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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
Born on Cadia and recruited like any other guardsmen apart from during abbadon the dipoilers 13th crusade Conga came across a hidden vox, he took it to his commanding officer and he played it, it was the sound of the Conga and ever since that day it has continued to play in his mind on repeat never stopping.
Special Rules
Sound of the Conga - At the beginning of the controllers Shooting phase after orders have been given they can use the sound of the conga, you place a Flamer template where you want to go and roll a scatter dice and conga will run the full distance, at the end of this any squad within a small blast template must take a Ld test or face the perils of the conga drawing them in, in which they surround conga and must take a armour save as conga litterally just drops all his grenades to kill the enemy, he himself must also take one, if failed remove him as a casualty.
What do you think guys and what should his point cost be ?
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.
Lets cost it up then!
Spoiler:
Base: SM Captain - 100
+1WS +10
+1W +10
+1A +10
+Power Weapon +15
+Artificer Armour +15
+Bike +35
+Vengeance +20
+FC +10
Combat Tactics > Hit and Run +10
Bikes as Troops +10
Total: 245
Bikes as troops are standard for a captain with a bike
20 pts for a one-shot power axe with +1 strength seems a little steep imho I think (not sure) the 4A is for the power sword and BP granting an extra attack but we should ask calas (he formatted in the bike toughness as well giving me that impression)
Hit & Run should be more expensive; most other Chapter Tactics characters have theirs at 20-30 (Vulkan is 25, pedro is 35 for stubborn and scoring sternguard, kahn is 20)
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
nope, extra attack does not include extra attack from additional close combat weapon
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
Insane Charge: Ol'Jonner automatically enters the battlefield at the beginning of his owner's 4th turn. He must enter from the side left to his owner's deployment zone. He may enter at any distance up the table, (including into the enemy deployment zone), but within 2" of the table's edge. Ol'Jonner can Move, Run and Charge in every turn, including that of which he enters the battlefield.
Didn't We Catch Him: When Ol'Jonner enters the battlefield, the closest friendly unit must take a leadership test. If failed, the unit cannot Move or Fire for the rest of the turn (they can still Run and/or Charge as usual). If the test is passed, they immediately make a shooting attack against Ol'Jonner. The shooting attack is resolved normally regardless of weapon range. Use the following modifier: If Ol'Jonner is outside of the weapon's range, reduce the attackers BS by 1 for each surplus 12" he is out of their range, to a minimum of BS1. They cannot move this turn, and count as having already fired in the shooting phase.
Barge!: Ol'Jonner may in fact be capable of insane rampaging, with many more attacks than fellow humans. However, his alterior motives mean he does not get chance to strike any blows. To represent him barging at the enemy to get deep within their ranks, he makes a sinlge Hammer of Wrath attack on the charge.
Grenade satchel: This is simply a rucksack full of belts of grenades and similar explosive devices, which Ol'Jonner stole from the asylum's armoury he escaped from. When Ol'Jonner assaults an enemy unit, after Hammer of Wrath attacks have been resolved, Ol'Jonner attempts to set off his package of grenades. Ol'Jonner must take a Leadership test, just encase his brave insanity has miraculously warn off and he decides not to die. If failed, Ol'Jonner immediately falls back 2D6" at I9 step. Roll an extra 1D6. On a result of 6, Ol'Jonner has thrown the bag behind him in the hope the enemy will slow. The enemy recieves D6 S3 AP- hits. The enemy may attempt a sweeping advance. However, if Ol'Jonner passes his Ld test, he is still mad and tries to demolish the enemy unit. Place the large blast marker over his head. Each model under the template suffers 1 S6 AP3 hit. Ol'Jonner automatically dies, regardless of wounds.
This message was edited 2 times. Last update was at 2013/06/06 13:43:22
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
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.
Lets cost it up then!
Spoiler:
Base: SM Captain - 100
+1WS +10
+1W +10
+1A +10
+Power Weapon +15
+Artificer Armour +15
+Bike +35
+Vengeance +20
+FC +10
Combat Tactics > Hit and Run +10
Bikes as Troops +10
Total: 245
Bikes as troops are standard for a captain with a bike
20 pts for a one-shot power axe with +1 strength seems a little steep imho I think (not sure) the 4A is for the power d and BP granting an extra attack but we should ask calas (he formatted inthe bike toughness as well giving me that impression)
Hit & Run should be more expensive; most other Chapter Tactics characters have theirs at 20-30 (Vulkan is 25, pedro is 35 for stubborn andSq scoring sternguard, kahn is 20)
Squads of 5+ Bikes are troops as standard - this removes that limit, hence +10.
It's also not a one shot power axe, it's 6 Str7 , AP2, I5 attacks on the charge, which with H&R he can repeat every turn if he wants.G
Give +15 for Tactics to make him 260 then.
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
I forgot Orbital Bombardment comes standard with Chapter Masters
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
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
I forgot Orbital Bombardment comes standard with Chapter Masters
It's ok - been reading the comic (and having a good laugh) and it looks like aside from only having the job for about 8 minutes, all the marines in the chapter were on the ground, and it looked like they had no orbital assets to speak of, making him best suited as a Captain+ stats wise, than a full on chapter master.
ohyeah, I was going to do that - why did I do the boring old marine ones and not that... Give me 5-10 minutes then check this post. Also - thoughts on the Mad King?
This message was edited 1 time. Last update was at 2013/06/06 17:54:14
Well since I'm a bit bored right now might as well toss my hat in as well.
Fio’el Kaisro Engineer Skillful Mind
A manic female earth cast engineer on the fringe of the 3rd? expansion, on the hunt for new technology and ideas (“for the greater good”)
Normal play: Counts as Ethereal Very inspiring Pass’s out experimental clips for faster shooting, mini stim packs etc.
Custom rules: 110pts? WS2 BS3 S3 T3 W1 I2 A1 LD10 SV5+ Infantry (Character) IC, Stubborn Recon armor, shield gen edit: may take 2 drones from the drone list. May take 2 bodyguard crisis suits from the tau codex. Failure is not an option: codex Test in Progress: signature systems extended to two per army. (She is Very eager to text out her new inventions)
No idea about points cost and Tau names are a beach.
CC would be appreciated, especially with the name and points.
This message was edited 2 times. Last update was at 2013/06/06 19:32:42
Army: Dark Eldar
BG: 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)
FO: HQ Squad: Zealos Sythrac
Unit: Zealos Sythrac, Points Per: 135, Models: 1*, Unit Type: Infantry (Character),
WS-8, BS-7, S-3, T-3, W-3, I-8, A-4(5), Ld-8, Sv-5+.
Wargear:
Kabalite Armour
Haywire Grenades
Close Combat Weapon
The Impaler
Shardnet (Cloak)
Clone Field
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Fleet
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
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.
I would give him a Splinter Pistol (in place of the basic ccw there) and Ghostplate - as Master of the Guard he'd be entitled to it.
Costing:
Started making a new Chapter Master earlier, with a backstory etc... gave him a special combi weapon consisting of a storm bolter and plasma gun which could be fired more than once.
As my imagination allowed, I ventured further expanding his personal armoury... gave him a grapple, and eventually thought of combining the different abilities into a single piece of equipment.
so, here's the rules for my Multi-Platform Brace. I do have the whole chapter master's profile, but would like to focus on thoughts on this first
The option would be... replace armour, bolter, pistol and grenades with...
Terminator armour with Multi-Platform Brace and Gauntlet of Spines (variation of power fist, extra abilities...) for +60 points
Multi-Platform Brace: Includes a Master-crafted storm bolter, a twin-linked plasma pistol and an Adamantium Wrist Grapple. Prevents the user from ever gaining +1 attack for double weapons, and prevents the user from running or making sweeping advances. User can fire any 2 weapons per shooting phase, including the plasma pistol and storm bolter twice. When overwatching, the storm bolter is the only weapon which can be fired, and does so D3 times.
*Adamantium wrist grapple:
User is treated as jump infantry when moving through buildings, ruins and landing pads. Can also make a shooting attack with the following profile:
18"|S2|AP-|Assault 1, Latch
Latch: After the shooting attack has been resolved, the target model (if survived), is immediately moved into base contact with the shooter. The attacker then makes a single melee hit, resolved using the best S and AP bonuses from melee weapons he has. This attack also confers Instant Death to any unsaved wounds. The unit which the model belonged to must take a fear test (if failed, they suffer fear until the end of the game turn). If the model survives, he returns to his unit.
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
Army: Dark Eldar
BG: 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)
FO: HQ Squad: Zealos Sythrac
Unit: Zealos Sythrac, Points Per: 135, Models: 1*, Unit Type: Infantry (Character),
WS-8, BS-7, S-3, T-3, W-3, I-8, A-4(5), Ld-8, Sv-5+.
Wargear:
Kabalite Armour
Haywire Grenades
Close Combat Weapon
The Impaler
Shardnet (Cloak)
Clone Field
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Fleet
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
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.
I would give him a Splinter Pistol (in place of the basic ccw there) and Ghostplate - as Master of the Guard he'd be entitled to it.
Costing:
Total: 135
145 with Ghostplate and a Splinter Pistol instead of Kabalite + CCW.
thanks! I would have given him the pistol but the model already had a knife so I will probably just say its a "count as" pistol. As for ghost plate, I debated it but wasn't sure due to the Inv save it grants. But yeah sure I think I will give him that instead then.
Automatically Appended Next Post: As for the mad king I liked the fluff and I thought he was in keeping with it. It would be a nice narrative to play against or with him. Could be quite fun if you had multiple DE players in a larger game coming up with some custom rules to reflect his paranoia over the course of the battle.
Looking forward to seeing your other characters!
This message was edited 1 time. Last update was at 2013/06/06 21:06:04
A Tyranid monster with an emphasis on lash whips and tentacles. (No not in that way, get your head out of the damn gutter)
And showing you just what an avolkia is in the forum of the herald of Kay-yuss.
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.
Gonna be terribly boring and do another Marine entry Bit of fluffiness from my homebrew chapter "The Sons of Loken" that might make these guys make more sense;
Spoiler:
Contrary to standard Codex Astartes procedure, the Sons of Loken maintain 11 combat companies.
Companies 1-2 and 4-11 function in the same way as any other chapter's organization, With the eleventh company filling the role of scout company. The Third Company, known within the chapter as The Damned Company, is an honor company. any marine from a scout to the chapter master may volunteer themselves for service in the Damned 3rd. The third is deployed to campaigns or missions where even a full company of Marines would not be expected to survive. Those few who return earn gliry amongst the chapter's greatest heroes. It is highly unconventional for Captains or other members of Chapter Command to serve with the third due to their neccesity elsewhere. The best know exception to this rule is Captain Paphlagonian the Red, Captain of the fourth, and acting captain to the men of the third.
Captain Paphlagonian 'The Red' (Unsure how many points if anyone can help)
Spoiler:
Paphlagonian earned his title during his ongoing service to the third, after every suicide mission, no matter how many of his brother marines fell, Paphlagonian was always at the heart of the fighting, awash with alien blood, unfaltering in his service to the chapter.
Special Rules: Eternal warrior, Fearless, Suicidal Rage, Leader of the Leaderless, Dead man's aim
Suicidal Rage: Once a game, Paphlagonian may choose to enter a blind fit of blind rage in the assault phase. for this turn roll 2d6 to determine how many attacks Paphlagonian makes, these attacks are resolved at initiative step 7 and are S4 ap2
Leader of the Leaderless: If Paphlagonian is taken as a HQ option, 3rd Company Vengeance squads count as troops choices.
Dead man's aim: Paphlagonian treats his boltgun as an assualt 2 range 24 weapon
3rd Comapany Vengeance Squad (Unsure of points value)
5-10 marines
Spoiler:
Most of the Marines who return from a suicide campaign with the 3rd company return to their own company and tell tales of glories won, inspiring the next influx of 3rd company marines. There are those however who dedicate their lives to the 3rd, these marines are usually soldiers seeking vengeance for lost squads or battle brothers, these marines form themselves into groups of deadly hunters, bound in blood before each mission.
When a Vengeance squad goes to war, the entire squad makes it home, or none of them do.
WS-5 BS-4 S-5 T-4 A-2 W-1 I-4 Ld-10 SV-3+
Wargear: Close combat weapon, Boltgun, Power Armour
A Vengeance marine may take a power weapon at +15 points each
A Vengeance marine may take a plasma pistol at +15 points each
Vengeance marines may take jump packs at +15 points each
special rules: Blind Rage, Dead man's fury, fearless
Suicidal Rage: Once a game, a Vengeance Squad may choose to enter a blind fit of blind rage in the assault phase. for this turn roll d6 to determine how many attacks they make, these attacks are resolved at initiative step 6 and are S4 ap3
Dead man's aim: Vengance marines treat their boltguns as assault 2 range 24 weapons, In combat, their boltgun counts as a close combat weapon
These are meant to be high end units, a high ranking captain and retinue, If anyone could help out with points cost I would be very grateful ^^
SonOfLoken wrote: Gonna be terribly boring and do another Marine entry Bit of fluffiness from my homebrew chapter "The Sons of Loken" that might make these guys make more sense;
Spoiler:
Contrary to standard Codex Astartes procedure, the Sons of Loken maintain 11 combat companies.
Companies 1-2 and 4-11 function in the same way as any other chapter's organization, With the eleventh company filling the role of scout company. The Third Company, known within the chapter as The Damned Company, is an honor company. any marine from a scout to the chapter master may volunteer themselves for service in the Damned 3rd. The third is deployed to campaigns or missions where even a full company of Marines would not be expected to survive. Those few who return earn gliry amongst the chapter's greatest heroes. It is highly unconventional for Captains or other members of Chapter Command to serve with the third due to their neccesity elsewhere. The best know exception to this rule is Captain Paphlagonian the Red, Captain of the fourth, and acting captain to the men of the third.
Captain Paphlagonian 'The Red' (Unsure how many points if anyone can help)
Spoiler:
Paphlagonian earned his title during his ongoing service to the third, after every suicide mission, no matter how many of his brother marines fell, Paphlagonian was always at the heart of the fighting, awash with alien blood, unfaltering in his service to the chapter.
Special Rules: Eternal warrior, Fearless, Suicidal Rage, Leader of the Leaderless, Dead man's aim
Suicidal Rage: Once a game, Paphlagonian may choose to enter a blind fit of blind rage in the assault phase. for this turn roll 2d6 to determine how many attacks Paphlagonian makes, these attacks are resolved at initiative step 7 and are S4 ap2
Leader of the Leaderless: If Paphlagonian is taken as a HQ option, 3rd Company Vengeance squads count as troops choices.
Dead man's aim: Paphlagonian treats his boltgun as an assualt 2 range 24 weapon
3rd Comapany Vengeance Squad (Unsure of points value)
5-10 marines
Spoiler:
Most of the Marines who return from a suicide campaign with the 3rd company return to their own company and tell tales of glories won, inspiring the next influx of 3rd company marines. There are those however who dedicate their lives to the 3rd, these marines are usually soldiers seeking vengeance for lost squads or battle brothers, these marines form themselves into groups of deadly hunters, bound in blood before each mission.
When a Vengeance squad goes to war, the entire squad makes it home, or none of them do.
WS-5 BS-4 S-5 T-4 A-2 W-1 I-4 Ld-10 SV-3+
Wargear: Close combat weapon, Boltgun, Power Armour
A Vengeance marine may take a power weapon at +15 points each
A Vengeance marine may take a plasma pistol at +15 points each
Vengeance marines may take jump packs at +15 points each
special rules: Blind Rage, Dead man's fury, fearless
Suicidal Rage: Once a game, a Vengeance Squad may choose to enter a blind fit of blind rage in the assault phase. for this turn roll d6 to determine how many attacks they make, these attacks are resolved at initiative step 6 and are S4 ap3
Dead man's aim: Vengance marines treat their boltguns as assault 2 range 24 weapons, In combat, their boltgun counts as a close combat weapon
These are meant to be high end units, a high ranking captain and retinue, If anyone could help out with points cost I would be very grateful ^^
Seems interesting (for a mreen! ). Lets have a look.
Costing:
Captain Red:
Spoiler:
SM Captain: 100
+1S +10
+1T +10
-1I -10
+Artificer Armour +15
+Power Sword +15
+Eternal Warrior +35
+Fearless +10
Suicidal Rage +15
Leader of the Leaderless: +10
+Stormbolter +3
Somethin to go with a model that I just made, feel he needs his own rules.
Boss Ordsmek of the Adeptus Mecanicorks (145? spitballin here)
WS 5 BS 3 S 4 T 4 W 3 I 3 A 3 LD 9 SV 6+
Wargear- Meks tools, Kustom Force Field, Cybork Body, Mekorkendrite
Mekorkendrite- A large mechanical arm, fulla gubbinz and flashy bitz, Ordsmek built it after coming across a dead techpriest and decided he'd make one of his own. This weapon has all sorts of git-findas and target-gubbins that up his balistic and weapon skill by 1(already represented in his profile), and also does all the firing for him, conferring relentless. In addition, in the shooting phase,before rolling to hit, roll 2d6 to find out what weapon he's shooting with.
2- KABOOM! Whatever it was, it did not shoot at all! Center a small blast over Ordsmek. The blast is s4 ap 6
3- Grot Blasta
4- Slugga
5- Shoota
6- Big Shoota
7- Kustom Mega-Blasta
8- Rokkit Launcha
9- Scorcha
10- Deffgun
11- Zzap Gun
12- Shokk Attack Gun
In addition, in melee, the mekorkendrite confers + 1d3 melee attacks every phase. Before rolling to hit- roll 1d6 to determine what weapon he uses-
1-Uh-oh... WOAH! The arm swings wildly out of control! He attacks every model (friend or foe) in base-to-base contact with him instead of attacking as normal this turn
2-choppa
3-Huge choppa
4-Burna (power weapon mode)
5- Power klaw
6- Player choice, and also gains an additional d3 attacks on top of the d3 rolled before.
Special Rules- WAAAAGH! Mob Rule, Independent Character, Tek Adepts
Tek Adepts- Ordsmek may purchase up to 3 meks for 15 points a model. These characters follow Ordsmek and stay attacked to him, even when he is separated from a unit
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
SonOfLoken wrote: Gonna be terribly boring and do another Marine entry Bit of fluffiness from my homebrew chapter "The Sons of Loken" that might make these guys make more sense;
Spoiler:
Contrary to standard Codex Astartes procedure, the Sons of Loken maintain 11 combat companies.
Companies 1-2 and 4-11 function in the same way as any other chapter's organization, With the eleventh company filling the role of scout company. The Third Company, known within the chapter as The Damned Company, is an honor company. any marine from a scout to the chapter master may volunteer themselves for service in the Damned 3rd. The third is deployed to campaigns or missions where even a full company of Marines would not be expected to survive. Those few who return earn gliry amongst the chapter's greatest heroes. It is highly unconventional for Captains or other members of Chapter Command to serve with the third due to their neccesity elsewhere. The best know exception to this rule is Captain Paphlagonian the Red, Captain of the fourth, and acting captain to the men of the third.
Captain Paphlagonian 'The Red' (Unsure how many points if anyone can help)
Spoiler:
Paphlagonian earned his title during his ongoing service to the third, after every suicide mission, no matter how many of his brother marines fell, Paphlagonian was always at the heart of the fighting, awash with alien blood, unfaltering in his service to the chapter.
Special Rules: Eternal warrior, Fearless, Suicidal Rage, Leader of the Leaderless, Dead man's aim
Suicidal Rage: Once a game, Paphlagonian may choose to enter a blind fit of blind rage in the assault phase. for this turn roll 2d6 to determine how many attacks Paphlagonian makes, these attacks are resolved at initiative step 7 and are S4 ap2
Leader of the Leaderless: If Paphlagonian is taken as a HQ option, 3rd Company Vengeance squads count as troops choices.
Dead man's aim: Paphlagonian treats his boltgun as an assualt 2 range 24 weapon
3rd Comapany Vengeance Squad (Unsure of points value)
5-10 marines
Spoiler:
Most of the Marines who return from a suicide campaign with the 3rd company return to their own company and tell tales of glories won, inspiring the next influx of 3rd company marines. There are those however who dedicate their lives to the 3rd, these marines are usually soldiers seeking vengeance for lost squads or battle brothers, these marines form themselves into groups of deadly hunters, bound in blood before each mission.
When a Vengeance squad goes to war, the entire squad makes it home, or none of them do.
WS-5 BS-4 S-5 T-4 A-2 W-1 I-4 Ld-10 SV-3+
Wargear: Close combat weapon, Boltgun, Power Armour
A Vengeance marine may take a power weapon at +15 points each
A Vengeance marine may take a plasma pistol at +15 points each
Vengeance marines may take jump packs at +15 points each
special rules: Blind Rage, Dead man's fury, fearless
Suicidal Rage: Once a game, a Vengeance Squad may choose to enter a blind fit of blind rage in the assault phase. for this turn roll d6 to determine how many attacks they make, these attacks are resolved at initiative step 6 and are S4 ap3
Dead man's aim: Vengance marines treat their boltguns as assault 2 range 24 weapons, In combat, their boltgun counts as a close combat weapon
These are meant to be high end units, a high ranking captain and retinue, If anyone could help out with points cost I would be very grateful ^^
I would lower some of the costs on the Vengeance squads. I know those are codex prices, but for a 45 point model, they won't last much longer than any normal marine. I would leave them at S4. Make the Jump Packs 5 or 10 points. They would them be 35 points, with a 5 point JP is 40, and you could add a power weapon for 15 points for a good 55 point unit. Think of it like this: if the model's statline is high, the cost of the model itself is high. If the statline is, say, GEQ, the model cost is low, but the equipment could be high.
Here is Valossian Sythrac as promised (the brother of Zealos):
Valossian recovered from the vicious assault of his brother and rebuilt the Kabal of the Shattered Star to its former self. Leading a daring raid into Imperial territory, Sythrac was defeated in single combat by Captain Sverin Orpheus of the Lambent Blades chapter. His body was recovered by his noble Incubi and bought back for revivification. However an error in the process led to an issue with the regrowth, only Valossians bitter, twisted soul could be saved and his body rotted away around him. He was preserved in his spiked battle armour, a sarcophagus for his warped soul.
Now Valossian strides the battle field, an empty husk of incubus armour the shade of oil scum on water. Illuminated by iridescent witch light as his soul peers out through his helms lenses and armour slits, drinking in the carnage left in his wake.
Ws-7
Bs-7
S-4
T-4
W-3
I-5
A-5
LD-8
Sv-3+
Wargear- Incubus Armour, Shadowfield, Shaagaol, Soul Tearer, plasma grenades, The prism of Synn
Special Rules- Fleet, Night Vision, Power from Pain, Independent character, The shrine of Souls Edge, Hatred (Space Marines), Infinite Malice
Shaagaol: An ancient ancestral huskblade dating back to the fall, the blade kills with the slightest scratch and lends the wielder incredible strength
Ap2 +1 strength (included) and causes instant death
Soul Tearer: A compact pistol that launches a torrent of boiling corpse smoke and desiccated souls
Template: S-3 Ap-4 Soul blaze
The Prism of Synn: An ancient soultrap built into the chest plate of Valossians armour.
Functions as a soul trap additionally increases his Toughness and Wounds by 1
Infinite Malice- All units, including friendly units, within 12" suffer a -1 penalty to their leadership as Valossians soul roars in torment at its miserable state.
The Shrine of Souls Edge: Unlocks Incubi as troops. Additionally, Valossian has a bodyguard of ethereal, ghost like Incubi they have bound their souls to his and will serve him until death he may take up to 5 as a bodyguard unit.
Use this profile
Soul Edge bodyguards: 57 points each
Ws-6
BS-5
S-3
T-3
W-1
I-6
A-3
LD-9
Sv-3+
Unit type- Infantry
Wargear-Incubus Warsuit, Demiklaives
Special Rules-Fleet, Night Vision, Power from Pain
(One bodyguard may take Murderous Assault for 10 points or Onslaught for 15 points)
What do you think? I know he will be a gak load of points and to me seems quite OTT I like using him though... Ovion, care to do the honors?
This message was edited 1 time. Last update was at 2013/06/09 17:28:08
I'd drop two of the increases to S, T or wounds, one I am fine with, two is pushing it but three is just 'I want my snowflake to win at everything'. Also, for the sake of editing and readability, just include the stat bonuses to his statline and do not include them with his items, as this leads to confusion, at least on my part as I had one statline, then a whole bunch of stuff from items. Just make it all the same.
Drop the pistol to AP4.
As far as the bodyguard, eh, just drop them, I don't see them adding anything other than confusion to it. If you want Incubi troops, just use them, let's not give them weird bonus incubi that can take character upgrades without having characters.
He is a bit OTT, but not hugely so. The points cost of troop Incubi is going ot b e huge though.
This is purely a character based off the fluff I came up with and for use in friendlys only. The reason I gave his gun ap-3 is because he is supposed to be geared to entirely kill space marines thus hatred space marines I will drop the wound increase and maybe the flamer but I quite like the idea of the bodyguards. Saying this though I played a game with him today and he killed a bloodthirster and he and his unit killed a whole unit of bloodletters and gave a horrorstar kicking.
Automatically Appended Next Post:
curran12 wrote: I'd drop two of the increases to S, T or wounds, one I am fine with, two is pushing it but three is just 'I want my snowflake to win at everything'. Also, for the sake of editing and readability, just include the stat bonuses to his statline and do not include them with his items, as this leads to confusion, at least on my part as I had one statline, then a whole bunch of stuff from items. Just make it all the same.
Drop the pistol to AP4.
As far as the bodyguard, eh, just drop them, I don't see them adding anything other than confusion to it. If you want Incubi troops, just use them, let's not give them weird bonus incubi that can take character upgrades without having characters.
He is a bit OTT, but not hugely so. The points cost of troop Incubi is going ot b e huge though.
Oh by the way the Incubi are literally just fully equipped Klaivex's at the same price as one would be in the book.
This message was edited 1 time. Last update was at 2013/06/09 17:29:51
the iron warriors are a proud legion at siege war fare able to take over any fortress and one of their greatest leader is called perturbis
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
LD: 10
Sv: 2+
war gear: terminator Armour, chain fist, combie melta
special rules: mark of tzeench, master of siege, strategical preparer, destroy dorn
master of siege: havoc squads are now troop choices, terminators power fists are treated as chain fists at no extra cost
strategical preparer: you may take up to two agies defense lines for your fortification slot
destroy dorn: all models in codex: chaos space marines have preferred enemy against black templares and any army that has Pedro cantor or lysander as the warlord
Automatically Appended Next Post: o and hes 230pts
This message was edited 1 time. Last update was at 2013/06/14 19:34:05
i have dyslexia and if you give a lord terminator Armour then its a terminator with 3 wounds plus compared to what other armies can do if taking a certain character maybe the ages defense line is bit much but when Ive read fluff about them i think the havocs could work as troop choices and its only like 3-4 points less for chain fists which the lord is 120pts over a chaos lord with terminator amour
Automatically Appended Next Post: he also has the mark of tzeench because the fluff Ive herd of they are an army that does a lot of planning and some of the iron warriors do worship gods so i fought out of all the gods they worship tzeench would be the most common one
This message was edited 1 time. Last update was at 2013/06/14 19:45:03
One Deathmark squad may replace one of their number with 117 instead of being joined by a Royal Court member at a cost of 75 points Type: Infantry (Character)
Special Rules: Reanimation Protocols, Ever Living**, Monster Hunter, Infiltrate*, Stealth*
Multi-Dimensional Hunter: All of 117's shots are allocated by ther controlling player. to hit rolls of 6 bypass LOS
*conferred to unit ** 117's EL counter prevents his unit from disappearing, as he is one of the unit.
EDIT: spelling + formatting
This message was edited 2 times. Last update was at 2013/06/14 22:36:20
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Lion sword: This is a master-crafted power sword with the Fleshbane USR.
Special Rules: Senior Officer, Fearless
Supreme Commander: Macharius knows all of the orders available to Imperial Guard officers. He may issue 5 orders per turn. His command radius is 24 inches. He may re-roll any failed orders, and any squad he orders may use his Ld to test for orders.
Heroic figure: Any friendly unit from Codex: IG that can draw line of sight to Macharius gain the Fearless USR. If Macharius is inside a transport, than any unit that can draw line of sight to the transport gain Fearless.
Tactical Planning: Macharius MUST be the Warlord. He may select any Warlord trait without needing to randomise. Macharius' controlling player may choose to automatically win or lose the roll-off to see which player deploys first.
Dedicated Transports: When playing in Apocalypse games, or in games where Apocalypse units may be used, Macharius may select a Baneblade as a dedicated transport. It will have a transport capacity of 10, and Macharius and his unit must begin the game inside it, and cannot leave it until it is destroyed.
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
XV8-05 Coldstar: A Crisis suit designed for space combat, the Coldstar is incredibly durable, as well as agile. It has a unique energy source, similar to the one used by Riptide battlesuits.
The Coldstar grants +1 Toughness(included in profile), a 2+ armor save, and a 4+ invulnerable . It also allows for Skyhunter to move 4D6 in the assault phase, rather than 2D6. However, if the jump ability is used, roll a D6. On a 3+ nothing happens. On a 1 or a 2, Skyhunter loses a wound with no saves of any kind allowed.
High-velocity Impact Cannon: Based on Railgun and Ion technology, the High-velocity Impact Cannon is a poweful weapon, capable of bringing down the largest of targets.