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Codex: DA GOLEM-FIST TACTICAL SQUAD - 200 points FOC -Troops Composition: 10 Space Marine Golems WS4|BS4|S4|T4|W1|I4|A2|Ld8|Sv3+
Wargear: Power armour, Bolter, Frag/Krak, Adamantamarine Mantle
Rules: ATSKNF, Grim resolve.
Adamantamarine Mantle: At the beginning of any friendly turn you can declare that the unit is activating the protection of the Golem's spirit by tuning into their mantles. Until the beginning of the next friendly turn, each model becomes T6 and all of its saves become invulnerable. In addition, no model under the effect may Move, Run, or Charge. If the unit is assaulted, each model must halve its attacks (rounding up), and all of it's melee attacks are treated as Unwieldy.
Automatically Appended Next Post: Codex: DA Vet Sgt. Florance V
FOC - Replaces base Sergeant or Veteran Sergeant in any Scout, Tactical, Company Veteran squad in the army for +85pts, or any Assault squad in the army for 100 points
Parry & Riposte: A simple treasured fighting technique through the Florance family's history.
During combat, if any opposing model in base contact with Florance misses an attack, Florance immediately takes an initiative test to parry. If failed, nothing happens. If successful, Florance strikes a riposte against the model. This is a single attack with Ironpecker, with +2S.
Roll to wound as usual.
If the enemy fights at a higher initiative than Florance, the total amount of successful Parries he makes are deducted from the amount of attacks he can make that round - he has already struck them. If, however, Florance has already made his attacks, he may parry any number of times generating 'free extra attacks' - now he's merely taking advantage of opportunities.
Ironpecker: A chainsword with the following profile: User|AP-|Melee, Rending
This message was edited 2 times. Last update was at 2013/08/24 13:30:31
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
Codex: DAHQ slot
Lord-Librarian Santé, Foreseer of the Storm - 215pts
WS6|BS4|S4|T4[5]|W3|I5|A4|Ld10|Sv2+
Bike (character, unique)
Wargear: Boltdriver, Space marine bike, Artificer armour
Rules: ATSKNF, Independent character, Inner Circle, Psyker (Master lv2), Santé's Sword Technique
Boltdriver: A sterdy basic longsword used in training, with the requested addition of a chainsword function on it's blunted
side. This allows the user to deliver stunning combos. It is embued with the mystical lightning energy of 'The Storm'.
User|AP-|Melee, Lightning Spirit. It can also shoot with the following profile; 12"|S1|AP-|Assault 1, Lightning Spirit.
Lightning spirit: Each time a weapon with this special rule slays an enemy model, you may improve it's AP value by 1 (to a
maximum AP1), or it's Strength bonus by 1 (to a maximum +9). Note that whether Santé slays an enemy with Boltdriver in range
battle or close combat, the scale bonus is applied to both.
Psyker: Santé can generate 1 power only from the Lightning dicipline and 1 from Pyromancy, Divination, Telepathy or
Telekinesis diciplines
Sword Technique: Using both elements of his hybrid weapon, Santé can lash out an unmissable flare of attacks that no enemy
can defend. Declare at the start of combat that Santé is using his sword technique. Reduce his attacks that turn by 1, in
addition, he can re-roll all failed To Wound rolls in combat that turn.
Psyker: Promythyne can generate 1 power only from the Lightning dicipline and 1 from Pyromancy, Divination, Telepathy or
Telekinesis diciplines
Sword Technique: Promythyne can smash his hammer deep into the ground, calling upon his connection to Thunder to pulse tides
of surging energy and unbearable sound toward his foes. Unlike other Techniques, this can be used in the shooting or assault
phase. In the shooting phase, it is fired as a ranged weapon with the following profile: Template|S-User+D6|AP2|Ordnance 1
In combat, you can declare he is using his sword technique at the beginning of the round. Instead of making any normal
attacks, place the Template over Promythyne. Any model, except Promythyne, under the template suffers a hit equal to his
current Strength +D6, resolved at AP2.
Promythyne and Santé, Lord Twins of the Storm
Spoiler:
Codex: DAHQ Slot
Promythyne and Santé, Lord Twins of the Storm - 450pts
FOC - Cannot be taken if either Promythyne or Santé are taken as individual choices.
WS7|BS4|S4|T5|W6|I6|A8|Ld10|Sv2+FNP5++
Monstrous Creature (unique)
Chain-Hammer Salvo: A simple brutal mixture of Boltdriver and Promythyne's hammer viciously swinging at the opponent in
succession. S+2|AP2(Smash)|Melee, Concussive
Psyker: Must generate at least 1 power only from the Lightning dicipline and at least 1 from any: Pyromancy, Divination,
Telepathy or Telekinesis diciplines
Lightning dicipline
Spoiler:
Lightning dicipline:
1- Electric Flesh: As skin and armour becomes electrified, enemies become wary of attacking in close proximity. Blessing,
Gain a 2+ FNP verses any single attack during a round of combat.
2- Controller of weather: Gain control of weather and open torrents of dark rain and winds against enemy ranks, distrupting
order and thinning bulk of number. Witchfire, select an enemy unit and place the Large Blast Marker over any model. All
models under the template suffer a wound with armour saves allowed only. Any surviving models scatter 4D6" and must regroup.
3- Fist of Wrath: Design bolts of terrific lightning sewn into the flesh of the fist. Blessing, gain Hammer of Wrath, Fleet and Furious Charge.
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
This is a character I've created as one of two leaders of a group of Ork freebootas known as the Blitz Boys. These freebootas are made up of former Deffskulls and Blood Axes. The Deffskull half is primarily made up of Lootas, Burnas, and walkers led by a Big Mek named Grubbitz who is the primary leader of the freeboota group as a whole. The Blood Axes side of things provides most of the footsloggin' boyz and is led by a Stormboy known as Baron Von Boomdakka who is acting as second in command to Grubbitz. At present Grubbitz doesn't have any special rules other than those already afforded to a Big Mek with the loadout that he has. Boomdakka however, as a Stormboy, required some special modifications to make him stand out as a character and be on the same level as an HQ like Grubbitz.
---------------------------------------------------------------------
Baron Von Boomdakka - 100 pts.
WS-5, BS-2, S-4, T-4. W-2, I-3. A-4, Ld-9, Sv+4
Wargear: Stormboy Rokkit Pack, Stikkbomz, Boss Pole, 'eavy Armour, Power Klaw, Slugga
Special Rules: Mob Rule, Furious Charge, Waaagh!
The Blitz Boys: Boomdakka can be taken in place of a Nob in a Stormboy unit. His unit must enter battle via Deep Strike.
Scouted Landing: Boomdakka is a self proclaimed tactical genius. As such he does not always charge headlong and completely recklessly into the enemy. When he is feeling particularly "strategic" he elects to send a handful of his Boyz out to scout a safe landing zone. Once they jump, he merely needs to follow the smoke trail that does not end in fiery wreckage and aim there...or if all of them do he needs to aim somewhere else. When making their entry via Deep Strike you may choose to sacrifice d3 models in the unit, removing them as casualties. If you do, the unit does not scatter for the Deep Strike.
Swoop Attack: Other times Boomdakka prefers to eschew the more strategic and safe approach and instead turn his unit into something of a living, screaming, arm flailing projectile. When entering battle via Deep Strike, and if Scouted Landing was not used, Boomdakka's unit may assault the turn it comes into play. They may not shoot that turn, however. If you choose to assault the turn it enters play, remove d3 models from the unit as crash landing casualties.
Parley: As a former Blood Axe, Boomdakka is not above parlaying with the enemy to try and leverage the situation into his favor. After both players have deployed and before the first turn is played you may have a roll-off with the opponent. If you win the roll-off you may re-deploy D3 units.
This message was edited 2 times. Last update was at 2013/08/26 05:47:07
Veteran Sergeant Dramorian
Slot: Bought as upgrade for Sternguard Veterans
Points: 100
Background: Within the Death Angels decimated 1st Company, there is one Space Marine who stands out from his brothers. Veteran Sergeant Dramorian has commanded his squad of Sternguard Veterans for over two centuries with peerless skill and dedication. Personally, Dramorian has tested his skill at arms again nearly every creature the galaxy has thrown at him and has no been found wanting. His squad formed the lynchpin of Utopia's defensive line during the invasion of Hive Fleet Manticore, under his experience. Indeed, the only reason he is not a Captain is his passion of being a Sternguard.
Utopia's Finest:
Dramorian's squad of Sternguard Veterans are some of the best Space Marines in the Chapter, trained and honed by the sergeant himself.
Veteran Sergeant Dramorian's squad is scoring.
Battle Tactics:
A master of warfare, Dramorian can manoeuvre his squad to be at maximum effectiveness to fight any foe.
In the controlling player's shooting phase, before the squad does anything, decide which Battle Tactic Dramorian will use.
Rapid Approach: Dramorian's squad may run and shoot in the same phase. It must be done in this order. Heavy weapons count as having moved.
Shadows of Death: Dramorian and his squad immediately gain +2 to their cover save. This gives them 5+ cover in the open.
Defensive Fire: The unit may not shoot this turn. If Dramorian's squad is charged in the subsequent Assault Phase, all shots fired in Overwatch hit on a 5+. Template Weapons instead roll 1d6 for Wall of Fire.
Here is my uppdated version of my riptide commander that I might use for an upcoming campaign if the rules seems somewhat balanced. Ar'Ofesume has gone renagade after finding out that the Ethereal caste were performing genetic experimenting on the population of his own home sept, N'dras.
Works as a normal nova reactor except that it functions on a 4+, failed attempts do not cause a wound on the commander and nova-charge is exchanged to:
Enhanced targeting: Ar'Ofesume may fire one of his weapons at a different unit
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
Dantioch wrote: Here is my uppdated version of my riptide commander that I might use for an upcoming campaign if the rules seems somewhat balanced. Ar'Ofesume has gone renagade after finding out that the Ethereal caste were performing genetic experimenting on the population of his own home sept, N'dras.
Works as a normal nova reactor except that it functions on a 4+, failed attempts do not cause a wound on the commander and nova-charge is exchanged to:
Enhanced targeting: Ar'Ofesume may fire one of his weapons at a different unit
Total: 285
Not a bad character overall, and twin-burst cannons will certainly look cool.
There's a lack of drawbacks (no chance of wounding, can fire all its weapons a turn, etc), but it's not too OTT, so it's probably OK.
How about a 24" range and heavy 5 instead, because I don't realy want a guy with a +50 weapon?
Here is a picture of the commander, sorry about him being black, I primed him this evening
This message was edited 1 time. Last update was at 2013/08/26 18:10:35
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
Artificer Armor
Iron Halo
Mark. 6 'Argo' Pattern Storm Bolter (gives +1 to BS (already in stats)
Signum
Xenos-Bane Power Sword (fleshbane and rending power sword)
Special Ammo
ATSKNF, Favored Enemy (Xenos) Relentless,
Sternguard may be taken as troop choices. in addition they may be given targeting scopes for 15 pts per model (firing scopes give +1 to BS and allows precision shots on a 4+.
they may also be given powered bayonets that count as power swords for 20 pts per model.
Allow sternguards to take fancy hats order them to stand in line and TADA!~U have Wh40k version of napoleonic wars musketeers. I like him but i think he should be like 220-230.
After the separation of the Enclaves from the Tau empire, the followers of farsight were forced to move further away then ever explored by the Empire, moving away from the relative safety of the known space, and veered into the great unknown, with all its dangers.
On one such expedition, a group of earth caste engineers were escorted by a mere cadre of the fire caste as they went to research an unknown planet, filled with dense forests, where strange reading were detected, first though of as static noise, but clearly discovered to be that the noise is actually real, and the planet is filled with it.
A pair of orca dropships have landed, and a group consisting of two dozen engineers, with a dozen fire warriors, a crisis team and a lone hazard suit as escorts went to explore, while the others remained to establish a base of operations, among them were the commanding shas'o and the bulk of the force.
The exploration team have eventually encountered the origin, a band of what at first seemed like the elite warriors of the Impeium of man, clad in black and pink armor, were keeping themselves amused by causing bizarre sounds, and torturing local wildlife.
The team attempted to connect the base, but with no respond they feared the worse. they rushed back only to find the base destroyed, with only a handful survives who have told stories of horror about the arrival of the warriors in pink, the horrid screeches as shots hit those who took cover as if the trees were never there, the shouts that melted battlesuits, and the torments they have inflicted on those captured alive, torments who have only ended when the victim was no longer able to scream, and was left to die.
There was nothing that could be done for the survivors, and as an act of mercy they were put out of their suffering.
During the following days the group has taken into hiding, with the hazard pilot taking command over, and managing the survival. he noted none of those under his command are properly equipped to fight such an enemy, nor in such environment. the burst cannons mounted on all suits were unfit for penetrating the thick armor, lacked the range for hit-and-run tactics, and were still hinder by the thick treeline. and he devised a plan.
He waited to find a handful of tormentors isolated in patrol, and by employing a well-placed ambush he managed to command lead the crisis pilots to kill the patrol in a single, well timed volley, after scavenging the bodies for the weapons they retreaded, and the earth caste modified them to fit into the crisis suits, and even modify the vocal cannon to be powered by the hazard suit, causing some sort of subsonic hum that left those unused to it quickly incapacitated.
The refitted suits them began a series of hit-and-run strikes, preventing any approach to the foot-restricted survivors until a ship came to check what has happened, and evacuated the group.
For his actions the hazard pilot has eared the name He'Elro, the unlimited voice, marking his new-found proficiency with sonic weaponry, and he was promoted to a command position, despite the fact he has not completed the customary trials, his experiences was considered unquestionable proof of his worth.
Type: Jetpack Infantry (independent character)
Composition: 1 (unique)
WS5 BS5 S5 T5 W4 I4 A4 Ld10 Sv3+
Wargear: XV9 Battlesuit, Stimulate Injector, Sonic Blaster, Doom Siren
Rules: Supporting Fire, Extremely Bulky, Favorite Enemy (Chaos Space Marines), Sonic Specialty
Warlord Trait: Through Surety, Destruction
Signature System-Subsonic Pitch Emitter:The Subsonic Pitch Emitter is a device made to amplify the sonic weaponry by generating pulses of nauseating soundwaves to accompany the destructive high-pitched ones, deafening unprepared foes and rendering them unable to resist the mont'ka. At the beginning of He'Elro's shooting phase, each enemy unit within 12" must take a leadership test, if they fail the test they suffer a -1 Weapon Skill and -1 Ballistic Skill penalty until the end of the next turn, the effect can never take WS or BS lower then 1.
Units with no leadership values are immune to the effect (such as vehicles.)
Sonic Specialty:He'Elro's suit was modified to resist and absolve incoming violent sonic pitches, rendering them little more then a disturbance, he also equipped his followers with this type of weapons.. He'Elro cannot be wounded by any sonic weapon.
One XV8 Crisis Suit team in an army that includes He'Elro may take Sonic Blasters for 10 points each.
So yes, its a heavy-duty commander, who gives you "noise marines" crisis team.
He is heavily costed, but packs a mean punch on both the offensive, and the defensive, and allows you to pull a unique unit that will require its own tactics to bring out the max potential from, I suggest SB/flamer suits (maybe throw a AFP in there for good measure). will fit in with He'Elro quite well as a hybrid harass/pressure team.
Overall I would love to take him into a game, yet I doubt any will find him overpowered. especially considering the cost.
Pricing logic:
Spoiler:
XV9 base 75 points
Minus two TLBC=-30 points (15 points each, per codex price on crisis suit)
Promotion to shas'o from shas'vre (based on crisis costs): +2WS, +2BS,+2W,+1I, +2A +1Ld=53 points
Additional +1 Ld=5 points
XV9 Stimulate Injector: 25 points
Fixed Trait=10 points
Sonic blaster: 6 points (based on noise marine, 1 for lost bolter, 3 for blaster, +50% for off-codex gun)
Doom Siren: 21 points (based on noise marine, 15+50% for off-codex gun, rounded down)
Sonic Specialty: 3 points. (the immunity is unlikely to come up, and the gun option comes with its own costs.)
Favorite Enemy: 5 points.
Subsonic Pitch Emitter: 5 points (not sure about this one, it requires testing to see if its strong or weak.)
Total: 180.
Though maybe its too much. pure combining does not compute overkill of systems coming from the XV9, and the fact T5 FnP can be achieved by a regular commander for the same price, with a 2+ armor.
This message was edited 5 times. Last update was at 2013/09/03 20:03:48
can neither confirm nor deny I lost track of what I've got right now.
I would love to see a model for this guy if you have one, and I honestly think the only fault is TLSBs. even noise marines cannot take TL Sonics...
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
I'm glad you liked it, was afraid it was getting a bit too much "cheesy sob story"
Good point on the twin-linking though. I was influenced by crisis "TL everything" thinking and forgot to make sure I don't out-sonic the noise marines.
Taking off that option.
How do you feel about the cost though? I am seriously thinking it's too much, but I am afraid to go mery-sue on him, and undercost the man. fish. goat. tau. something.
No model ATM, I figured I should really get some sort of review for him if he even makes sense before I spend my hard-eared monies on a model that mostly likely I'll never be allowed to play.
When I'll eventually make him (if it will happen), I will base him over the PIGs XV9 body, then mount on bits from the noise marines pack to make him appear more "sonic"
This message was edited 1 time. Last update was at 2013/09/02 11:29:18
can neither confirm nor deny I lost track of what I've got right now.
I don't like the whole can't be wounded by sonic stuff simply because he is used to it. Sonic doesn't kill you by making you listen to bad music, sonic kills you by vibrating at such a high speed and frequency that it ruptures your organs and explodes your brain. You can't really get 'used' to that. And you might want to up the sonic plaster to a blast master, because 3 strength 4 shots that ignore cover really isn't very good compared to what a normal commander can get.
I think he's costed about right to be honest, theres a lot better force multipliers in your codex for a similar points cost, all this one is doing is granting a little more personality to your suits, which I like. It works.
Only thing I would say is to alter the sub-sonic emitter to something like :Take a Ld test immediately after this model has finished firing. if passed, the Unit remains unchanged. If the test is failed, the enemy unit (and any attached characters) suffer -1 to WS & BS for each point the test failed by, to a minimum of one. In either case, the unit takes any other tests as needed.
Automatically Appended Next Post: Blast Masters would be overpowered on Crisis Teams I think...
This message was edited 1 time. Last update was at 2013/09/02 12:10:24
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
The blast master would be just for him, only sonic for crisis teams. I thought it would just be something to make him stand out from that sonic blasters of the crisis teams.
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
Hi guys, I had a few ideas for a Tuska house rules set for games with my friends and just wondered what you guys think of them. Any improvements or tweaks would be gratefully accepted
For those of you who don't know who Tuska is.....Why not? :-D He's the Ork that raided the Eye Of Terror and got further than any Space Marine ever has!!
Tuska: 210 points.
Stats WS6 BS2 S5 T5 W3 I5 A5 Ld9 Sv 3+
Wargear: Boss Pole, Cybork Body, Power Klaw, Tuskas Armour, Deemun Killa.
Tuskas Armour: Tuska wears the usual cobbled together plates that make up what the Orks call "Eavy Armour" but with one difference, his is adorned with the horns of the 1st warp beast he ever killed. The horns have retained a modicum of warp energy that increase his armour save to 3+.
Deemun Killa: This is an Ork Choppa that has been soaked in the blood and ichor of many daemons, it is treated as a power sword that confers +1 attack (included in the profile) and the "Hatred(Daemons)" special rule to Tuska and any unit he joins. Also, Tuska can choose between this and his Power Klaw as to which he is fighting with in each round of combat.
Special Rules: Eternal Warrior, Survivors Of The Eye.
Eternal Warrior: Tuskas battle hardened, scarred frame has left him with skin nearly as tough as ceramite and he is able to withstand wounds which would easily fell any other Warboss.
Survivors Of The Eye: In addition to the normal rules for a Warboss regarding a unit of Nobz or Mega Nobz as a troop choice, one unit of Nobz can be upgraded to be Tuskas fellow "survivors of the eye" for 10 points per model, these Nobz have the "Rage" and "Counter Attack" special rules to represent the experienced warriors that they are. Also, only the strongest willed Weirdboyz survived along with Tuska in the Eye Of Terror, to represent this, any Weirdboy taken in Tuskas army that takes the Warphead upgrade can choose which Ork psychic power he wishes to use each shooting phase (with the exception of Waaagh!) and has a Leadership of 9.
ALEXisAWESOME wrote: I don't like the whole can't be wounded by sonic stuff simply because he is used to it. Sonic doesn't kill you by making you listen to bad music, sonic kills you by vibrating at such a high speed and frequency that it ruptures your organs and explodes your brain. You can't really get 'used' to that. And you might want to up the sonic plaster to a blast master, because 3 strength 4 shots that ignore cover really isn't very good compared to what a normal commander can get.
You are probably right, though it is a fun "gimmik" ability. refluffed it as part of the suit's specs though. (as in, the suit is designed to nullify sonic weapons)
As for the blastmaster, wont a combo blastmaster-doom siren be an overwkill of firepower? he will be a heavy threat anything that isn't a 2+ from a distance that way, and decimate them at short ranges.
And if I switch the siren for the blastmaster, he will lose his "up close and personal" aspect, and become a pure ranged bomber. and XV9 are supposed to be point-blank guys, with the built in VRT, photon casters and the rest of the point-blank goodness.
Not to mention the fact he will become a though HQ with a 48" gun, who packs quite a punch, and as mobile as jetpacks are. won't the synergy be too powerful?
As for the alternate rule idea-interesting concept, but wont it make Ld 10 practically "I don't give a damn-hardly any chance for an effect"?
I set up a new version, this time an aura instead of a part of the shooting attack, what do you think?
This message was edited 3 times. Last update was at 2013/09/03 20:03:45
can neither confirm nor deny I lost track of what I've got right now.
Mega_Nob wrote: Hi guys, I had a few ideas for a Tuska house rules set for games with my friends and just wondered what you guys think of them. Any improvements or tweaks would be gratefully accepted
I've always wanted to come up with rules for Tuska and you beat me to it. A few suggestions though?
Perhaps change Tuska's armor to make his 4+ armor save an invulnerable to protect against AP3+ and because you described his armor as buffed 'eavy armor.
Also, since this is the edition of RNG when it comes to psychic powers Warpheads should probably roll a d3 for their psychic power. On a 1 you can choose power 1 or 2, on a 2 power 3 or 4, and on a 3 power 5-6. A bit more control but still a bit random.
Edit: any roll of a double for the psychic test counts as 'Eadbanger.
This message was edited 1 time. Last update was at 2013/09/02 21:41:56
I had this idea for a special Devastator Sgt. that had a rule which would allow his unit to select another unit if in range to shoot at if they destroyed their first target.
Bearing in mind the limitations on Devastator squads, I don't think it would be OP at all and would make them very interesting late-game
"If you don't have Funzo, you're nothin'!"
"I'm cancelling you out of shame, like my subscription to white dwarf"
Never use a long word where a short one will do.
Davylove21 wrote: I had this idea for a special Devastator Sgt. that had a rule which would allow his unit to select another unit if in range to shoot at if they destroyed their first target.
Bearing in mind the limitations on Devastator squads, I don't think it would be OP at all and would make them very interesting late-game
I think it would suit how devastator squads should and would function.
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
Great Lord Inquisitor Incent - 400pts WS5|BS4|S3|T4|I5|W3|A4|Ld10|Sv3+3++
Wargear: Power armour, Storm shield, Warphand (A large carved staff machined from the trunk of an ancient magical tree. The end is tipped with various metals and shaped spikes which Incent has mastered to use efficiently in combat. It is a versatile weapon, but not only so. It is also used as a Psychic connector to tune into the warp and create white-bright beads of energy which have various uses to the Lord. Allows Incent to use a maximum of 3 powers per turn. The same power can be generated more than once in the same turn. In addition, it is treated as a Power Lance in CC.)
Force hailstorm - Focussed witchfire,24"|S4|AP4|Rapid fire
Great Volt Charge - Witchfire,Large Blast*|S4|AP4|Heavy 1 . *Large blast: This attack is essentially Template, however it uses the Large Blast Marker in place of the standard 'Template weapon' Template. Place the marker so that its edge is in base contact with that of the models. All other models under the template suffer the equivilent hit as per template rules.
Overwatching Wrath - Blessing that targets the Psyker. The Psyker gains an Overwatched Counter. An Overwatched Counter grants a single extra attack in the assault phase: If the possessing model is the attacker, the attacks are resolved at I10 and Strength 5. They hit automatically, roll to wound normally. If the possessing model is the defender, the attacks are resolved during Overwatch. They hit automatically, roll to wound normally. These are resolved at S6. There is no limit to the amount of Overwatched Counters that can be held on a single model. As soon as a charge is declared, at the appropriate time all of the Counters are used at the same time generating the equal number of attacks.
Generate any 3 others from Pyromancy, divination, telekikesis or telepathy
This message was edited 3 times. Last update was at 2013/09/06 23:36:45
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
I have not made an entire profile for the character, but I have made a special weapon for my Big Mek Smokey da Burna. I call it Mork's Stogie.
Mork's Stogie: Smokey's special burna was made to use anything remotely flammable as fuel, and this usually results in it belching smoke like a tire fire, likely because shredded tires are probably one of the ingredients. Smokey gets a 5+ cover save from this piece of wargear.
"BOYZ! Stormboyz, today de uvva gitz are... Uh, ovah dere! We'z know da job, an' we'll do it! We fight ta fight, as Blood Axes, as stormboyz, an' we fight in da name a' Gork an' Mork!"
Blacksails wrote: Lt. Tweek, is that character for apoc only? Or is it actually intended for normal 40k games.
Either way, ML6 is far beyond the realm of absurd.
An inquisitor should never be more than ML3. Even that's a stretch.
The Primarchs are meant for normal 40k. Yeah, "your points in lords of war may not be more than 1/4 of your total army" Horus can be used in any 2000+ point game.
That said if he isn't a particularly powerful alpha psyker mastery 6 is absurd.
This message was edited 1 time. Last update was at 2013/09/07 05:10:10
Blacksails wrote: Lt. Tweek, is that character for apoc only? Or is it actually intended for normal 40k games.
Either way, ML6 is far beyond the realm of absurd.
An inquisitor should never be more than ML3. Even that's a stretch.
The Primarchs are meant for normal 40k. Yeah, "your points in lords of war may not be more than 1/4 of your total army" Horus can be used in any 2000+ point game.
That said if he isn't a particularly powerful alpha psyker mastery 6 is absurd.
Well, he's a stupid powerful psyker, and there's nothing to indicate he's a 30k character either.
So really, we\re just left with a character who suffers from a lot of the flaws most people have when making a custom character; things like crazy over the top fluff and rules, absurdly broken special rules, and a general tendency to make them as resilient as possible for no real reason other than the desire to have an indestructible character.
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I had a suspicion ML6 was marginally insane, this is confirmation I don't play apoc, so it's intended for standard games. However, as I understand these kind of characters are much better suited for apoc games, and characters can even be invented?
I like the his unique powers (afterall, they're mine) but they are a little restricting on their own. How about making them a D3 chart, and giving him ML2 or 3 with the option to roll on standard diciplines and his own? That would also decrease his cost to 260-300 points (hows the costing?)
Thanks
This message was edited 1 time. Last update was at 2013/09/07 10:40:51
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
This uncanny sorcerer of Chaos is the source of many disturbing and bizarre rumors, and even said to be the center of an ancient game between Tzeench and Slaanesh, Kiolers is known as "The Fractured" due to his immense power of destruction from one hand, and his seemingly incapability to focus for more then a few moments on the other.
The origin of this unusual mind is said to come from the days of the Horus Heresy itself, as a sorcerer of the thousand sons legion, rumors say that even then he was especially gifted with powers of the mind and could become a major influence if not for his lack of focus, and with the gifts of tzeentch giving him insight into world beyond the mortal realm he was only more distracted then ever. and he also seem to have taken unusual glee at using his powers even for mundane tasks when they were not at all required, as if the mere channeling of the warp gave him please, regardless of the reason for it.
By the time of the Rubric of Ahriman, it is said that not only Kiolers has participated, but he is also suspected to be the reason of the failure, as Slaanesh saw his inattentive nature and his addiction to the warp and saw it as an opportunity to mess with another legion.
As slaanesh granted his blessing to the unsuspecting Kiolers in the middle of the complicated casting, the sudden surge of information flowing into his mind became too much to handle, and he lost the little focus he had on the Rubric, with disastrous results.
From that day on, Kiolers was forced into a life of violence, forever seeking destruction in hopes of feeding his addiction on one hand, and silencing the inescapable noise of knowledge flowing from the minds of all living things, in false hopes to one day manage to regain enough focus to finish his part of the Rubric spell, and fix the horrid fate of his legion.
But those are all just rumors and legends, even chaos cannot be that self-conflicted. can it?
Type: Infantry (independent character)
Composition: 1 (unique)
WS5 BS4 S4 T4 W2 I5 A2 Ld10 Sv3+
Wargear: Power armor, Bolt pistol, Lightning Claw, frag grenades, Krak grenades, Sigil of corruption, Mark of Tzeentch, Mark of Slaanesh (in profile)
Psyker: Kiolers knows all powers from Pyromancy, Telepathy, Slaanesh and Tzeentch disciplines. (See Forgetful Genius)
Divided Loyalty:Under the influence of two gods, Kiolers fails to fully dedicate himself to either one, and often finds himself leading only a handful of followers from each faith In a primary detachment that includes Kiolers, a single unit of Noise Marines and a single unit of Thousand Sons may be taken as Troops instead of Elites.
Forgetful Genius:With the influence of Tzeentch giving him insight into the minds of the surrounding and the structure of the universe, under the heightening of senses granted by Slaanesh the flow of information becomes too much for any mind to handle, as such Kiolers holds infinite knowledge, yet can never focus himself on any one fact, leaving his mind, and by such his psyker powers in disarray. Each of Kiolers' psyker powers may only be cast once per game (whether successfully used or fails, they may not be used again), nor may Kiolers cast two powers of the same discipline in a single turn.
Undeniable Presence: Deny the Witch rolls taken against psyker powers cast by Kiolers' are made with a+1 penalty to the roll.
Well, this is my take on a unique chaos sorcerer. what do you think?
can neither confirm nor deny I lost track of what I've got right now.