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first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.
It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it. Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it. Do you mean twin lightning claws not power claws (I'm assuming yes)? Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves. Also terribly worded. Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.
Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed. Costing
Spoiler:
Space Marine Captain - 100 +1WS +10 +1Str +10 +2T +20 +1I +10 +2A +20 +Jump Pack +25 +Bonus moves for him + squad +20 + 2 Lightning Claws +30 Ravens Talons bonuses: +1AP +10 +reroll-rerolls +20 +AP2 At initiative tax +5 +charge bonus +10 +Whip +15 +I-Test thing +10 +Artificer Armour +15 +Shrouded +10 +Stealth +10 +Immune to ignores cover +10 +Eternal Warrior +35 +Assault after Deep Strike +10 +Hit and Run +10 +Infiltrate +10 +Scout +10 +Lord of Shadow +5 +Reroll Reserves (comms relay) +20
Total: 460
This message was edited 1 time. Last update was at 2013/06/27 14:31:56
I believe you were looking for something more like this:
Raven Guard Shadow Master
210 points
Type: Jump Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: artificer armor, iron halo, frag and krak grenades, lightning claw, storm bolter
Power lash: Range Melee Strength as user AP2. Due to the nature of a whip, it is near impossible to avoid this weapon. May re-roll all failed to hit rolls in close combat whilst using the power lash.
Special Rules:Independent Character, Combat Tactics, ATSKNF, Fleet
The Unkindness of Ravens: Assault Squads are Troops choices. Honor Guard and Command Squads may select Jump Packs for 5 points per model.
I own the shadows: Has Stealth and Shrouded.
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
Any Tyranid breeds that could use a unique character for them?
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.
Wargear: artificer armor, iron halo, frag and krak grenades, lightning claw, storm bolter
Power lash: Range Melee Strength as user AP2. Due to the nature of a whip, it is near impossible to avoid this weapon. May re-roll all failed to hit rolls in close combat whilst using the power lash.
Special Rules:Independent Character, Combat Tactics, ATSKNF, Fleet
The Unkindness of Ravens: Assault Squads are Troops choices. Honor Guard and Command Squads may select Jump Packs for 5 points per model.
I own the shadows: Has Stealth and Shrouded.
But even then, why would the master of a chapter about sneaking use a whip? Whips are incredibly loud and can't be swung in tight quarters. DE use whips because of that whole BDSM thing and Tyranids/Necrons use them as ropes to restrict enemies. Two knives or Rending Lightning Claws would be better.
Wargear: artificer armor, iron halo, frag and krak grenades, lightning claw, storm bolter
Power lash: Range Melee Strength as user AP2. Due to the nature of a whip, it is near impossible to avoid this weapon. May re-roll all failed to hit rolls in close combat whilst using the power lash.
Special Rules:Independent Character, Combat Tactics, ATSKNF, Fleet
The Unkindness of Ravens: Assault Squads are Troops choices. Honor Guard and Command Squads may select Jump Packs for 5 points per model.
I own the shadows: Has Stealth and Shrouded.
But even then, why would the master of a chapter about sneaking use a whip? Whips are incredibly loud and can't be swung in tight quarters. DE use whips because of that whole BDSM thing and Tyranids/Necrons use them as ropes to restrict enemies. Two knives or Rending Lightning Claws would be better.
also why stealth and shrouded? He is wearing a god dam jump pack! Those would make such a loud noise and they produce flames! It just doesn't work.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.
It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it.
Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it.
Do you mean twin lightning claws not power claws (I'm assuming yes)?
Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves.
Also terribly worded.
Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.
Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed.
Costing
Spoiler:
Space Marine Captain - 100
+1WS +10
+1Str +10
+2T +20
+1I +10
+2A +20
+Jump Pack +25
+Bonus moves for him + squad +20
+ 2 Lightning Claws +30
Ravens Talons bonuses:
+1AP +10
+reroll-rerolls +20
+AP2 At initiative tax +5
+charge bonus +10
+Whip +15
+I-Test thing +10
+Artificer Armour +15
+Shrouded +10
+Stealth +10
+Immune to ignores cover +10
+Eternal Warrior +35
+Assault after Deep Strike +10
+Hit and Run +10
+Infiltrate +10
+Scout +10
+Lord of Shadow +5
+Reroll Reserves (comms relay) +20
Total: 460
Your right on stats I just got carried away. I wanted to make a ridiculous original Space Marine character. The toughness I took as if it was Chapter master on a bike, giving him 1+ from norm biker. the WS was suppose to reflect his focus on melee. As for his abilities, they are all fluff related. Corax's armor had a jump pack and had cloaking abilities. He also had a power whip, which he did use in close quarters combat. He also had a heavy bolter which seems ridiculous for stealth but for some reason he still had it. As for his special rules, I would not change them. The Raven Guards main motto his hit and run yet the have nothing that relays this to them. They are also well known for their infiltration and deep striking. I believe with all the nerfing on melee having a dangerous unit like this would be extremely competitive against gun line armies....."cough tau cough cough". I agree with points. This would probable be a super expensive unit when taken with Honor/Vanguard which also ties in to the fluff because they had so few in number.
This message was edited 1 time. Last update was at 2013/06/27 21:31:37
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.
It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it.
Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it.
Do you mean twin lightning claws not power claws (I'm assuming yes)?
Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves.
Also terribly worded.
Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.
Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed.
Costing
Spoiler:
Space Marine Captain - 100
+1WS +10
+1Str +10
+2T +20
+1I +10
+2A +20
+Jump Pack +25
+Bonus moves for him + squad +20
+ 2 Lightning Claws +30
Ravens Talons bonuses:
+1AP +10
+reroll-rerolls +20
+AP2 At initiative tax +5
+charge bonus +10
+Whip +15
+I-Test thing +10
+Artificer Armour +15
+Shrouded +10
+Stealth +10
+Immune to ignores cover +10
+Eternal Warrior +35
+Assault after Deep Strike +10
+Hit and Run +10
+Infiltrate +10
+Scout +10
+Lord of Shadow +5
+Reroll Reserves (comms relay) +20
Total: 460
Your right on stats I just got carried away. I wanted to make a ridiculous original Space Marine character. The toughness I took as if it was Chapter master on a bike, giving him 1+ from norm biker. the WS was suppose to reflect his focus on melee. As for his abilities, they are all fluff related. Corax's armor had a jump pack and had cloaking abilities. He also had a power whip, which he did use in close quarters combat. He also had a heavy bolter which seems ridiculous for stealth but for some reason he still had it. As for his special rules, I would not change them. The Raven Guards main motto his hit and run yet the have nothing that relays this to them. They are also well known for their infiltration and deep striking. I believe with all the nerfing on melee having a dangerous unit like this would be extremely competitive against gun line armies....."cough tau cough cough". I agree with points. This would probable be a super expensive unit when taken with Honor/Vanguard which also ties in to the fluff because they had so few in number.
No offense but.... isn't this perhaps a bit much? Yes assault got nerfed but a 460 point guy? He costs more than a Swarm Lord (Oh please Hive Lord let me be right on this!), more than Fateweaver, a fully kitted Greater Daemon, more pricey than Logan Grimnar, and the Despoiler. Also T6 and eternal warrior? So he is somehow more survivable than many MC? Has a natural strength of 5 and he has the same exact Weapon Skill as the Kharn and Abaddon but has even more swings than either of the two? My apologies but perhaps tone him down just a bit? Apologies if this sounds rude! It just seems to be a tad too much and in most games would be gobbling up far too much of your point cost.
This message was edited 1 time. Last update was at 2013/06/28 01:59:52
Chapter Master of the Battle Hounds (Angron-like loyalist character) WS7 BS5 S4 T4 W3 I5 A5 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Pair of Master-Crafted Paragon Blades
- Artificer Armour
- Iron Halo
- Frag and Krak Grenades
Special Rules:
- IC, ATSKNF - Chapter Tactics (replace Combat Tactics, all Battle Hounds and the Chapter Master gain Furious Charge and Rage)
- Ultimate Warrior (Chapter Master can issue as many challenges as desired, and gets Preferred Enemy against all such opponents)
Chapter Master of the Dusk Walkers (Mortarion-like loyalist character) <insert Typhus' statline here>
Wargear:
- Death Blade (MC, AP2, Unwieldy, can use "spin attack" against all enemies in base-contact, ID on to-wound of 6)
- Terminator Armour
- Iron Halo
- Frag and Rad Grenades
Special Rules:
- IC, ATSKNF - Chapter Tactics (replaces Combat Tactics, all Dusk Walkers Terminators count as Scoring units)
- Undying Form (Chapter Master has Feel No Pain and It Will Not Die)
Points estimate please.
This message was edited 2 times. Last update was at 2013/06/29 12:33:01
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.
It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it. Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it. Do you mean twin lightning claws not power claws (I'm assuming yes)? Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves. Also terribly worded. Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.
Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed. Costing
Spoiler:
Space Marine Captain - 100 +1WS +10 +1Str +10 +2T +20 +1I +10 +2A +20 +Jump Pack +25 +Bonus moves for him + squad +20 + 2 Lightning Claws +30 Ravens Talons bonuses: +1AP +10 +reroll-rerolls +20 +AP2 At initiative tax +5 +charge bonus +10 +Whip +15 +I-Test thing +10 +Artificer Armour +15 +Shrouded +10 +Stealth +10 +Immune to ignores cover +10 +Eternal Warrior +35 +Assault after Deep Strike +10 +Hit and Run +10 +Infiltrate +10 +Scout +10 +Lord of Shadow +5 +Reroll Reserves (comms relay) +20
Total: 460
Your right on stats I just got carried away. I wanted to make a ridiculous original Space Marine character. The toughness I took as if it was Chapter master on a bike, giving him 1+ from norm biker. the WS was suppose to reflect his focus on melee. As for his abilities, they are all fluff related. Corax's armor had a jump pack and had cloaking abilities. He also had a power whip, which he did use in close quarters combat. He also had a heavy bolter which seems ridiculous for stealth but for some reason he still had it. As for his special rules, I would not change them. The Raven Guards main motto his hit and run yet the have nothing that relays this to them. They are also well known for their infiltration and deep striking. I believe with all the nerfing on melee having a dangerous unit like this would be extremely competitive against gun line armies....."cough tau cough cough". I agree with points. This would probable be a super expensive unit when taken with Honor/Vanguard which also ties in to the fluff because they had so few in number.
No offense but.... isn't this perhaps a bit much? Yes assault got nerfed but a 460 point guy? He costs more than a Swarm Lord (Oh please Hive Lord let me be right on this!), more than Fateweaver, a fully kitted Greater Daemon, more pricey than Logan Grimnar, and the Despoiler. Also T6 and eternal warrior? So he is somehow more survivable than many MC? Has a natural strength of 5 and he has the same exact Weapon Skill as the Kharn and Abaddon but has even more swings than either of the two? My apologies but perhaps tone him down just a bit? Apologies if this sounds rude! It just seems to be a tad too much and in most games would be gobbling up far too much of your point cost.
Also, something I forgot to mention - rerolling rerolls. Just no.
For something that'd be better as a mega stealth Chapter Master, go with something like this:
Spoiler:
Army: Space Marines BG: Blablabla Ravenguard Stealth Dude.
FO: HQ Squad: Absconditus, Chapter Master of the Raven Guard Unit: Raven Guard Chapter Master, Points Per: 225, Models: 1*, Unit Type: Jump Infantry (Character), WS-6, BS-5, S-4, T-4, W-3, I-5, A-3, Ld-10, Sv-2+/4+*. Wargear: The Ravens Shadow Shades Mirror Lightning Claw The Long Knife Bolt Pistol with Hellfire Rounds Frag Grenades Krak Grenades Iron Halo
Special Rules: ( J: Skyborne ) ( J: Hammer of Wrath* ) ( J: Bulky ) ( J: Deep Strike ) ( C: Precision Shots ) ( C: Precision Strikes ) ( TRS: Shrouded ) And They Shall Know No Fear Combat Tactics Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Lord of Shadows Chapter Tactics
The Ravens Shadow: This ancient relic has been handed down through the hidden ranks of the Raven Guards leadership. It is Artificer Armour that confers the Shrouded Special Rule.
Shades Mirror: This device from the Dark Age of Technology allows the bearer to slip between shadows like most would walk through doorways. A unit with a Shades Mirror is treated as Jump Infantry.
The Long Knife: The true mark of a Ravenguard Chapter Master is his skill with this deadly blade. It's a specially modified Power Weapon, that seems to draw in the light and brings the icy touch of darkness to its victims. It's a weapon with the following profile: Weapon: The Long Knife Range-N/A, Str-User, AP-5, Type-Melee, Poisoned (2+), Rending, Cold. Special Rules: Cold Any model that suffers an unsaved wound from a weapon with the Cold special rule reduces their Ballistic Skill and Weapon Skill to 1 until the end of the next turn.
Lord of Shadows: If Absconditus, or the unit he is with assaults a unit from behind, the unit can not fire Overwatch.
Chapter Tactics: If you include Absconditus then all units in your army exchange the Combat Tactics special rule for the Stealth universal special rule. If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.
Hey guys, here is my variation of Salamanders 3rd Company Captain, Captain Adrax Agatone
WsBs S T I A W LdSvInv 7 5 4 4 6 4 3 10 +2 +4
Wargear:
Artificer armour
Lightning claw
Stormbolter
Iron halo
Frag and Krak grenades
Special rules:
Zealot- Fearless, hatred
Fleshbane
And they shall know no fear
Combat tactics
Independent Character
Background: Tomb of Fire Trilogy, great reads by Nick Kyme.
P.S I built this upgrade to my captain about three months ago for a local HQ 1 Vs 1 competition using rules set up by the guys at GW Perth. I won the competion overall, and all the guys agreed that the model points-wise was fair; 90% of my fellow gamers agreed. just wondering what this model should be worth in a standard game?
Pts: 183 pts ( base model without added extras = 133pts)
This message was edited 1 time. Last update was at 2013/06/30 03:30:03
Chapter Master of the Bright Stars (Magnus-like loyalist character) WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Wargear:
- Terminator Armour
- Iron Halo
- Psychic Hood
- Infinity Blade (MC, +2S, AP3, Force)
Special Rules:
- IC, ATSKNF - Chapter Tactics (all Bright Stars' characters gain Brotherhood of Psykers)
- Enforced Willpower (Adamantium Will to the Chapter Master and his unit)
- Psyker Mastery Level 3 (can take powers from any of the five disciplines)
Vulkanhestan97 wrote: Hey guys, here is my variation of Salamanders 3rd Company Captain, Captain Adrax Agatone
WsBs S T I A W LdSvInv 7 5 4 4 6 4 3 10 +2 +4
Wargear:
Artificer armour
Lightning claw
Stormbolter
Iron halo
Frag and Krak grenades
Special rules:
Zealot- Fearless, hatred
Fleshbane
And they shall know no fear
Combat tactics
Independent Character
Background: Tomb of Fire Trilogy, great reads by Nick Kyme.
P.S I built this upgrade to my captain about three months ago for a local HQ 1 Vs 1 competition using rules set up by the guys at GW Perth. I won the competion overall, and all the guys agreed that the model points-wise was fair; 90% of my fellow gamers agreed. just wondering what this model should be worth in a standard game?
Pts: 183 pts ( base model without added extras = 133pts)
Total: 183. Round it up to 185, just to make it even.
NeoAigaion wrote: Chapter Master of the Bright Stars (Magnus-like loyalist character) WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Wargear:
- Terminator Armour
- Iron Halo
- Psychic Hood
- Infinity Blade (MC, +2S, AP3, Force)
Special Rules:
- IC, ATSKNF - Chapter Tactics (all Bright Stars' characters gain Brotherhood of Psykers)
- Enforced Willpower (Adamantium Will to the Chapter Master and his unit)
- Psyker Mastery Level 3 (can take powers from any of the five disciplines)
Ok, so. First - why all disciplines? Why not just the standard Marine ones?
Total: 400.
On the Chapter Tactics - 125pts is possibly too cheap even, 150 or 200 might be more applicable.
That's a potential 16 psykers (1 HQ, 3 Elite, 6 Troop, 3 Fast Attack, 3 Heavy Support) which is 400pts worth of upgrade (25pts per mastery level).
However, I'm assuming an average of 5 characters, so costed it at that.
NeoAigaion wrote: By "Characters", I meant only those that lead squads (Sergeants and the like), not every model.
I figured that. Or rather, I figured that it's any model with the Character special rule, being that's what the wording implies - and each squad, has 1 character, which will gain 1 mastery level each.
So with 5 squads, each having a Character (being mreen squads come with them by default), which is 5 mastery levels total.
But with the way the FOC is, you can have up to 17 units, of which 1 would be the Chapter Master, so up to 16 the Character rule.
With 2FOC at 2000pts+, that's up to 33 (Not entirely realistic, but possible).
NeoAigaion wrote: I intended for "Chapter Tactics (Bright Stars)" to work exactly as "Brotherhood of Psykers" is written in the Grey Knight codex.
Brotherhood of Psykers is a Universal Special Rule, that makes a model with it a Psyker, Mastery Level 1.
In a unit, all models that have the rule, count as a single Mastery Level 1 Psyker.
In the case of Codex: Grey Knights, they have a specific rule that prevents them from selecting book powers and rolling on the chart.
So, in this case, you just make each model with the Character rule in your force, a Mastery Level 1 Psyker.
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...
Qharter Promythans - 100 points - Composition: 5 Qharter Promythans - WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+ Wargear: Artificer armour; Masks of Memories; The Father's Feathers Any model can take upto any 2 of the following: Storm shield - 15 points Plasma sword - 15 points Eagle Bolter - 30 points
Rules: ATSKNF; Relentless; Rampage
Masks of Memories* Grants user Hatred and Fear
The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.
Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.
Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell (Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor) (Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)
Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points
Warchild: BS5|Armour: F13|S11|R11|HP3 Vehicle (Tank Transport*) Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)
Rules: Machine spirit, Assault vehicle, Outflank* *Transport Capacity = 10 Can only transport models in the Qharter Promythans unit. Fire points = none *Outflank Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.
The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-) However, basically... The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements. Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
This message was edited 4 times. Last update was at 2013/07/02 19:17:13
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
Capt. Magnus Antonius Carbohal 200 pts.
Captain of the first company
WSBS S T I Ld A W Sv 6.....5...4..4..5.10..3...3...2+
Terminator armor
Iron Halo
confers a 4+ invulnerable save
Mechanicus crafted lighting claw "Omnissiah's Vengeance"
Any roll of 6 to hit in CC allows the wielder to make an additional attack. If any additional attacks also yield the result
of a 6 then continue rolling additional attacks until you roll no further 6's. Roll to wound as normal with all attacks that
score a hit. ( i got this from a Chaos SM fandex. LOL )
Master crafted heavy flamer "Devine Purification"
Str 5 AP 4 Assault 1
twin-linked
And they shall know no fear
Combat tactics
Independant character
Preferred enemy
Prince of Macragge
Any squad that Magnus joins is fearless.
Fury of the Fallen
If at least half of Magnus' squad is killed, Capt. Carbohal and his remaining squad have the Fleet and furious charge USR
Pride of Calgar
If Capt. Carbohal is within 12" of Marneus Calgar, he and his squad receive +1 attack in the assault phase.
Honour of Carbohal
If Capt. Magnus Carbohal should fall in battle, the model is layed down where he was killed and his body becomes an extra objective for either side to claim.
I would adjust the lightning claw, I can think of at least 2 instances GW limiting extra attacks/wounds (dread claw on the BA death company dreadnaught, and a psyker ability) and I would tend to think in line with the precedents. Overall I think he is neat though.
Lt. 'Tweek wrote: So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...
Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points
Rules: ATSKNF; Relentless; Rampage
Masks of Memories* Grants user Hatred and Fear
The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.
Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.
Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)
Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points
Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)
Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.
The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
from a quick look they are IMMENSELY under costed. 2+ saves and possible 3++ inv saves on jump infantry is far too much and there is no way in hell they should have rampage. Why? They have ap3 heavy 3 heavy bolters so a squad of 5 can shoot 15 ap3 shots which will usually kill most of a tactical squad. They can also then charge a terminator squad and god help them if they have more models because then this silly unit will be unleashing a potential 25 attacks between 5 of them at ap2. Pretty sure this unit could reliably kill every single unit in the game quite easily. This seems like a very special snowflake to me...
As I said they're crazy haha
But they only ever get a maximum two of the weapons, so if they take the 3++ they either can't shoot or make the attacks, or if they take the HB and CCW they will be easier to kill... that's pretty much their point, "do-as-much-damage-in-a-turn-before-getting-killed"
Sure though, the costing could be higher... put it a lot higher initially (base cost of 270) but with each read it came down...
Why Rampage? Well, I was trying to include the theme of immense bitter hatred, and I wanted to add a lot (maybe too many) themes in... wanted to give them death company's Rage, but this is more of a gamble...
And the AP2 weapon CCW. As you probably noticed, it's Plasma, so I naturally started with lots of power, and a gets hot drawback. not sure why I took it off now...
Anyway, the point was for each successful save the enemy made, the attacker receives the same strength hit with saves allowed (the parrying could made plasma spark off the blade toward the wielder, I guess)
That would make it fairer, right? So what kind of cost overall?
Thanks for feedback
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
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...
Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points
Rules: ATSKNF; Relentless; Rampage
Masks of Memories* Grants user Hatred and Fear
The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.
Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.
Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)
Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points
Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)
Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.
The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
Why is everything Plasma?
Furthermore, you've basically made an Assault Squad, with a ton of extra stuff, for the cost of a regular Assault Squad with no upgrades, and a massively improved transport, with at least 60pts of upgrades, for 30pts over the normal one.
Total: 36pts per.
Making the default squad of 5, 180pts.
Storm Shield is fine, as it's normally 15pts.
Plasma Sword is underpriced - It's easily worth 25pts (Power Sword with +1 AP, and an extra special rule.)
Games Workshop has decreed that Skyfire+Interceptor is worth 25pts (Tau), or +10pts, with -1Str and AP to an existing 15pt weapon for just Skyfire (DA/CSM).
SO, Heavy Bolter is a 10pt weapon,
so call it +20 for Skyfire+Interceptor,
+10 for +1 AP,
+Night Vision for +5,
+Melta Shell (which is actually a pretty nice rule imo) +5
So, math says 50pts, which honestly seems a little high to me, but that's the math.
Montalban is the Chapter Champion of the illustrious Imperial Fists, and functions as his master Vladimir Pugh's personal bodyguard on the battlefield. Not known so much for his swordsmanship as for his immense size and strength, he is an indomitable fighter whose blows literally smash opponents off their feet. He was most recently defeated, along with Castellan Aligheri of the Black Templars, in the three-way decider of the latest Feast of Blades, by the Scourge Zacharias Kersh of the Excoriators.
Codex: Space Marines. HQ choice. Does not take up a HQ slot of Chapter Master Pugh is present in the same detachment.
180 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS4 S5 T5 W2 I5 A3 Ld9 Sv2+
Wargear: Artificer armour, bolter, frag and krak grenades, storm shield
Honor: This is a hand-and-a-half sword, a treasured relic of the Horus Heresy. +1 Strength, AP2, Specialist Weapon, Murderous Strike (Instant Death on a roll to wound of '6')
Special Rules: Independent Character, Stubborn
Bodyguard: Vladimir Pugh's Look Out Sir rolls are always directed onto Montalban, and automatically succeed. Furthermore, he may attempt Look Out Sir as long as Montalban is within 3 inches of him, and under any circumstance (ignoring normal restrictions such as Sniper)
Indomitable: Montalban has the Counter Attack and Feel No Pain rules. Furthermore, enemy models in base contact with Montalban gain no charge bonuses.
Honor of the Chapter: Montalban MUST issue or accept challenges. In a challenge, he gains the Preferred Enemy USR.
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
Chapter Master of the Iron Conclave (Perturabo-like loyalist) <chapter master statline, T5>
Wargear: - Fists of the Wrecker (MC Power Fists each with a TL Multi-Melta)
- Siege-Breaker Terminator Armour (Terminator Armour that re-rolls failed armour saves against Template and Blast weapons, also reduces run/charge distances by 1 inch)
- Iron Halo
- Melta Bombs
Special Rules: - IC, ATSKNF - Chapter Tactics (replaces Combat Tactics; all Iron Conclave Heavy Support units are Scoring units)
- Art of Destruction (attacks of the Chapter Master, and any Heavy Support unit he is with, re-roll penetration rolls against immobile structures and also add +1 to the damage chart result)
Wargear: Master-Crafted Bolt Pistol, Befouled Greatsword of the Datek Family, Melta-bombs, Corrupted Cloak of the Commissariat, Duelist's Visor
Befouled Greatsword of the Datek Family: The prized possession of the Datek family, the greatsword of the Datek is both lithe and powerful providing the perfect balance between attack and defense.
Rng: - S: +1 AP: 3, Rending (5+)
Corrupted Cloak of the Commissariat: Seized during the Revolt of Regnix, it was taken from the badly mangled corpse of a Lord Commissar, the result of Telos' first duel against a significant member of the Imperium . He wears it both to mock the failing Imperium as well as for the protection it provides, thanks to the Dark Enchantments hemmed into it's lining over the years, Telos' save is invulnerable.
Duelist's Visor: Used only by those with the massive cognitive and psychic prowess needed to operate the device, the Duelists Visor points out weakpoints in enemies stances and fighting styles giving Telos even more of an advantage over lesser warriors, Telos gets an extra attack for every point of WS he has above his opponent, but counts as a psyker for all intents and purposes but may not use any psychic powers, his psychic mastery is used to power the device.
Special Rules: Independent Character, Fearless, Feel No Pain (6+), Furious Charge, Fleet, Fast as Death Itself, Ever-living, Eternal Warrior, Shrouded
Fast as Death Itself: Telos is said to be incredibly fast, almost too fast for a mortal, even one blessed by chaos, Telos and any unit he joins moves as if they where beasts and also gain the Relentless special rule.
Fluff: Born and raised on the Ice World Regnix, Telos Datek was born of the illustrious lineage of the Datek family, duelists who taught nobles the way of the sword. At an early age he learned the plight of the everyman and became a man of the people, much to the displeasure of Nobles all around. As a duelist he was peerless surpassing even his Father and taking the head of the family. However, around 973.999.M41, the citizens of the Regnix where accused of harboring nearby groups of Chaos Space Marine raiders and where attacked with no chance to defend against the claim, the first day of the siege resulted in the confirmed deaths of 68,000,000, innumerable others doubtlessly slaughtered and forgotten. While Telos' father hid, like much of the aristocrats of Regnix, Telos gathered a following and began to make an organized resistance, turning to the Dark Gods for power, after all if the Imperial attack was so called Justice, Chaos would be infinitely superior, his first act as leader was to execute every aristocrat he could find, even his father, and use them to summon the raiders they where convicted of harboring, if it was traitors they wanted, traitors they would have!
There must be a fifth Chaos God because how else can you explain the re-rolls in 40k's challenges....
ENTHUSIASM FOR THE ENTHUSIASM GOD!!!
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...
Qharter Promythans - 100 points - Composition: 5 Qharter Promythans - WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+ Wargear: Artificer armour; Masks of Memories; The Father's Feathers Any model can take upto any 2 of the following: Storm shield - 15 points Plasma sword - 15 points Eagle Bolter - 30 points
Rules: ATSKNF; Relentless; Rampage
Masks of Memories* Grants user Hatred and Fear
The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.
Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.
Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell (Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor) (Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)
Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points
Warchild: BS5|Armour: F13|S11|R11|HP3 Vehicle (Tank Transport*) Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)
Rules: Machine spirit, Assault vehicle, Outflank* *Transport Capacity = 10 Can only transport models in the Qharter Promythans unit. Fire points = none *Outflank Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.
The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-) However, basically... The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements. Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
Why is everything Plasma? Furthermore, you've basically made an Assault Squad, with a ton of extra stuff, for the cost of a regular Assault Squad with no upgrades, and a massively improved transport, with at least 60pts of upgrades, for 30pts over the normal one.
Total: 36pts per. Making the default squad of 5, 180pts.
Storm Shield is fine, as it's normally 15pts.
Plasma Sword is underpriced - It's easily worth 25pts (Power Sword with +1 AP, and an extra special rule.)
Games Workshop has decreed that Skyfire+Interceptor is worth 25pts (Tau), or +10pts, with -1Str and AP to an existing 15pt weapon for just Skyfire (DA/CSM). SO, Heavy Bolter is a 10pt weapon, so call it +20 for Skyfire+Interceptor, +10 for +1 AP, +Night Vision for +5, +Melta Shell (which is actually a pretty nice rule imo) +5 So, math says 50pts, which honestly seems a little high to me, but that's the math.
Thanks for the costing! Suppose these guys are just expensive, then. As for the plasma, I'm a DA player so try to add a lot of plasma based weapons So I definitely need to do one of two things, add more drawbacks, take the squad apart a little or just add more upgrade options, like adding a scope to the HB instead of it being base price Hmm...
Automatically Appended Next Post: I thought I'll add that I hadn't included the FOC part, as I was debating which they should be... they can be devastator equivilents making them heavy support, but also jump units (fast attack) and they have good CC abilities (elites) You can probably see my headache... So they are now 1-per-army HQ slots I figure this justifies if they are a little overpowered...
This message was edited 2 times. Last update was at 2013/07/03 10:17:45
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
Marshal Heinrich is the reigning champion in melee combat in the Black Templars chapter, though somewhat of a scandal for his shunning of the sword. Instead, he fights with a small meteor hammer, customised to allow him to wield it in a single hand. He is an implacable fighter, smiting his foes more due to his ferocity than his skill. To fight him is to fight an unstoppable machine, where every step is a blow and every blow is a step. Once Heinrich has selected a target, he will not tire and he will not stop until his foe has been utterly vanquished.
Codex: Black Templars
185 points
HQ choice
Type: Infantry (character)
Composition: 1 (unique)
WS5 BS4 S5 T4 W3 I5 A5 Ld8 Sv3+
Wargear: Power armor, storm shield, frag and krak grenades, bionics
Breaker: This is a length of chain terminating in a large, censored mace. Heinrich wields it in a whirling propeller, smashing foes from their feet with every blow. Strength +3 AP 3 Melee Specialist Weapon Concussion Rending
Special Rules: Independent Character, Fearless, Crusader, Rampage
Implacable, Unstoppable: May re-roll all failed to hit and failed to wound rolls
Automatically Appended Next Post: Nemesor Iskh of Mandragora
Iskh was rare amongst the Necrontyr even before her transition into a customised chassis. The only female to rise to the rank, she was known for a fiery temper melded with ferocity and intelligence on the battlefield. Her continued existence is a constant annoyance of scandalous proportions amongst the Mandragoran hierarchy, only tempered by Imotekh's tolerance of her. For the Stormlord worships logic above all, and as long as Iskh continues her flawless performance leading Mandragora's armies, she buys herself Imotekh's graces.
Customised chassis: Iskh is forward thinking for a Necron, and not adverse to incorporating new technology into her body. So far she has integrated Nebuloscopes from Tomb Blades, and an experimental energy shield. Furthermore, as a statement of defiance, her body is crafted to reflect her more feminine characteristics, exchanging durability and strength for flexibility and speed. This is reflected by changes in her statline above. In addition, she has a 2+ invulnerable save. However, if this save is ever failed, she immediately suffers a single wound with no saves of any kind allowed, and the save can no longer be used.
Special Rules: Ever-living, Independent Character, Reanimation Protocols, Deep Strike
Coordinated Strike: Iskh's trademark strategy involves rapidly deploying many phalanxes through Hyperspace corridors, overwhelming the foe before they can react. Necron Warriors and Necron Immortals in the same detachment gain the Deep Strike USR. Furthermore, any models with Deep Strike in the same detachment automatically deep strike on turn one, do not scatter if within 12 inches of Iskh, and ignore the usual rule regarding keeping a maximum of half your army in reserve.
Pride: Iskh MUST be the Warlord. No allies may be taken, and no other special characters from Codex: Necrons may be taken. (she is far too proud to work with others)
This message was edited 1 time. Last update was at 2013/07/06 15:01:53
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
Lt. 'Tweek wrote: So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...
Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points
Rules: ATSKNF; Relentless; Rampage
Masks of Memories* Grants user Hatred and Fear
The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.
Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.
Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)
Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points
Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)
Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.
The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
Remove the word "plasma" from the plasma scope and you'll sound a bit more credible.