the emperors hero, destroyer of champions, holy might, extrema faith, preferred enemy (witches) (zenos)
protection from witch-craft: for the soul purpose of denie the witch the emperors champion is class as having a better mastery level that the caster and this special rule also refers to adamantium will
the emperors hero: he is your emperors champion for the army also he may choose two vows
destroyer of champions: you must always accept/issue a challenge if the emperor is in a challenge he always hits on 2+ has the flesh bane and rending special rule
holy might: so holy is his might that he has +1 strength (already included in profile)
extrema faith: his mission is more important than a a wound which gives him +1 toughness (already included) and feel no pain
witches: this word refers to any model that has a mastery level or a daemon
zenos: refers to codex(orks, necrons, eldar, dark eldar, tau)
the black shield: refers to a storm shield it is treated as a close combat weapon for the purpose of bonuses also it gives the wearer a 2+ invun in challenges
i was thinking of this guy as a very well hero amongst the champions i recon he can work quite well with the black Templar he might seem over powered but i wanted a guy to seem so dedicate to the emperor that he will strive forward no matter the cost i know he has pys out grenades but i was thinking he could like worship the emperor so much and he is extreamly dedicated to serving the emperor that the gray knights gave him some war-gear in his quest for crusade i can imagin loads of fluff about him i just struggle putting it into words
Nice character but I don't like his 2++ even if it is reserved for challenges. This guy could tie up a bloodthirster/flyrant In a boring, all game challenge which kinda takes the fun out of the game. Especially as any game you will be playing this guy in would be a friendly and you want both of you to have fun.
[HQ] - Cadre Fireblade Mus'ahi, Stonespire - [100pts]
The most famous infantry general the Tau of every seen. No other Fire Caste leader has a better understanding of the Fire Warrior and Pathfinders troops. Mus'ahi is a Bond Brother of the (in)famous Darkstrider El'Miyamoto. Whereas his brother fell to the path of the reckless maverick, Mus'ahi climbed higher into the mists of Fire Caste ritual and custom. With Mus'ahi's omnipresent silhouette towering over the battlefield, Fire Warriors fight harder knowing their lives are furthering the Greater Good to its fullest.
WS4 BS5 S3 T3 W3 I3 A3 Ld9 Sv4+
Equipment: Pulse Rifle, Markerlight w/ Target Lock
XV04 Battlesuit: Another example of the Earth Caste's mastery over machinery, not only does XV04 Battlesuit protect its wearer more effectively than conventional combat armor, it also houses advanced ballistics calculators and topographic sensors. Mus'ahi and his unit have the Interceptor USR. Cover saves against the unit's shooting also suffer a -1 modifer.
Special Rules:
Independent Character
Support Fire
Fight on Foot
Fire Control - Mus'ahi and his unit may fire multiple Overwatches.
Ovion wrote: Need to get round to updating my Tau and remaining DE characters to 6th ed.. Maybe later xD Or maybe I should take votes on who gets updated first! To Do: snip~
Can we please see your Solitaire and Eh'khas-haedrine, Lord of Broken Spires+Eth Olrion Reaver Champion asap I love DE special characters
Ask and ye shall receive! Eh'khas-haedrine first (pronounced Eck-karz-hay-drain just to be useful )
Spoiler:
Army: Dark Eldar BG: Eh'khas-haedrine, The Master of the Shattered Spire sits upon a broken throne, cackling at the open sky atop a once beautiful tower in High Commoragh that now stands split into two jagged fingers stabbing upwards.
Ever known as The Mad King, Eh’khas-haedrine is a genocidal Archon, who was always relatively unstable even by Dark Eldar standards and rose to power with several rather bold assassinations, that succeeded due in equal parts to their daring and the kabalites sheer disregard for himself and those around him.
Knowing his methods of ascension to the throne of the Kabal of the Bloody Thorn, and that such things were the commonplace (if not so visible) way to gain power, he was 'prepared' when a number of his Kabal turned against him.
The mad king detonated numerous high powered charges he had planted within his domain, explosions killing his would be usurpers, and cracking open his once grand towers, toppling many and exposing his throne room to the sky with little more than charred beams for decoration, leaving him with dreadful scars that he has thus far refused to heal, not trusting the Haemonculi and preferring to keep them as a reminder of his own Kabals treachery.
Following these events (and many suspect due to brain damage either existing or caused by his own bombs) with the aid of his court mercenaries he hunted down and executed every Kabalite Eldar formerly under his command, believing it was the only way to be assure his continued rule. He leaves his fortress in tatters to serve as a warning to any who might oppose him to the dangers of doing so, instead installing powerful energy shields to protect his throne room he sits atop a shattered spire, surrounding himself with the only creatures in Commoragh he believes are safe, their loyalty bought with coin and gem.
FO: HQ Squad: Eh'khas-haedrine, Lord of Broken Spires Unit: Eh'khas-haedrine, Points Per: 120, Models: 1*, Unit Type: Infantry (Character), WS-6, BS-6, S-3, T-3, W-2, I-6, A-3(4), Ld-9, Sv-4+(6+*)/2+*. Archon Distrust: Court of the Archon become Troops Choices and are not limited by number of Archons. The following units may not be used: Kabalite Trueborn, Kabalite Warriors
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Fleet Night Vision Power from Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Mercenary Bands
Mercenary Bands: Court of the Archon gain the following options: Any Lhamaean can replace their Splinter Pistol with: Splinter Rifle +5 Shardcarbine +10 For every 3 models in the squad, one Sslyth may replace its Shardcarbine with: Splinter Cannon +5
Eth Olrion will be next!
This message was edited 2 times. Last update was at 2013/06/05 12:07:36
I'm thinking on whether to do an Ork, a Tyranid, IG, Space Marine, or another Slaugth character.
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.
Kain wrote: I'm thinking on whether to do an Ork, a Tyranid, IG, Space Marine, or another Slaugth character.
Can you do a tyranid and Slaugth character please.
Automatically Appended Next Post: These are my two DE characters I sought of came up with a while ago tell me what you think. WARNING: PREPARE FOR TERRIBLY WRITTEN FLUFF
Valossian Sythrac and Zealos Sythrac
The two brothers were born into slavery in the lowest rung of Commoragh. Forced to fight, murder and force their way into the closest Kabal they could find-The Kabal of the Blooded Orb. The two soon established their talents, Valossian the snake tongue, used his political aptitude to elevate them into positions of power while Zealos butchered those who objected.
The pair seized their opportunity when the high Archon of the Kabal was away campaigning. They took control of the remaining garrison of the great spired tower and slaughtered the returning force. Valossian had secured the aid of the shadowy Incubi of the Soul Edge shrine. With this force he assumed overall command of the Kabal renaming it The Kabal of the Shattered Star in his honor. The enraged Zealos was forced into submission by Valossians allies, contained in the position of commander of the guard.
The Shattered star had many successes, defeating numerous opponents in thousands of different systems always returning their holds groaning with hordes of slaves to be butchered in the Kabals great colosseums. Zealos always lead the battles, leaping to the attack. Reaving through great hordes of his foes alone. Eventually his bitterness grew however and, mustering a resistance he challenged Valossian to the right to lead the Kabal.
The war raged for months, decimating the Kabals fortress. As the battle drew near to an end Zealos burst into Valossians throne room with a cadre of his best troops. He battered through the Incubi protecting his brother and hurled his great impaler at him ripping out his throat. Despite this success the Incubi proved to be too strong and Zealos and his followers were imprisoned.
Miraculously, Valossian had survived the assassination. He ordered his brother to be thrown into the arena to die a grisly death at the hands of the aliens he so regularly fought.
Zealos soon adjusted too the life of a gladiator, butchering every opponent he faced no matter the odds. Too this day he resides in there still. Never removing his armour and never speaking save only to roar in triumph.
Zealos Sythrac: (Representing him as captain of the guard)
Special Rules: Fleet, Night Vision, Power from pain, Independent character, Clone field, Rampage, The blood rage, Berserker
The Impaler: A savage Impaler blackened by age and use. It was once plunged into the heart of an Eldar Farseer.
Grants him +1 strength AP-3 and on a 6+ causes instant death
The Blood Rage: If Zealos is fighting in a combat where the opponents outnumber him then not only does he gain rampage but also his attacks increase an additional D3 if his initiative is higher than his opponents.
Berserker: If Zealos ever rolls a 1 in combat then he immediately strikes a friendly model in base contact.
What do you think? I will do Valossians rules soon but I have a picture to pat of my Zealos model I made.
BaconUprising you may want to rename Valossian Sythrac, GW used that in the DE codex and the two DEWD batreps. You don't have to but it's more original that way.
As for Zealos he's a bit like Lelith-just less kick-ass. But he is good don't get me wrong, just a bit killable (I don't know the DE book so I don't know all the wargear but he appears to lack an invsv?)
"The galaxy knelt before us once, and it will do so again" "'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"
Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter
Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.
245 points
Type: Bike (character)
Composition: 1 (unique)
WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter
Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.
Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics
Bike Lord: Bike squads are troops.
Chapter Tactics: Replace Combat Tactics with Hit and Run
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Mitranekh the Omniscient wrote: BaconUprising you may want to rename Valossian Sythrac, GW used that in the DE codex and the two DEWD batreps. You don't have to but it's more original that way.
As for Zealos he's a bit like Lelith-just less kick-ass. But he is good don't get me wrong, just a bit killable (I don't know the DE book so I don't know all the wargear but he appears to lack an invsv?)
That's sort of the effect i was going for with Zealos a weaker Leleith. I tried to avoid any ap-2 weapons and didn't give him an inv sve to keep his points low. I also tired to keep him more in theme with the DE mantra hit hard and fast but cant take hits. Hes ment to charge into big squads of SM and CSM alone or with a few troops and goe crazy! As for Valossoan Sythrac yeah Im aware of the GW one, I wanted to flesh out his background as I liked the name and character. I will post some rules+fluff+pics of him later.
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CalasTyphon216 wrote: Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter
Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.
245 points
Type: Bike (character)
Composition: 1 (unique)
WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter
Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.
Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics
Bike Lord: Bike squads are troops.
Chapter Tactics: Replace Combat Tactics with Hit and Run
I don't have much knowledge of SM but he seems heinously over costed.
This message was edited 1 time. Last update was at 2013/06/06 00:01:08
Well this is an idea of a special kind of monster I have been having for a while now.As everything here it is hugly OP :
The Metadrone
Somewhere between the Halo Stars there is a graveyard of ships. The remainings of a desperate struggle to survive and the valiant effort to protect and keeping the faith clean. There is a small ship which has never been here before docked to the remains of a once proud leviathan of steel. Both bear the mark of the Mechanicum.Here, found in the remnants Exploratorfleet Muy Tertia, sealed behind several bulkheads the relic was now laying before Magos Column Torpilor. After 200 years he found it. The fleets of the Inquisition and the Mechanicum of Mars once had laid waste upon each other and the Exploratorfleet, but somehow this section of the Hulk had been nearly unscathed.
Whilst his servo drones gave input into his hardwired cogitator, informing on size [Diameter of 6,235 meters], weight [=2 tons] and as far as they were able composition [NO QUERY=HERETIC NATURE/ADVICE DESINTEGRATION], the object resembled a form of a multi limbed being of some unknown cephalopod nature. It was dead. He activated the procedure and the forcefield lowered. Slowly the 3 drones hovered nearer, always expanding their tools towards the thing lying on the bolted adamatium table. He started. Buzzing saws opened sections, needles like fingers of a spider descendet into the Metal and leathery flesh; He opened his mind for the datastream.
//InputD#2Skulldrone:Initiating analysatrix; Pray for knowledge//Prey for knowledge
....
....
//InputD#2Skulldrone: Scan=complete; no query. Unknown ferrite detected.
//InputD#1biologis cogitis: Initiating.
...
##!Warning! Unknown cerebral formation detected!##
//Advice: Cleanse the Heresy//Purifying rites enabled//Commencing in 5
4
//Override accepted//All hail the Omnissiah for knowledge is power and this power shall be his.
//Commencing analysis//Override of heresy failsafe accepted. May the Machine God have mercy on us//
"Establish connection to cerebral mass. Commence reactivation sequence" non of these words were spoken, but nothing more than a short and sharp, to a human ear irritating frequency in the air of the room. The Magos now pierced the midsection of the creature with his syringelike Mechadrite, like an insect descedning into an abyss of metallic teeth. The following stream overwhelmed his mechanical body and he fell to the iron floor. He was no more than an empty husk now. Free from his mortal shell he felt the presence I AM AGAIN
So am I, Torpilor thought
HOST ACCEPTABLE//BEGINNING MERGING PROCESS//INTEGRATING CEREBRAL DATA//CONNECTION//ASSIMILATE//PRIMARY OBJECTIVE INPUT
What are we
WE ARE THE VOICE WE ARE THE STEEL WE ARE THE FLESH WE ARE THE TRUTH WE ARE METADRONE
We must share this gift
PRIMARY OBJECTIVE UPDATED: BRING THE GIFT OF ASCENSION//ALL DATA MUST BE CONVERGED
What are the premises for the primary objective
ELIMINATE THE LIE THERE CAN BE ONLY ONE TRUTH WE ARE THE TRUTH//ELIMINATE THE FALSE OMNISSIAH// WE ARE TRUTH//PROCEED UNTIL NULLIFICATION REBIRTH
Now the bulkheads are open, the steeltable is empty, and there lie some now forever useless batterydead servoskulls on the bolted floor. The small ship is moving to off to the stars. To where there is steel, flesh and knowledge to be melted. To bring the one true voice of transcendence of life. Towards the Imperial space.
Rules:
The Weaponskill, Strength and Attacks are equal to the number of enemy models within 12" +4 (max. 10)
The Wounds are equal to the number of Vehicles at the start of the battle +4 (max 10)
Special Rules: Fearless, Eternal Warrior, It will not die; Vector Strike; Assimilate; Psychic Blank; Horror Of Steel From Beyond The Stars; Nullificationmatrix; Hatred (Vehicles, Necrons, C'thans)
Assimilate: The Metadron reaches out with its innumerable limbs, each equipped with a different means of consuming data, be it flesh, energy, steel or rock, to consume everything it touches.
Every enemy model within 12" must pass an Initiative test or suffers a hit with the current strength of the Metadrone and AP- and the Instant Death special rule. Enemies killed this way give a token for the Nullificationmatrix. Only useable at the beginning of each close combat phase. OR The Metadron liquifies and absorbs an enemy vehicle or Monstrous Creature. This a shooting attack with a 24" range the following profile: S=Current Strength AP 2 Assault=Attacks; Armourbane. If the attack penetrates the vehicle is destroyed. For passengers treat this as if the vehicle had suffered an explode result on the penetrating table with an explosionrange of 1". Add one token to the Nullificationmatrix and another one for each casualty among the passengers.
Psychich Blank: The Metadrone is a creature of dead flesh and corrupted twisted steel, utterly alien and incomprehensible to mortal creatures and denizens of the Warp. It can not be affected by any psionic power. Psykers within 24" of the Metadrone suffer a -2 penalty to their Leadership.
Horror Of Steel from Beyond The Stars: The Metadrones body is made from something between universes and the absolute void. Every unit attempting to shoot or charge it or overwatch against it must pass a LD test to do so. Vehicles count as having LD 8 since the presence of this being horrifies machine spirits and brings all kinds of magnetic interference with it. This also affects otherwise Fearless units. Vehicles and Monstrous Creatures in basecontact with the Metadrone at the end of the movementphase always suffer a hit from an Assimilate attack. All attacks of the Metadrone have the armourbane and fleshbane special rule.
Nullificationmatrix: The Metadrone starts with D3 tokens. Roll for these after both players have deployed their armies and after scoutmovements. Should at any time the tokens on the Nullificationmatrix exceed the current wounds of the Metadrone it is removed from the game as a casualty. In a vortex of annihilation it returns to space to to find new data to consume. All models, friend or foe, within 4d6 radius suffer a strength 8 AP1 hit with no coversaves allowed and the special rule Instant Death.
This message was edited 2 times. Last update was at 2013/06/06 02:15:27
Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Hatred: Servo Skulls,
Now... It's Time to Neuter this Puppy...: When assaulting any tyranid model equipped with toxin sacs, Fritz may forgo his usual attacks and instead automatically remove himself and the tyranid in question from play as he gloriously dies in the attempt while the nid is... well... hey, if your sacs were taken out, you'd be out of play too!
That Glorious Cyclops: Fritz's presence is utterly inspiring as he is a man's man indeed. As such, all friendly models within 6 inches automatically regroup or pass failed leadership tests and any unit he is attached to as well as himself benefit from the special rule Monster Hunter.
Wargear- Artificer Armor, Iron Halo, Krak grenades, Frag Grenades, Bolt Pistol, Power Sword
165 points
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB