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Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

 McNinja wrote:
Remove the word "plasma" from the plasma scope and you'll sound a bit more credible.


Looking back at it that was painfully unimaginative... had the rules. Didn't have a name. DA = plasma. It's bad I know

'Outline Optic' I think would be a good substitute

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



Uk

Uh I like the space marine dude (haven't read the necron one yet). I don't like the fact he has rampage though or the fact that he is base strength 5 should be strength 4. Also I think the +3 strength is balanced if the weapon is ap4 and unwieldy like a mace. I like the addition of rending, as if the chain gets caught in armour as it swings around.
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries





UK

CalasTyphon216 wrote:
Marshal Heinrich, Black Templars


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


Imo Strikedown would work better than Concussive due to the fluff (you mentioned he smashes them from their feet implying they get knocked over or "struck down")


Automatically Appended Next Post:
Ok here's a meathead.
Bloodlord (I hope this title isn't already used? Hoping the Tyranid really is Broodlord? )

Elite: 115 points
WS5|BS2|S5|T4|I2|W3|A2|Ld6|Sv6+FNP4++

Wargear: Stained Leather Tunic (6+); Crafted Shard; Twin-Linked Laspistol
(Crafted Shard: S-user|AP5|Melee, Unwieldy, Two-Handed, Poisoned(3+), Rending)

Rules: Fear, FNP(4+), It Will Not Die, Slow And Purposeful, Heavy Coward

(Heavy Coward: Automatically passes Strength and Toughness tests, automatically fails Initiative tests and morale checks)

This message was edited 2 times. Last update was at 2013/07/06 21:42:06


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





Melbourne

 Lt. 'Tweek wrote:
CalasTyphon216 wrote:
Marshal Heinrich, Black Templars


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


Imo Strikedown would work better than Concussive due to the fluff (you mentioned he smashes them from their feet implying they get knocked over or "struck down")


Honestly I entirely forgot there was a special rule called Strikedown.....

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in au
Regular Dakkanaut




Chapter Master of the Shadow Walkers (Alpharius loyalist concept)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Wargear:
- Cloaked Power Armour (Stealth and Shrouded)
- Silent Stalker (MC Stalker Boltgun, Armour saves cannot be taken against Precision Shots made by this weapon)
- Venom Blade (CCW with Poison 4+)

Special Rules:
- IC, ATSKNF, Combat Tactics
- Chapter Tactics (replaces Combat Tactics, all Shadow Walkers may re-roll failed Cover Saves of 1)
- Prey Stalker (the Chapter Master and his unit may Infiltrate to any point on the board, regardless of enemy proximity)


Points cost ideas, anyone?
   
Made in us
Hellish Haemonculus






Boskydell, IL

A bunch, lol. He's clearly pretty powerful. I'd have to pull out some Codexes and do some comparison shopping, but 200 points at a minimum, no more than 300. Probably around 240-250 would be my off-the-cuff guess.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Numberless Necron Warrior





Urkrathos, chosen of Abaddon
WS BS S T W I A Ld Sv
6 5 4 4 4 5 3 10 2+

Special rules:
Veteran of the long war
Fearless
Independent character
Orbital bombardment

Wargear:
Bolt pistol
Blood sword
Frag and Krak grenades
Terminator armour

Urkrathos may take a squad of chosen or cultists as a retinue squad

Blood sword:
The blood sword is a power sword that consumes the blood of victims it impales. This weapon always causes instant death on an unsaved wound.

Whatdya think points wise? 120/130?

This message was edited 1 time. Last update was at 2013/07/13 01:27:24


 Kain wrote:
Hope feeds Tzeentch, who will do horrible things to your planet to reward you for your service. Ergo, Hope is evil, and you should stop having it, but you can't have despair because then Nurgle gets a free ride. You could be angry about this, but that'd just get Khorne's jollies off. And heck you can't even get your own jollies off without Slaanesh giggling and farting out some daemons. And if you manage to avoid all that, some genestealers might infiltrate your planet and bring a hive fleet crashing down on you any way.
 
   
Made in gb
Ichor-Dripping Talos Monstrosity






NeoAigaion wrote:
Chapter Master of the Shadow Walkers (Alpharius loyalist concept)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Wargear:
- Cloaked Power Armour (Stealth and Shrouded)
- Silent Stalker (MC Stalker Boltgun, Armour saves cannot be taken against Precision Shots made by this weapon)
- Venom Blade (CCW with Poison 4+)

Special Rules:
- IC, ATSKNF, Combat Tactics
- Chapter Tactics (replaces Combat Tactics, all Shadow Walkers may re-roll failed Cover Saves of 1)
- Prey Stalker (the Chapter Master and his unit may Infiltrate to any point on the board, regardless of enemy proximity)


Points cost ideas, anyone?
First, Dark Eldar already have a Venom Blade, it's a Poisoned 2+ CCW.
Next, is a Stalker Boltgun a thing? I can't find the stats for it in a codex / the rulebook... I know it's a Boltgun with a scope, but is it just a boltgun here?
I'm assuming it is, If it's a Boltgun with sniper, add +10 to the final cost.
Costing:
Spoiler:
Base - Chapter Master: 125
+Stealth +10
+Shrouded +10
+MC Stalker Boltgun +10
+Poisoned CCW +5
-Orbital Bombardment -25
+Chapter Tactics +25
+Prey Stalker +15
Total: 175

   
Made in us
Longtime Dakkanaut





New York / Los Angeles

Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.

   
Made in hk
Alluring Mounted Daemonette





Melbourne

The Silent King, Szarekh

Codex: Necrons

285 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS5 BS5 S6 T5 W4 I3 A4 Ld10 Sv2+

Wargear: Sempiternal weave, Phase Shifter, Phylactery

Staff of the Covenant: An ornate staff, the original of which the current Rods of the Covenants are but pale shadows. Range 18 S7 AP1 Assault 3 Armorbane, counts as a Warscythe in close combat.

Special Rules: Independent Character, Ever-living, Reanimation Protocols, Phaeron

Lord of Time: Szarekh has mastered time travel in an albeit limited, localised fashion. Szarekh may seize the initiative on a 3+. He also has a Chronometron.

Triarch: Triarch Praetorians are Troops choices instead of Elites. For every 10 Triarch Praetorians in the same detachment, a single Triarch Stalker may be taken that does not occupy an Elites slot. It still counts as an Elites choice for the purposes of missions where Elites are scoring, but otherwise allows the controlling player to exceed the normal limit on Elites choices. However, he may not select a Royal Court.

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in us
Fireknife Shas'el





United States

 Ovion wrote:
NeoAigaion wrote:
Chapter Master of the Shadow Walkers (Alpharius loyalist concept)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Wargear:
- Cloaked Power Armour (Stealth and Shrouded)
- Silent Stalker (MC Stalker Boltgun, Armour saves cannot be taken against Precision Shots made by this weapon)
- Venom Blade (CCW with Poison 4+)

Special Rules:
- IC, ATSKNF, Combat Tactics
- Chapter Tactics (replaces Combat Tactics, all Shadow Walkers may re-roll failed Cover Saves of 1)
- Prey Stalker (the Chapter Master and his unit may Infiltrate to any point on the board, regardless of enemy proximity)


Points cost ideas, anyone?
First, Dark Eldar already have a Venom Blade, it's a Poisoned 2+ CCW.
Next, is a Stalker Boltgun a thing? I can't find the stats for it in a codex / the rulebook... I know it's a Boltgun with a scope, but is it just a boltgun here?
I'm assuming it is, If it's a Boltgun with sniper, add +10 to the final cost.
Costing:
Spoiler:
Base - Chapter Master: 125
+Stealth +10
+Shrouded +10
+MC Stalker Boltgun +10
+Poisoned CCW +5
-Orbital Bombardment -25
+Chapter Tactics +25
+Prey Stalker +15
Total: 175
It's a weapon only used (so far) by Sgt. Telion in the SM codex. It's R:36" S4 AP5 Heavy 2, Rending, Pinning. It's a slightly better sniper rifle, so +10 works.


Automatically Appended Next Post:
CalasTyphon216 wrote:
The Silent King, Szarekh

Codex: Necrons

285 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS5 BS5 S6 T5 W4 I3 A4 Ld10 Sv2+

Wargear: Sempiternal weave, Phase Shifter, Phylactery

Staff of the Covenant: An ornate staff, the original of which the current Rods of the Covenants are but pale shadows. Range 18 S7 AP1 Assault 3 Armorbane, counts as a Warscythe in close combat.

Special Rules: Independent Character, Ever-living, Reanimation Protocols, Phaeron

Lord of Time: Szarekh has mastered time travel in an albeit limited, localised fashion. Szarekh may seize the initiative on a 3+. He also has a Chronometron.

Triarch: Triarch Praetorians are Troops choices instead of Elites. For every 10 Triarch Praetorians in the same detachment, a single Triarch Stalker may be taken that does not occupy an Elites slot. It still counts as an Elites choice for the purposes of missions where Elites are scoring, but otherwise allows the controlling player to exceed the normal limit on Elites choices. However, he may not select a Royal Court.
You'd think that since he's the king, he'd be able to select the most ballin' Royal Court, though if you want to stick to "only Triarch stuff" you could have him only able to have lords in the RC but those "Lords" are basically Triarch Praetorians with Lord upgrades?

This message was edited 1 time. Last update was at 2013/07/13 05:13:16


 
   
Made in au
Regular Dakkanaut




Chapter Master of the Night Reapers (Konrad Curze loyalist concept)
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
- Midnight's Talons (MC Lightning Claws with Rending and Fleshbane)
- Artificer Armour
- Iron Halo
- Jump Pack
- Frag and Krak Grenades

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; for the player's first turn of the game the CM and all Night Reapers benefit from Night Fighting)
- Terrifying Advance (the CM has Fear, and all successful Fear tests taken by the enemy unit in base-contact with him must be re-rolled)
   
Made in us
Fireknife Shas'el





United States

NeoAigaion wrote:
Chapter Master of the Night Reapers (Konrad Curze loyalist concept)
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
- Midnight's Talons (MC Lightning Claws with Rending and Fleshbane)
- Artificer Armour
- Iron Halo
- Jump Pack
- Frag and Krak Grenades

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; for the player's first turn of the game the CM and all Night Reapers benefit from Night Fighting)
- Terrifying Advance (the CM has Fear, and all successful Fear tests taken by the enemy unit in base-contact with him must be re-rolled)
Drop the Fleshbane and you're looking at 200 points.
   
Made in gb
Ichor-Dripping Talos Monstrosity






NeoAigaion wrote:
Chapter Master of the Night Reapers (Konrad Curze loyalist concept)
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
- Midnight's Talons (MC Lightning Claws with Rending and Fleshbane)
- Artificer Armour
- Iron Halo
- Jump Pack
- Frag and Krak Grenades

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; for the player's first turn of the game the CM and all Night Reapers benefit from Night Fighting)
- Terrifying Advance (the CM has Fear, and all successful Fear tests taken by the enemy unit in base-contact with him must be re-rolled)
Ok, another one... sooo
blablabla, all fairly standard I think... though why do the lightning claws need to be Mastercrafted, Rending AND Fleshbane?
Spoiler:
Chapter Master - 125
+1A +10
+Artificer Armour +15
+2 Lightning Claws +30
+MC +10
+Rending +10
+Fleshbane +10
+Jump Pack +25
-Orbital Bombardment -25
+Chapter Tactics +20
+Super Fear +15
Math says: 245

You know, you could always do the math yourself - it's pretty easy.

   
Made in us
Longtime Dakkanaut





New York / Los Angeles

 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.


Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 junk wrote:
 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.
Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.
I know!
Hell, you could go a step further, because he's such a gentleman, he'll always move so he's at least 1" away, so that any other unit (friendly or enemy) can get past, if asked he'll courteously move out of the way, so as to not block line of sight, and will let everyone else go first in CC.

How could this idea possibly go wrong!

   
Made in us
Longtime Dakkanaut





New York / Los Angeles

 Ovion wrote:
 junk wrote:
 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.
Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.
I know!
Hell, you could go a step further, because he's such a gentleman, he'll always move so he's at least 1" away, so that any other unit (friendly or enemy) can get past, if asked he'll courteously move out of the way, so as to not block line of sight, and will let everyone else go first in CC.

How could this idea possibly go wrong!


He's so charming though, you'd need to pass a ld test to assault or shoot him. If you actually kill him, no one would like you. He should also move aside to prevent deep strike Mishaps.

This message was edited 1 time. Last update was at 2013/07/13 22:01:41


Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in gb
Ghastly Grave Guard



Uk

 junk wrote:
 Ovion wrote:
 junk wrote:
 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.
Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.
I know!
Hell, you could go a step further, because he's such a gentleman, he'll always move so he's at least 1" away, so that any other unit (friendly or enemy) can get past, if asked he'll courteously move out of the way, so as to not block line of sight, and will let everyone else go first in CC.

How could this idea possibly go wrong!


He's so charming though, you'd need to pass a ld test to assault or shoot him. If you actually kill him, no one would like you. He should also move aside to prevent deep strike Mishaps.
yeah. Maybe if the opponent misses with a shot he should kindly side step into its path. Say hello to a Mr Battlecannon
   
Made in us
Confessor Of Sins




WA, USA

So polite, he will give Look out, sir to enemy characters.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

 curran12 wrote:
So polite, he will give Look out, sir to enemy characters.


Brilliant! Definitely going in the build.


Automatically Appended Next Post:
Another Unit:
Ork HQ
Hampy Groto - 4 points
Independent Character
King of the Gretchen

BS 3 WS 2 S2 T2 I2 W1 A1 SV 5+ LD 7

Hampy Pistol
S3 AP -- Range 12" twin linked, Pistol

Groto Knife
S+1 AP 6 -- Rusty Spoon


Rusty Spoon: The Groto Knife is a one use close combat weapon, if it happens to actually cause an unsaved wound to an other HQ, that HQ must immediately be removed from the game as a casualty, out of embarrassment.

King of the Gretchen: Enemy Gretchen cannot target Hampy with ranged weapons, and have their attacks reduced to 0 if locked in combat with Hampy. Hampy won't attack them either. They will play out the remainder of the game chatting happily about whatever gretchen chat about.

This message was edited 1 time. Last update was at 2013/07/14 06:31:08


Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Yellin' Yoof





New Orleans

 Maurepas wrote:
Ork Brewerz 25pts
WS 4
BS 2
S 3
T 4
W 1
I 2
A 2
LD 7
S 6+

Unit Composition:
- 1 (Upgrade)

Wargear:
Slugga
Choppa
Squig Beer



Unit Type:
- Infantry

Special Rules:
Waaagh!
Furious Charge
Mob Rule

An Ork Boyz mob numbering 10 or more Orks may take a Brewboy for 25 points.

Da Brewboyz

Orks are born with specific information encoded in their DNA. Just like a human does not need to be taught how to breath or how to have its heart beat, an Ork does not need to be taught how to ply its trade. Whether this be combat prowess(Ork Boy), mechanical knowledge(Mek Boy), or medical technology and skills(Mad Dok/Painboy). Others still, however, have other aspects of Ork life encoded into their DNA, such as the ability to build or cook.

One such class of Ork has the ability to(when they’re not busy killin!) brew the beer that the Orks drink before and after going into battle. These are called the Brewerz, or Brewboyz. A typical favorite of the Orks is developed from the fermented fungus of the Squig, or Squiggly Beast, commonly known as Squig beer.

Squig beer is not palatable to most other non-Orkoid species, filled with solids and materials that, though highly nutritious to an Ork, would be nearly impossible to consume by members of other species, both due to its bitter flavor, and poisonous compounds. When drank by an Ork, however, it contains all the nutrients an Ork needs to not only survive, but thrive!

Squig Beer grants the following Special Rules to any Ork Mob which contains a Brewboy:

Special Rules:

Before the game begins roll a d6, any Ork Mob including a Brewer model benefits from the following for the remainder of the game:

1 - Smashed - On the roll of a 1, the Ork Mob gets too drunk to follow orders and marches off on its own. After the shooting phase the Ork Mob moves an extra d6(this does not take the place of their run move) in a random direction, per the directional die. On a roll of “On Target” the Ork Player chooses the direction.

2 - Hammered - On the roll of a 2, the Ork Mob falls into a drunken stupor. So delirious are they that they are unable to feel physical injury. The Ork Mob benefits from the “Feels No Pain” special rule, and becomes “Slow and Purposeful”

3 - Frenzied - On the roll of a 3, the Ork Mob goes into a drunken rage! The Orks lashing out with furious anger! The Ork Mob gets +1 Attack.



4 - Watch this! - On the roll of a 4, the Ork Mob becomes boisterous and overconfident as the alcohol pours forth through the ranks. Each trying to outdo his fellow Orks in feats of strength and tenacity. The Ork Mob gets +1 Strength.

5 - Blech! - On the roll of a 5, the Ork Mob has had a little too much to drink, and begins to throw up their insides upon the battlefield. Ork bile is extremely acidic, far more than the average human, for their stomachs must be able to process almost any material. The Ork Mob’s CC attacks get the “Rending” special rule on the roll of a 6.

6 - Slammered - On the roll of a 6, the Ork Mob doesn’t know when to quit, having drank so much that they lose track of how much they’ve consumed. The Ork Mob shambles forward, a cross between a war machine and a pub crawl. The Ork Mob may move an extra d6 in addition to their regular run move.


Just an idea I had for a potential new Ork codex.


I would really appreciate some thoughts on this, I'm thinking about running it in a game pretty soon. The idea being to have a sort of "Combat Drugs" for Orks going on, still toying with the points cost. And still toying with whether it's random but still useful.

Thoughts welcome,

 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

 Maurepas wrote:
 Maurepas wrote:
Ork Brewerz 25pts
WS 4
BS 2
S 3
T 4
W 1
I 2
A 2
LD 7
S 6+

Unit Composition:
- 1 (Upgrade)

Wargear:
Slugga
Choppa
Squig Beer



Unit Type:
- Infantry

Special Rules:
Waaagh!
Furious Charge
Mob Rule

An Ork Boyz mob numbering 10 or more Orks may take a Brewboy for 25 points.

Da Brewboyz

Orks are born with specific information encoded in their DNA. Just like a human does not need to be taught how to breath or how to have its heart beat, an Ork does not need to be taught how to ply its trade. Whether this be combat prowess(Ork Boy), mechanical knowledge(Mek Boy), or medical technology and skills(Mad Dok/Painboy). Others still, however, have other aspects of Ork life encoded into their DNA, such as the ability to build or cook.

One such class of Ork has the ability to(when they’re not busy killin!) brew the beer that the Orks drink before and after going into battle. These are called the Brewerz, or Brewboyz. A typical favorite of the Orks is developed from the fermented fungus of the Squig, or Squiggly Beast, commonly known as Squig beer.

Squig beer is not palatable to most other non-Orkoid species, filled with solids and materials that, though highly nutritious to an Ork, would be nearly impossible to consume by members of other species, both due to its bitter flavor, and poisonous compounds. When drank by an Ork, however, it contains all the nutrients an Ork needs to not only survive, but thrive!

Squig Beer grants the following Special Rules to any Ork Mob which contains a Brewboy:

Special Rules:

Before the game begins roll a d6, any Ork Mob including a Brewer model benefits from the following for the remainder of the game:

1 - Smashed - On the roll of a 1, the Ork Mob gets too drunk to follow orders and marches off on its own. After the shooting phase the Ork Mob moves an extra d6(this does not take the place of their run move) in a random direction, per the directional die. On a roll of “On Target” the Ork Player chooses the direction.

2 - Hammered - On the roll of a 2, the Ork Mob falls into a drunken stupor. So delirious are they that they are unable to feel physical injury. The Ork Mob benefits from the “Feels No Pain” special rule, and becomes “Slow and Purposeful”

3 - Frenzied - On the roll of a 3, the Ork Mob goes into a drunken rage! The Orks lashing out with furious anger! The Ork Mob gets +1 Attack.



4 - Watch this! - On the roll of a 4, the Ork Mob becomes boisterous and overconfident as the alcohol pours forth through the ranks. Each trying to outdo his fellow Orks in feats of strength and tenacity. The Ork Mob gets +1 Strength.

5 - Blech! - On the roll of a 5, the Ork Mob has had a little too much to drink, and begins to throw up their insides upon the battlefield. Ork bile is extremely acidic, far more than the average human, for their stomachs must be able to process almost any material. The Ork Mob’s CC attacks get the “Rending” special rule on the roll of a 6.

6 - Slammered - On the roll of a 6, the Ork Mob doesn’t know when to quit, having drank so much that they lose track of how much they’ve consumed. The Ork Mob shambles forward, a cross between a war machine and a pub crawl. The Ork Mob may move an extra d6 in addition to their regular run move.


Just an idea I had for a potential new Ork codex.


I would really appreciate some thoughts on this, I'm thinking about running it in a game pretty soon. The idea being to have a sort of "Combat Drugs" for Orks going on, still toying with the points cost. And still toying with whether it's random but still useful.

Thoughts welcome,



Perhaps rearrange your chart.

Roll 1d6 when the Mob is deployed on the table.
Each round, at the start of your turn, roll d6 + 1 for every round the mob has been in play, ignoring any result lower than the previous result. If there are no remaining brew boys in the squad, the mob does not continue to roll, but instead remains at their current level.

1 - Buzzed: The mob is feeling pretty good. Spirits are up, the mob benefits from a +1 leadership.
2 - Intoxicated : The mob has been imbibing pretty consistently, coordination is impaired, but they are supremely confident in their abilities. As above, scatter the mob 1d6 at the end of your movement phase, the mob has Feel No Pain (6).
3 - Beligerant: The mob has passed the point of good judgement. As above, but scatter the mob 1d6+3, reducing the distance by the minimum necessary amount if they encounter another unit or impassable terrain. The mob gains +1 Str.
4 - Besotted: The mob is drunk, as above, but their ballistic skill, weapon skill, and initiative are reduced by one, and T is increased by 1. At the end of the movement phase, scatter the mob 2d6, if this brings them into base contact with an enemy unit, they are considered to be locked in CC.
5 - Wasted: The mob is barely able to function as a ranged unit, as above, but all ranged weapons have the Gets Hot quality. Weapon Skill and Initiative are reduced by an additional 1. Feel no pain is increased to 5+
6 - Totally Pissed: The mob cannot keep the contents of their stomachs inside their stomachs, instead projecting it as caustic vomit. As above, but nominate a model in the squad, that model gains a Ranged Template attack with the following profile s-- AP d6 Poisoned 4+ assault 1, one shot. Every time this result is reached, nominate a new model.
7+ Alcohol poisoning, as above, but each model in the mob must pass a toughness test or be removed as a casualty with no saves allowed.

This message was edited 1 time. Last update was at 2013/07/15 01:41:46


Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in cz
Mysterious Techpriest






Fortress world of Ostrakan

Gunnar Frost

Fluff:
Spoiler:
Equilibrium is a peaceful planet, covered mostly by Taigas and Tundras. And even whole Moria system is fairly liberal, calm and peaceful stellar system. Local citizens are more wiling to die defending their homeworld instead of dying for the Emperor. Alot of people would declare an independence, but they know it's a suicide. Imperial forces will come, earlier or lately conquer this sector back under their sector.
Gunnar Frost, was a sniper serving in 4th Equilibrian Panzer Regiment. By personality, he was cunning, intelligent, friendly and patient. By apperance was a ordinary, nondescript Guardsmen. One of many unknown faces for other Guardsmen, One of many numbers for his commander. Some called him odd, others thought he's an interesting person. Although this, he was different. This difference was his companion, his pet. A puppy of Fernisian wolf, named Ignis. Nobody knows how he managed to acquire it. Many has asked, nobody got an answer. Gunnar had some friends. Just a few, but good ones. Mostly from his squad and some from other squads of his platoon. They spent alot of time together, playing on guitars and bagpipes in the evening and joking all aroud.
Standard procedure of all regiments in Moria system is being stationed every half-year on another planet, in another base. Reason of this is, to teach every single guardsmen how planets look, to gain potentional advantage when defending.
As time goes by, 4th Equilibrian was stationed on planet Aurora right now, which is an abandoned Eldar Maiden world, used by Imperium mostly to recreation activities. Planet surface is covered mostly by blue oceans and lush forests full of various species , both fauna and flora. In those forests are often ancient Eldar temples or ruines, making theese places magically mystical. Ignis almost reached its adult age, now it's fully grown Fernisian wolf with all its majesty and strengh. Trained to complete any order given, and loyalty to its master. It's friendly in days of peace, lethal in combat.
One day, regimental command recived message about strange activities in region called Norden. 4th Equilibrian was closest regiment to this place covered in dense forests. They immediately dispatched a flight of recon Marauders to search that region. They reportered large amount of heat signatures down in the forest, but couldn't specify what it is. Regimental platoon dispatched several Valkyries and sent them in there. They had close air supprort provided by Vultures and Marauder-Destroyers. After 30 minutes of flight, they reached the position where heat signatures were reported. Destroyers shot few rounds into the forest to cut-down the trees so Valkyries could land. After all Valkyries unloaded their men, they flew away to nearest Imperial position for refuelling and waiting for command to pick up their men.
Gunnar was in one of those Valkyries, together with his squad. After landing, they started to search Norden region up and down for additional information. First thing they saw were large footsteps in the soil. Too large for relular human. So they were a space marine's footsteps. But there are no SM Chapter in this sector, so only possible option were Chaos Space Marines, but nobody knows how they managed to get there unseen.
Two squads was told to hold the improvised landing pad. Next five squads including Gunnar and his Ignis were told to follow the traces. Roughly after hour of following they met a single chaos cultist roaming the forest. He noticed them and started to yell: BLOOD FOR THE * BLAM! *, his head exploded, when one of the Guardsmen shot him. Commander told to dig in, told CAS to get ready and waited for possible attack. They waited about 20 minutes, but nothing happend. They continued on tracking, roughly for 40 minutes, when they found ruins of ancient temple, covered in moss and bushes. Platoon commander told Gunnar's sergeant to search the ruins. They will hold the perimeter around. Gunnar and few other guardsmen changed their Long-lases and lasguns for shotguns and flamers.
As Gunnar and his friends walked further into the ruins, corridors led them still deeper under ground. After some while they lost radio contact with their commander. Pointman held a flamer, man behind him a shotgun with flashlight. They searched chamber after chamber, and found nothing but old skeletons and wall writings. As they explored the temple, they saw some source of light. They switched off flashlight and silently walked down the corridor. What they saw terrified them. There was a large chamber and large band of cultist on there, performing some kind of ritual. They used hand signals to communicate with each other. Plan was to throw a grenade inside and after detonation burn them witn flamers. They had the element of surprise, so cultists haven't enough time to even try to defend yourselvs. Gunnar immediately jumped behind some stone desk and covered the way they came in, with his shotgun. Rest of the men did same thing. But all of the sudden the celling of the chamber falled down. Nobody was injured, but they had another zone to cover. Ignis was calm, which mean ta good thing. It didn't smelled or heard anything. Sergeant decided to carry on, so they continued in exploring. They found a body of a dead cultist, still warm. Next to him they saw some strange, golden key. Sergeant decided to keep it and continue. Few minutes later Ignis started to growl. She heard something. Squad took a defensive position and waited. Three Chaos space marines appeared, but they havent noticed the Guardsmen. They just walked away, talking some strange crap. Guardsmen waited a few minutes and when air was clear, they moved on. They found a small hallway, and at the end was another alight chamber. They sneaked in, saw a CSM turned back on him. One of Guardsmen sneaked behind him, unpluged an grenade and placed it between marine's helmet and backpack. Marine heard it, turned around, saw all the Guardsmen aiming the gun at him, but grenade exploded and turned his upper body into bloody mess all around the chamber. "Wooow, good one" sergeant shouted.
That marine read some book, before he exploded. Or scroll rather a book. It was covered by some magical symbols and there was a drawn map and next to the map was also drawn some key. Exactly that one as sergeant took from that smelly dead cultist. Map snown way from this point to some chamber. Sergeant decided they go to that chamber, figure out what it is. Hopefully some important stuff. On the way they haven't met or found anybody and nothing interesting. When they came to the door leading into that chamber, they figured out it's some kind of vault. Heavy and rusty door covered in some, probably eldar ornaments. Sergeant unlocked the door, while others guarded the only two access corridors. Armored doors opened slowly and they saw a large, alight chamber full of various things. Candlesticks, chalices, rings, jewellery, chests, paintings, golder armor and even weapons. Certainly very old stuff.
They tried to contact the commander, but radio only fizzed. No understandable words. They tried it again several times, but still same result. They they tried it 6th attempt, radio recived signal and they heard gunfire and screaming. Platoon commander yelled into the radio: "Second squad, can you hear me? What's your status" I repeat, whats your status!" sergeant replied "Sir, 12 enemies killed, no casualties. We found Chaos activity inside the temple and now we are insinde some vault full of old stuff. I repeat, Chaos activity inside, no casualties, found a vault! Over!"
Commander replied "Agreed, come back here ASAP, we are under heavy fire! I repeat, GET – BACK – HERE – ASAP! Out."
In meantime,Gunnar and few other men were browsing the stuff they found. He found an Eldar power lance. He liked it. Long majestate and elegant weapon, quite heavy. He never saw something like that. Looting in lines of IG is not allowed, although this, he decided to take it away. Other men took something either. When sergeant ended a coversation with platoon commander, he yelled at his men to get back ASAP. They all stayed together, were paying attention but still running back the path they came in. On the way back they met a two cultists. One of them were shot , second steam-rolled and then killed by Ignis.
As they ran out the temple, they saw the situation. Vultures and Destroyers were blindly raining down the hell through the trees, most of those men who held the perimeter were dead or injured. Only platoon commander and 9 more soldiers were able to hold a gun. Gunnar and two more Guardsmen take back their sniper rifles and men witn any other weapon ran down to help. During first minute after first shot, all of the snipers had over thirty kills. Gunnar saw his platoon commander in close combat with some space marine. He told Ignis to jump on commander's back and knock him down. Ignis ran down the ruins, jumped on his back and knocked him. Chaos Marine didn't expect this, so he missed his swing and Gunnar had clear lone of sight. * Zzap * and marine had a large hole on his head. Gunnar took both his rifle and new toy, the Power Lance and ran down to the commander. Gunnar gave him the lance and shot few more cultists and daemons. Platoon Commander swung the lance a few times when he fell into coma due to wounds and loss of blood. Gunnar ordered the rest of the men to retreat back to waiting Valkyries, took his power lance and helped to drag platoon commander back to Valkyrie where other soldiers helped him to get commander inside. After all living men and Ignis were inside, Valkyries get airborne. Back at the base, Gunnar's power lance were confiscated by some officier.
After a week, platoon commander found him in his tent, gave him back his power lance and said: "By Imperial standarts. you should be executed for looting but.... just screw them, you saved my life, and not only mine. Keep this little thing as a reward for your actions. You and your friends did a really good job back there. Oh! I almost forget, Would you like to be part of my veteran squad? Your combat performances are above-average and you keep your head cold in all situations. Think aboout it." Gunnar was shocked by all of this. Later that day he went back to platoon commander and told him he couldt resis such a great honour to became part of a veteran squad.
Gunnar received additional training courses, mostly focused to camouflage, shooting and tactics of cover operation, as well as basic commanding. He recived new, custom forged and fully modular Saber Repeater rifle, new equipment as well as new uniform.

By theese days, he is a revered person with exceptionals combat skills, great personality and his loyal Ignis, the Fernisian Wolf.
He serves as a sergeant of the first veteran squad specialised as forward sentries, under command of Zimm Coalson, a man who owe him his life, with which is a very good friend.


One veteran sergeant can be replaced with Gunnar. (Imperial Guard)

Gunnar is a veteran master sniper.

Unit Type: Infantry
Cost: 95 + 35

Wargear:
Camo cloak
Flak Armor
Close Combat weapon. (Eldar Power Lance [more in upcoming fluff])
Frag and krak grenade
Saber - Custom forged modular rifle system.

Stats:
WS BS - S - T- W- I - A - Ld - Sv
4 ---- 6--- 3 - 3 - 2 - 3 - 2 - 10 ---5+

Weapons:
Weapon, Range, Str, AP, Type
Saber-------50”----- 0 --3--- Assault 2, Sniper
Power Sword +1S

Rules:
Stealth
Feel no Pain
Fearless (For him and squad he's attached to)
Move through cover (For him and squad he's attached to)
Camouflage (For him and squad he's attached to, including Wolf)

Beastmaster
Gunnar can field his trusty pet, a Fernisian wolf.
Wolf can't go any further than 25'' away from his master.

Ghost Warrior.
When firing under 20'', Gunnar have only 1 attack insted of 2, but can re-roll one missed attack. When firing over 20'', he have 2 attacks and one miss re-roll.
Gunnar may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and within range.**

Blind Rage
If wolf dies and Gunnar is still alive, Gunnar temporarily have one additional attack at any distance (Up to rifle's maximum range/CC), his BS is lowered by 2, but WS incerased by 1.
If Gunnar dies but any of Gunnar's squad is alive, wolf stays on the table. If both Gunnar and his squad are dead, wolf is removed from table.


Fernisian wolf. + 35p (??)
Gunnar named her Ignis.
She's intensivly trained for sharpening and improving her skills.

Weapons:
Jaws and claws

Rules:
Stealth
Fearless
Move Through Cover
Counter-Attack
Acute Senses

Fury of the Wild
If wolf manages to kill a target durig its Assault phase, it gains an additional attack. (rule can repeat)

WS BS - S - T - W - I - A - Ld - Sv
4-----0----5--4---2---6---2----8-----5+

______________________________
3 4 3 3 1 3 2 8 5+ (Original Veteran Sarge)
4 0 4 4 1 4 2 5 6+ (Original wolf)
___________________________
* Dat rifle is by appeareace similiar to this one. http://www.anvilindustry.co.uk/image/cache/data/a-new/rifles_pistols/sniper-scope-bipod-laser-500x500.jpg
** Thanks Ribon Fox

This message was edited 20 times. Last update was at 2013/07/28 12:52:41



Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Sedecim, Reaver of Skarag, Daemon Prince of Tzeentch.

Rules:
Spoiler:

Ws: 9
Bs: 5
S: 6
T: 5
W: 4
I: 8
A: 5
Ld: 10
Sv: 3+

Unit Type: Flying Monstrous Creature

Wargear:
Mark of Tzeentch, Wings
Dimension Tearer (The D.T is a CCW which reduces an enemy unit's Ld value by 1 for every wound it inflicts, for until the end of the afflicted player's next turn)


Special Rules: Daemon, VoTLW, Fearless, Psyker ML2, Warlord, Eternal Warrior, Hatred (Warlords)
There Can Be No Other! (Any force in which Sedecim operates may not have any other HQ units (excluding allies), and can only take up to 2 elite choices per force organisation chart (allies count as a seperate FoC). Nor may any "Chosen Ones" be taken. Furthermore, at least one unit in the force must begin the game with the Mark of Tzeentch, except Sedecim.)


Psychic Powers: Doombolt, Psychic Shriek

Points Cost: 325. [Needs to be revised and playtested]


Fluff:
Spoiler:

WIP
Will get back to you on this a.s.a.p.


This message was edited 1 time. Last update was at 2013/07/22 19:12:21


 
   
Made in de
Focused Fire Warrior




Helsinki

Okay, so here is my attempt to do a useful version of the Kroot shaper but in the guise of Gue'vesa Catachans.

Captain Whiskeyjack of the bridgeburners

One Kroot unit may upgrade one kroot to captain whiskeyjack for 79 points

WS5
BS4
S3
T3
W3
I4
A3
Ld9
Sv6+

Unit type: infantry, (Character)

Wargear: pulse pistol, kroot armour, the fang

Special rules: infiltrate, move through cover, stealth (forests), captain of the bridgeburners, master of ambush

Throatcutter
Range: -
S: +1
AP: 5
Type: Melee, rending

Captain of the bridgeburners: the unit upgraded may exchange their kroot rifles for las carbines and Fangs and their BS is increased to 4. PR2 Lascarbines may still take sniper rounds.

PR2 Lascarbine:
Range: 12"
S: 4
AP: 6
Type: Assault 2

Fang
Range: -
S: User
AP: 5
Type: melee

Master of ambush: the unit led by Whiskeyjack may assault after outflanking but counts as making a dissordered charge.

Name and background may be familiar to some from the malazan book of the fallen

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in au
Alluring Mounted Daemonette





Melbourne

Delvarus of the Triarii, World Eaters Legion

Delvarus is the Captain of the 44th Company, as well as commander of the Triarii, the elite 500 man naval contingent of the World Eaters. He is also the reigning pit-champion of the Twelfth Legion, having only ever been bested once in personal combat. In that case, he was narrowly beaten by Kargos Bloodspitter after an exhaustive 15 consecutive bouts.

Points: 185

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, Refractor field, bolt pistol, bolter, frag and krak grenades

Meteor Hammer: Strength +2 AP 4 Melee Concussive Rending Specialist Weapon Two-handed +1 Initiative

Special Rules: Independent Character

World Eater: Has Furious Charge and Counter Attack.

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in us
Irked Necron Immortal








Houinehk, The Chronomancer


To other mortal races, the technological achievements of Necrons seems to be work of magic that defies the very laws of reality. However, even to other Necron Crypteks, Houinehk, The Chronomancer's work is something of a great mystery. Even when in flesh and blood, Houinehk has devoted his life's research into understanding time itself and manipulating it to his own will and with his eternal metal form, his lifelong pursuit is reaching near perfection. Although Necron's mastery of time baffles all other younger species, Houinehk is considered to be a genius even by Necron Cryptek standards. Many have attempted to do what the Chronomancer have done and none have yet to succeed. Petitioned by numerous Overlords of the greatest Dynasties to contribute his powers and knowledge, Houinehk only cares that he finishes his work and receives "temporary experimental subjects".



Codex: Necrons HQ
210 points
Type: Infantry (character)
Composition: 1 (unique)

WS 4 BS 4 S 4 T 4 W 1 I 2 A 2 Ld 10 Sv 2+3++

Wargear: Sempiternal weave, Chronometron, Phase Shifter, Staff of Light,

Tempus Machine: An improbable piece of technology of Houinehk's design, it is one of the most intelligent creation by sentient beings. It allows Houinekh to control an aura of time as he pleases, slowing down enemies to a crawl while speeding up his allies. Enemy units within 12' of Houinehk loses Fleet and Hit and Run. Enemy units within 6' of Houinehk loses Fleet and Hit and Run and -1 Initiative and subtracts 3' from final movement and assault range. Any enemy units in base contact with Houinehk is reduced to Initiative 1 and automatically strikes last for calculating close combat (strikes after powerfists) and loses Fleet and Hit and Run. Any unit Houinehk has joined may roll an additional D6 for Sweeping Advance. Allied units 12' around Houinehk gains +1 Initiative and adds 3' to movement and assault range. Additionally, it confers 4+ invulnerable save against shooting attacks to any unit Houinehk has joined.


Special Rules: Independent Character, Ever-living, Reanimation Protocols,

Time Rewind Protocol: Houinehk's latest invention allows him to teleport back through time in order to revive himself. When Houinehk is deployed, mark the location. When Houinehk is reduced to 0 Wounds, he automatically revives himself in the location where he was first deployed. Treat the unit as if it is a new Houinehk that arrived from Deep Strike this turn. If Houinehk was in Reserve at the time if deployment, he revives in the Reserve. You may roll his reserve rolls on your next turn.

Master of Time: Instead of the single re-roll that is normally given by the Chronometron, Houinehk's mastery and knowledge of time allows him to re-roll D3+1 using the Chronometron.



A very situational support character I think. However, I think his abilities are extremely powerful and deserves that hefty point cost. Time Rewind Protocal is mostly for fluff while his other abilities were written to be interesting in interaction with different units and armies. Any comments would be awesome!

This message was edited 3 times. Last update was at 2013/07/28 00:57:32


http://www.youtube.com/watch?v=0PXaEUwAZSc
"There is just something to be said about a 100, Green-tide Orks charging at you... it is unnerving... even to the most experienced player..."

5200 pnts
Flames of War Panzerkompanie


"RELEASE THE KRA- I MEAN, C'TAN!"
- Anonymous Necron Overlord who totally didn't impersonate Liam Neeson.


 
   
Made in gb
Proud Triarch Praetorian





that would be a brilliant addition to a Scytheguard unit.
I3 9" Move up to 15" assault. and the 4++ without the need to sacrifice choppiness.

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  
   
Made in au
Alluring Mounted Daemonette





Melbourne

Zar-Harekh

Zar-Harekh was the Centurion of Erebus' personal bodyguard during the Heresy. He fought and narrowly lost an epic duel to Captain Amit of the Blood Angels during the Battle of Terra, though he wounded the Flesh Tearer so badly that he was taken off the frontline for weeks.

Horus Heresy army list. HQ choice. Word Bearers Legion only.

150 points

Type: Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W2 I5 A3 Ld9 Sv2+

Wargear: Terminator armor, twin-linked bolter, digital weapons

The Brazen Claw: A gift from a Captain of the World Eaters. This can be used as either a lightning claw or a power fist.

Special Rules: Independent Character

Brutal fighter: For every unsaved wound inflicted in close combat, may immediately make 1 more attack. These extra attacks do not generate more attacks.


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 
   
 
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