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Tarik Venn is the master of the Iron Knights, stalwart sons of Dorn, and the only chapter to retain the Dornsblade for 2 consequtive Feasts of Blades. He is an honorable, if stubborn man, a noted swordsman and a gifted strategist. He was recently severely wounded in an Alpha Legion ambush, and has never quite managed to recover from the point-blank melta shot that came so close to finally ending his illustrious career.
225 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+
Wargear: Iron Halo, relic blade, storm bolter, frag and krak grenades
Relic armour: This is a set of artificer Mk 3 plate, a relic of the Heresy. Provides a 2+ armor save and +1 Toughness(included in profile)
Special Rules: Independent Character, Stubborn, Counter Attack
Recurring wounds: At the end of each game turn, roll a dice. On a 5+, Venn suffers a wound with no saves allowed.
Iron Knight: Must issue and accept all challenges. All models in the same detachment gain the Stubborn USR.
Blades! BLADES!: All models in the same detachment gain the Counter Attack USR.
Warlord Trait: Stand Fast!: Once per game, at the start of any phase, declare that you are using this. For the remainder of that player turn, all models from the same detachment gain the Fearless USR.
And now - possibly the favourite character I've designed in a while, and look forward to building: Valeriya the Damned - The unforgiven one. She who gave the command that damned an entire Order of the Faithful. Interred in a Penitent Engine designed to be her tomb, extending her suffering rather than ending it quickly, she lives in internal torment - the only small respite felt each time she rends the enemies of the Imperium. Valeria's 4 armed Penitent Engine bears an 'Iron Maiden' style tomb encasing the front, protecting her from a merciful death.
Spoiler:
FO: HQ Squad: Valeriya the Damned Unit: Valeriya the Damned, Points Per: 160, Models: 1*, Vehicle Type: Walker, Open-Topped, WS-5, BS-3, S-5(10), FA-12, SA-11, RA-10, HP-4 , I-3, A-D6+3. Valeriya the Damned may take a retinue of up to 2 Penitent Defenders You may take up to two squads of Penitent Engines as Troops.
Wargear: Four Dreadnought CCW ( FDCCW: Four Heavy Flamers)
Special Rules: Rage Battle Frenzy Unstoppable Rampage Shield of Faith It Will Not Die
And because she can take 2 of them as a retinue: Penitent Defenders are meant to be sort of 'vanguard' engines. Unique to the Damned Order Penitent, they have some longer ranged firepower to allow the army to have some defence against rear, or flanking attacks.
FO: Elites Squad: Penitent Defender Unit: Penitent Defender, Points Per: 95, Models: 1-3, Vehicle Type: Walker, Open-Topped, WS-4, BS-2, S-5(10), FA-11, SA-11, RA-10, HP-3 , I-3, A-D6+1. Wargear: Two Dreadnought CCW ( TDCCW: Two Heavy Bolters) ( TDCCW: Two Heavy Flamers)
Special Rules: Rage Battle Frenzy Unstoppable Rampage Shield of Faith
This message was edited 1 time. Last update was at 2013/09/18 12:53:20
Hades Longlas: a specially made Longlas rifle that uses heavily modified beam focus optics to increase power and render the beam invisible to the naked eye.
Range: 36” S:x Ap:6 Type: Rapid Fire, Sniper
Special Rules: Infiltrate, Scout, Patient Hunter, Desperate Stand
Patient Hunter: If a unit with this rule doesn’t move during the movement phase his ballistic skill will be counted as +1 during the turn’s shooting phase.
Desperate Stand: It is common practice among Hadian snipers to try to pull off point blank headshots as foes close on them. When an enemy declares a charge against a Company Marksman he counts his BS as 2 with no armour saves allowed on a roll of six.
So what, BS 7 if I stand still? Uhh, no. Hes a guardsman. Make it BS4 with +1.
Desperate stand is simply +1 BS for Overwatch. no armor saves on a 6, is this to hit or to wound? clarify
Leave it at BS6, Marbo is already BS5 and he's not known to be the best shot around. This guy is supposed to be one hell of a shooter.
The fluff for my CM is he served on the Death Watch and saved a vindicare temple from extermination after a rogue ork WAAAAAAAAAGGGGHHHH landed on the planet. He and his squadron were dropped in to cut the WAAAHHHGG off at the head, eliminating the orks from inside out. As repayment he was granted a Vindicare Assassin to protect his life.They have served together for the last 25 years, the Vindicare repaying his blood bond many times.
Shadow in the Night
150
C:SM (Elites)
WS/8 BS/8 S/4 T/4 W/2 I/6 Sv/4+/4++
Unit type: Infantry (unique) Unit Composition: 1
May take Shadow in the Night only if Commander Dom is part of the same force org.
Wargear: Synthskin, Huntsman Rifle;Exitus Pistol
Huntsman Rifle: This is a modified version of the standard vindicare rifle. It fires in only the following profiles:
Turbo-penetrating round: R48 S8 AP2 Heavy 1 Armorbane, rending
Skullsplitter round: R48 S6 AP2 Heavy 1 Fleshbane, rending, double wound (each wound counts as 2)
Fragmentation: R48 S4 AP4 Heavy 2 blast, shred
Special Rules: Unholy reflexes, Sworn Protector, Move Through Cover, Stealth, Relentless
Sworn Protector: When an enemy squad charges Commander Dom and any squad he is attached to Shadow in the Night may make one BS4 shot against the squad(can not be Fragmentation). On a 6 the shot is directed at the model with the highest Ld. If there are multiple, its directed at the one worth the most points.
Unholy Reflexes: Confers a 4+ invulnerable save.
Now my remake of Commander Dom
150
C:SM (HQ)
WS/6 BS/5 S/4 T/4 W/3 I/5 Sv/2+/4++
Unit type: Infantry Unit Composition: 1 (Unique)
Wargear: Blade of Eternal Damnation, Mauler, Artificer Armor, Iron Halo
Blade of Eternal Damnation: This is a relic blade with the following profile: S+2 AP3 Rending
Mauler: This is Dom's relic bolter he got as a gift from the Deathwatch. It is loaded with special issue ammo as in Codex: Space Marines under the Sternguard entry
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
I love this idea, but I'm afraid that all the kids at my gaming store would just start creating a new generation of Mephistons and Abbadons. That is pretty much the reason you can't make your own character.
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Trazyn the Murderous wrote: I love this idea, but I'm afraid that all the kids at my gaming store would just start creating a new generation of Mephistons and Abbadons. That is pretty much the reason you can't make your own character.
Over 100 pages of structured back and forth, with people revising their OTT characters to make them reasonable says otherwise.
Hades Longlas: a specially made Longlas rifle that uses heavily modified beam focus optics to increase power and render the beam invisible to the naked eye.
Range: 36” S:x Ap:6 Type: Rapid Fire, Sniper
Special Rules: Infiltrate, Scout, Patient Hunter, Desperate Stand
Patient Hunter: If a unit with this rule doesn’t move during the movement phase his ballistic skill will be counted as +1 during the turn’s shooting phase.
Desperate Stand: It is common practice among Hadian snipers to try to pull off point blank headshots as foes close on them. When an enemy declares a charge against a Company Marksman he counts his BS as 2 with no armour saves allowed on a roll of six.
So what, BS 7 if I stand still? Uhh, no. Hes a guardsman. Make it BS4 with +1.
Desperate stand is simply +1 BS for Overwatch. no armor saves on a 6, is this to hit or to wound? clarify
Leave it at BS6, Marbo is already BS5 and he's not known to be the best shot around. This guy is supposed to be one hell of a shooter.
I based him off a Vet Sergents profile - the vet had bs of 4 so logically a specially trained sniper would be a little better at shooting...
A bit of a shameless repost, mostly because somehow nobody noticed him :\ (last post on page does that)
Kiolers the Fractured 150 points
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.
So....is that thing even sane? I know its an odd question for chaos, but considering I never saw a psyker with a similar system in 40k I don't know if its overpowering, or not really useful.
can neither confirm nor deny I lost track of what I've got right now.
Chief Apothecary
C:SMHQ 100 pts
Ws/5 BS/4 S/4 T/4 W/2 I/4 A/2 LD/10 Sv/2+
Wargear:artificer armor, bolt pistol, narthecium, Apothecary servo-pack
Apothecary servo-pack: a modified backpack with neural interface programmed into the black carapace allows the Apothecary to treat many wounded with surprising speed and even disregard the most grievous wounds. the apothecary can nullify 2 wounds per turn. In addition, the backpack comes ready with a modified bolt pistol and neural toxin for emergency use or administering the emperors peace. In melee combat the Chief Apothecary gets +1 attack at I4 with the following profile: R- S4 AP5, and all attacks have Poisoned (4+) special rule.
May exchange the bolt pistol for one of the following for the price listed:
Chainsword (free)
Power sword/axe/maul/claw (15 pts)
Plasma Pistol (15)
May take a command squad (replacing apothecary for a Champion) for the price and options as listed in C:SM.
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
SPECIAL RULES: independent character, supporting fire, infiltrate, the ghosts, shadowstrike
The ghosts: one stealt team in the army is uppgraded to ghosts at no additional cost, this unit's BS is increased to 4 and they gain the move through cover USR
Shadowstrike: once per game Edgewalker and a stelth team he is accompanying may choose to make a special ghost move instead of moving normally either in their moving phase or assault phase. If the unit is in area terrain they may immediatly redeploy to a different piece anywhere on the board provided there is room enough for the entire unit. The unit may not move any further during their turn.
SIGNATURE SYSTEM: XV22 battlesuit
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
Well, Edgewalker seems rather fun, I assume "advance targeting relay" is actually "advanced targeting SYSTEM", right?
Also, I assume the XV22 lets him split his two guns like it lets shadowsun split hers?
"Shadowstrike" seems like an awesome ability, but the name does not fit the actual ability, "shadowstep" would be more likely.
And minimum distance from enemy models is probably a good idea.
"The ghosts" is....wrong. choosing a single unit of a type to give a buff, and especially one this powerful, is wrong. my advice is to give a small boost to ALL stealth, or just to troopify them.
can neither confirm nor deny I lost track of what I've got right now.
The armour is exactly like shadowsun's and yes it should be an advance targeting system.
How about this as a change for shadowstep, may redeploy to a piece of area terrain as long as the whole unit can be placed inside of it an they are more than 6"/12"? Away from an enemy unit
And as a change for "the ghosts": Edgewalker may take a special bodyguard unit called the ghosts, this unit is identical to a normal stealth team but it may not take a shas'vre. This unit gets their BS increased to 4 and the whole unit gets the Move through cover USR. If this is done Edgewalker must be deployed in this unit and looses the IC special rule. From this point onwards the unit counts as a single HQ choice.
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
I havent really fleshed out the idea, but I really want a GUOSC that doesnt stink compared to a normal GUO. I also don't want the SC to be an auto take over the normal GUO. So what I would like is a tougher GUO, with less attack potential, and more force multiplier/shooting.
A GUO with a big nova ability that can be used in the movement phase. Nurgle and mark of nurgle are immune, but those affected treat all terrain within 12" of the GUO to be difficult and take a S- Poison+5 hit, and all within 6" to be dangerous and take an S- poison +4 hit. Make it super cheese, "Tally up the models slain by this the poison hit each phase, immediately deepstrike that many plaguebearers within "6 of the GUO.
Al A soul grinder style phlegm shooting attack, FnP, IWND, and a few instant death attacks, maybe 2.
Not so much of an anti MC, or anti elite, but more of an anti horde character.
BoomWolf wrote: Well, Edgewalker seems rather fun, I assume "advance targeting relay" is actually "advanced targeting SYSTEM", right?
Also, I assume the XV22 lets him split his two guns like it lets shadowsun split hers?
"Shadowstrike" seems like an awesome ability, but the name does not fit the actual ability, "shadowstep" would be more likely.
And minimum distance from enemy models is probably a good idea.
"The ghosts" is....wrong. choosing a single unit of a type to give a buff, and especially one this powerful, is wrong. my advice is to give a small boost to ALL stealth, or just to troopify them.
Giving a single stealth suit unit BS4 and Move through cover isn't actually that good lol. With marker lights most of the time Tau are BS5 anyway, this is simply 1 less marker light needed. Move through cover is meh on a shooting unit, sure you don't need to roll for it, but most of the time a few less inches makes very little difference when you're shooting instead of trying to go choppy choppy.
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
i think taking a painboss from the ork IMA8 dread mob would be a great change rather than mad dok. so if i could make a IC would be that^^
10k
We Green And Not Very Clean!
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count if we runs for it we don't die neiher,
Cos we can come back for annuver go,
Alchemys Magos Explorator Nyctis[Imperial Guard Advisor][120pts]
WS4 BS4 S4 T4 W3 I3 A2 Ld10 Sv3+
Wargear:
Frag & Krak Grenades
Power Armor
Refractor Field
Spear of Mars
R12" S5 AP1 Assault1 One Shot
R- S+1 AP3 Melee, Two handed
Custom Servo Harness
Nyctis gains 2 bonus attacks S8 AP1 at I1.
Nyctis counts as having a TL-Plasma Gun and Flamer.
Special Rules:
Blessings of the Omnissiah
Alchemical Elite: Flamers, Heavy Flamers and Inferno Cannons can be upgraded to Chem Munitions(gain rending and Gets Hot)
Lord Gatlas, Chapter Master of the Emperor's Buzzsaws.
"Few problems cannot be solved by judicious and extensive use of heavy firepower. And by 'few' I mean 'none.'"
Wargear: Terminator Armor, Storm Shield, Victoria, Teleport Homer.
Warlord trait: Angel of Death.
Chapter relic: Victoria.
Special rules: And They Shall Know No Fear, Chapter Tactics(Emperor's Buzzsaws), Independant Character, Orbital Bombardment, Master of the Unrelenting Torrent, 'Faster, Faster, FASTER!', Eternal warrior.
Master of The Unrelenting Fire-Rate: If Gatlas is your Warlord, one Terminator for every five models in his own squad may replace his storm bolter with an assault cannon for 10 points, provided no other model has taken a Heavy Flamer or a Cyclone Missile Launcher. This does not count against the normal limit of assault cannons. Assault cannons not granted by Master of the Unrelenting Torrent are still full-price.
'Faster, Faster, FASTER!': Any model other than Gatlas firing an Assault cannon may instead fire with this profile,
provided they have not moved in the preceding movement phase:
Victoria: Victoria is Gatlas' favorite weapon, a custom-made, master-crafted Assault Cannon. Victoria Has two weapon profiles, either of which may be used each shooting phase. However, the second profile may only be used when Gatlas has not moved in the preceding movement phase, and only a maximum of three times, after which only the first profile may be used. When Victoria's profile has Gets Hot, it Gets Hot on a roll of 2 or 1. Nothing can remove Gets Hot from the second profile.
Give Victoria's primary fire mode something to boost it above a standard AC. Even if its just Heavy 6 or something...
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
Lord Gatlas wrote: Lord Gatlas, Chapter Master of the Emperor's Buzzsaws. "Few problems cannot be solved by judicious and extensive use of heavy firepower. And by 'few' I mean 'none.'"
Wargear: Terminator Armor, Storm Shield, Victoria, Teleport Homer. Warlord trait: Angel of Death. Chapter relic: Victoria. Special rules: And They Shall Know No Fear, Chapter Tactics(Emperor's Buzzsaws), Independant Character, Orbital Bombardment, Master of the Unrelenting Torrent, 'Faster, Faster, FASTER!', Eternal warrior.
Master of The Unrelenting Fire-Rate: If Gatlas is your Warlord, one Terminator for every five models in his own squad may replace his storm bolter with an assault cannon for 10 points, provided no other model has taken a Heavy Flamer or a Cyclone Missile Launcher. This does not count against the normal limit of assault cannons. Assault cannons not granted by Master of the Unrelenting Torrent are still full-price.
'Faster, Faster, FASTER!': Any model other than Gatlas firing an Assault cannon may instead fire with this profile, provided they have not moved in the preceding movement phase:
Victoria: Victoria is Gatlas' favorite weapon, a custom-made, master-crafted Assault Cannon. Victoria Has two weapon profiles, either of which may be used each shooting phase. However, the second profile may only be used when Gatlas has not moved in the preceding movement phase, and only a maximum of three times, after which only the first profile may be used. When Victoria's profile has Gets Hot, it Gets Hot on a roll of 2 or 1. Nothing can remove Gets Hot from the second profile.
Well, here he is. The guy I named myself after, statted! How's this? I admit, this is a first draft, so I expect to modify him a bit.
Well first, I can think of one problem that can't be solved with extensive use of firepower, and that's being out of ammunition.
For my costing he will be WS6, because there is no reason for him to be otherwise as Chapter Master, other than reducing the cost. Also not sure why -2A either, but I'll leave that one in there. Also - why +1T? There's no reason given. Salvo 5/7 is just 7 shots at 30", because he's relentless as a terminator, and so counts as not moving anyway. If this rule specifically supercedes that, it'll need to say. You've also given at least 2 different names for the Master of Unrelenting rule. I'll be assuming that the Faster rule will grant it to an average 6 Assault Cannons on Elite Infantry (/3), and price accordingly. This is probably being very generous. Straight costing first then.
Spoiler:
Chapter Master: 130 +1T +10 -2A -20 +Terminator Armour +40 +Storm Shield (replacing Power Weapon) +5 +Victoria: +Assault Cannon +20 +Master Crafted +10 +1S +10 +1AP +10 +3 shots +15 +Ignores Cover +10 +Gets Hot on 1/2 -20 +Teleport Homer +10 +Specified Warlord Trait +10 +Master of the Unrelenting Something +10 +Faster, Faster, FASTER!: +2 Shots +20 +Ordnance +10 +Ignores Cover +20 +Gets Hot -20 +Eternal Warrior +35
Total: 315. Which still feels low.. and I'd probably be happier with it at 350 to be honest.
Obviously it needs to be WS6, because he's a Chapter Master, and I really think he should be A4. I'd also reduce the Toughness to 4, unless you can give a reason for it. This would even out to 325 (-1T, +2A) Don't know why it's Eternal warrior either.
I don't actually have a problem with being able to take 2 Assault Cannons for every 5 models, I just think it should be 20pts, not 10 for the additional 2.
Overall, it's not even that bad a character, a little excessive but not too absurdly so... Random +1T, Eternal Warrior and trying to lower costs by lower stats, which are fairly common 'new to homebrew' mistakes, but other than that... it's certainly a solid start.
Also, what do the 'Emperor's Buzz Saws' Chapter Tactics do?
This message was edited 1 time. Last update was at 2013/09/28 19:54:53
Lord Gatlas wrote: Lord Gatlas, Chapter Master of the Emperor's Buzzsaws.
"Few problems cannot be solved by judicious and extensive use of heavy firepower. And by 'few' I mean 'none.'"
Wargear: Terminator Armor, Storm Shield, Victoria, Teleport Homer.
Warlord trait: Angel of Death.
Chapter relic: Victoria.
Special rules: And They Shall Know No Fear, Chapter Tactics(Emperor's Buzzsaws), Independant Character, Orbital Bombardment, Master of the Unrelenting Torrent, 'Faster, Faster, FASTER!', Eternal warrior.
Master of The Unrelenting Torrent: If Gatlas is your Warlord, one Terminator for every five models in his own squad may replace his storm bolter with an assault cannon for 10 points, provided no other model has taken a Heavy Flamer or a Cyclone Missile Launcher. This does not count against the normal limit of assault cannons. Assault cannons not granted by Master of the Unrelenting Torrent are still full-price.
'Faster, Faster, FASTER!': Any model other than Gatlas firing an Assault cannon may instead fire with this profile,
provided they have not moved in the preceding movement phase:
Range:24" S:6 AP:4 Ordnance 6, Rending, Gets Hot.
Victoria: Victoria is Gatlas' favorite weapon, a custom-made, master-crafted Assault Cannon. Victoria Has two weapon profiles, either of which may be used each shooting phase. However, the second profile may only be used when Gatlas has not moved in the preceding movement phase, and only a maximum of three times, after which only the first profile may be used. When Victoria's profile has Gets Hot, it Gets Hot on a roll of 2 or 1. Nothing can remove Gets Hot from the second profile.
Well, here he is. The guy I named myself after, statted! How's this? I admit, this is a first draft, so I expect to modify him a bit.
Well first, I can think of one problem that can't be solved with extensive use of firepower, and that's being out of ammunition.
For my costing he will be WS6, because there is no reason for him to be otherwise as Chapter Master, other than reducing the cost.
Also not sure why -2A either, but I'll leave that one in there.
Also - why +1T? There's no reason given.
Salvo 5/7 is just 7 shots at 30", because he's relentless as a terminator, and so counts as not moving anyway. If this rule specifically supercedes that, it'll need to say.
You've also given at least 2 different names for the Master of Unrelenting rule.
I'll be assuming that the Faster rule will grant it to an average 6 Assault Cannons on Elite Infantry (/3), and price accordingly. This is probably being very generous.
Straight costing first then.
Spoiler:
Chapter Master: 130
+1T +10
-2A -20
+Terminator Armour +40
+Storm Shield (replacing Power Weapon) +5
+Victoria:
+Assault Cannon +20
+Master Crafted +10
+1S +10
+1AP +10
+3 shots +15
+Ignores Cover +10
+Gets Hot on 1/2 -20
+Teleport Homer +10
+Specified Warlord Trait +10
+Master of the Unrelenting Something +10
+Faster, Faster, FASTER!:
+2 Shots +20
+Ordnance +10
+Ignores Cover +20
+Gets Hot -20
+Eternal Warrior +35
Total: 315. Which still feels low.. and I'd probably be happier with it at 350 to be honest.
Obviously it needs to be WS6, because he's a Chapter Master, and I really think he should be A4.
I'd also reduce the Toughness to 4, unless you can give a reason for it.
This would even out to 325 (-1T, +2A)
Don't know why it's Eternal warrior either.
I don't actually have a problem with being able to take 2 Assault Cannons for every 5 models, I just think it should be 20pts, not 10 for the additional 2.
Overall, it's not even that bad a character, a little excessive but not too absurdly so...
Random +1T, Eternal Warrior and trying to lower costs by lower stats, which are fairly common 'new to homebrew' mistakes, but other than that... it's certainly a solid start.
Also, what do the 'Emperor's Buzz Saws' Chapter Tactics do?
Again, a first attempt. I may have derped with the rule's name.
Chapter Tactics:
Spoiler:
CHAPTER TACTICS: Emperor's Buzzsaws
The Emperor's Buzzsaws are an odd non-codex chapter. Unlike most chapters, the Emperors buzzsaws have an immense disdain for close combat, focusing entirely on heavy ranged weaponry. They have thus adapted their battle strategy entirely around large guns, and fielding as many as possible.
Plentiful Wargear:
Their Homeworld of Karnus produces an obscene amount of weapons for the Emperor's Buzzsaws, allowing them to take a larger amount of specialist weapons than normal.
Buzzsaw Tactical sergeants, Buzzsaw Biker sergeants, and Techmarines may not take from the Melee weapons list, but may take items from the special weapons list. Techmarines may still take power axes.
Buzzsaw Devastator sergeants may not take items from the melee weapons list, but may take items from the heavy weapons list.
Death from Afar!:
The Emperor's Buzzsaws view their weapons as the pinnacle of human achievement, and practice the deadly arts of ranged warfare to such an extent that their melee weapons training suffers as a result. All Buzzsaw units have 1 less weapon skill. However, this training also eventually pays off with deadly accuracy. the following models have different statlines:
Unique Organization:
Any army that uses the Emperors Buzzsaws chapter tactics may not take assault squads, scout bikers, assault terminators, vanguard veterans, Librarians, or assault centurions. Furthermore, scout squads may not take Close combat weapons, and bikers may not take chainswords. Any Buzzsaw Captain is entitled to a command squad, but the command squad cannot take from the Melee weapons list, Cannot take a company champion, and must replace the chainsword with a boltgun.
However, Devastator squads may be taken as troops, but not as compulsory troop choices. In addition, The buzzsaws may take Legion Breacher squads as well as Legion Tactical Support squads. (From Horus Heresy Book 1: Betrayal)
I intend FASTER! to immobilize you when doing utilizing it, but I'm not sure how to word it. Chapter lore states the Buzzsaws are HORRENDOUS in melee combat, hence the reduced attacks and WS. I can tone the toughness back down to normal, and readjust cost. I also took Ignores Cover off of Faster. How's that?
This message was edited 3 times. Last update was at 2013/09/28 20:59:44
"and the most pimpin' of them all... were the Salamanders.
Holy crap.
At first glance that all looks crazy.
As you sit down and reread it.. most of it's ok...
However, I would drop the Dev Sgt being able to take Heavy Weapons, and simplify the Plentiful Warger and Death From Afar rules like so:
Chapter Tactics (Emperor's Buzzsaws):
NAME OF RULE:
All units with Chapter Tactics (Emperor's Buzzsaws) have their WS and A reduced by 1 (to a minimum of 1) and any model with a Close Combat Weapon or Chainsword must replace it with a Bolt Pistol.
In addition, Characters have their BS increased by 1 and may not take items from the Melee Weapons List, but may take items from the Special Weapons list instead.
Unique Organisation:
Emperors Buzzsaw Detachments may not take LIST OF UNITS.
0-2 Devastator Squads may be taken as Troops, but do not count towards the Mandatory Troop requirement.
This means you don't need the alternate statlines, and makes more sweeping changes, which also prevents the Scouts CCWs and such, as it automatically gets replaced with a Bolt Pistol.
I'd let the Honour Guard keep the option of Melee weapons - something needs them, and at WS3 it doesn't mean they're exactly good with them.
For the Faster rule and that, simply specify it ignores the effects of Relentless.
I understand it's a first try, and if I ever come across as being a bit harsh I apologise, I'm just here to try and give the most unbiased cost and reviews I can, and help people learn. : D
Ovion wrote: Holy crap.
At first glance that all looks crazy.
As you sit down and reread it.. most of it's ok...
However, I would drop the Dev Sgt being able to take Heavy Weapons, and simplify the Plentiful Warger and Death From Afar rules like so:
Chapter Tactics (Emperor's Buzzsaws):
NAME OF RULE:
All units with Chapter Tactics (Emperor's Buzzsaws) have their WS and A reduced by 1 (to a minimum of 1) and any model with a Close Combat Weapon or Chainsword must replace it with a Bolt Pistol.
In addition, Characters have their BS increased by 1 and may not take items from the Melee Weapons List, but may take items from the Special Weapons list instead.
Unique Organisation:
Emperors Buzzsaw Detachments may not take LIST OF UNITS.
0-2 Devastator Squads may be taken as Troops, but do not count towards the Mandatory Troop requirement.
This means you don't need the alternate statlines, and makes more sweeping changes, which also prevents the Scouts CCWs and such, as it automatically gets replaced with a Bolt Pistol.
I'd let the Honour Guard keep the option of Melee weapons - something needs them, and at WS3 it doesn't mean they're exactly good with them.
For the Faster rule and that, simply specify it ignores the effects of Relentless.
I understand it's a first try, and if I ever come across as being a bit harsh I apologise, I'm just here to try and give the most unbiased cost and reviews I can, and help people learn. : D
Thanks, sounds reasonable. Though Honor guard doesn't matter, since the Buzzsaws don't have one.
"and the most pimpin' of them all... were the Salamanders.
Actually got to playtest this on Sunday and it wasn't too bad. Was speaking with my gaming group and came up with some tweaks. So here is V.3
The World Scourge - 260 Points
WS:6 BS:3 S:6 T:6 W:7 I:5 A:6 LD:10 SV:3+
Force Org Slot: Heavy Support
Unit Type: Monstrous Creature (character)
Weapons and Biomorphs: Bio-Lightning
Bonded Exoskeleton
Scything Talons (2 Sets)
Special Rules:
Alpha of Hive Fleet: Legion
Deep Strike
Fleet
It Will Not Die
Psyker Level 1
Subterranean Assault
Shadow in the Warp
Synapse Creature
Psychic Powers:
The World Scourge can choose from any power available to Hive Tyrants
Alpha of Hive Fleet: Legion:
If your list does not include a Hive Tyrant or The Swarmlord, You may take The World Scourge as an HQ Choice instead of Heavy Support and it can be joined by 1 Tyrant Guard.
Cunning of the Hive Mind (25 point upgrade): When The World scourge is unleashed by the Hive Mind, the ageless entity draws upon its eternity of warfare to imbue The World Scourge with the tactical knowledge it deems necessary to defeat the particular enemy they are engaged with. Choose one of the following abilities:
-Take Back The Skies: At the beginning of the Shooting Phase, The World Scourge and one friendly unit within 12" can choose to use Skyfire for the turn. This cannot be used for Witchfire powers.
-Vanguard of the Assault: If you choose to Deep Strike The World Scourge, he automatically arrives turn 1. Immediately after The World Scourge arrives, 1 other Infantry or Beast unit may immediately arrive from reserve using the Subterranean Assault rules. Each subsequent turn, up to 2 Infantry or Beast units arriving from reserve may do so via Subterranean Assault. The World Scourge and any unit arriving from reserve this way gains Stealth until the beginning of your next turn.
-Relentless Fire (would still like to come up with something with Tyranid flavor): At the beginning of the shooting phase choose 1: All friendly units within 6" add 12" to the range of their guns, or all friendly units within 6" increase the AP value of their guns by 1. This ability does not affect psychic powers.
Bio-Lightning - The ultimate refinement of the Trygon Prime's Cluster Spines, The World Scourge can release a torrent of bio-electrcity that can leave opponents as little more than smoking husks. The World Scourge can choose to fire Bio-Lightning using one of the following profiles:
Haven't finished the fluff yet but basically he is a member of the 13th that got separated and somehow escaped the warp by masquerading as an Emperor's Child and became excepted and feared because of his resemblance to Fulgrim. He returns and joins the SW again but refuses to change his purple armour that has served him for so long until Russ himself tells him to.
Zihark the False Fulgrim, last of the 13th
Ws 7
Bs 5
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 3+ 5++
185 Pts
Infantry (unique)
Wargear: Power armour, Plasma Pistol, frag and krak grenades
The Frost Edge: An ancient Frost Blade corrupted by the powers of the warp but despite its evil he chooses to weild it still. It is Ap3 and adds +1S. On a roll of a 6 to wound causes two wounds at AP1.
Special Rules: They shall know no fear, Counter Attack, Acute Senses, independent Character
Peerless Swordsmaster: Many thousands of years have honed his speed and skills to such a degree he can parry any close combat attack on a 4+ replaces any other save
Only once I find him: Such is his dedication to Russ that he refuses to die until they meet again. This grants him a 5+ inv save (in statline) and Feel no pain.
Corrupted Wulfin: Can occur multiple ways ways by choice, by rolling 3 or more ones at once or by dying and rolling a 4+ on a D6. He succumbs to the curse he has resisted for so long and becomes wulfin one last time. His armour is removed and can no longer use any wargear. He now counts as a beast, and gains fleet. His attacks are replaced with D6+D3 at +1S rending. He may still be moved the controlling player but must charge(in the assault phase) any unit friend or foe after running 2D6 in a random direction (scatter die) in the shooting phase. Attacking whoever is closest (except for packs of fenrisian wolves) . If fighting allies the controlling player may choose whether or not to fight back.. If he is transformed voluntarily he keeps the same number of wounds, if he transforms by dying he has 1 wound.
This message was edited 4 times. Last update was at 2013/10/02 01:22:52
Fear the flap of the Scourges' wings and the growl of the wolves for both are the knolls of the enemy
Russ' Mourning 6000pts
Hart Kabal 2000pts
IV Yorvick 1500pts
Went back and re-did some of my chapter's characters for 6th. First up is Moerder Richthofen. He is Marshall of the 5th Super Company, and has a large number of Jump infantry among his troops compared to other Super Companies. (heavily inspired by Attack on Titan, if that wasn't about to become very obvious)
Born on the Planet of Sina, he was inducted into the Hunter Corps at a young age. Sina is a death world, with the human population living in huge fortress cities protected by walls hundreds of meters high. Massive beast roam the planet, ranging in size from about 20 meters tall to over 200 meters tall. The Hunter Corps, which uses specialized wire maneuver gear to fight the huge beasts, trains every able recruit, and the best are used to combat the largest of these beasts, as they have the potential to destroy the walls and kill millions.
Sina also so happens to be a recruiting world for the Lightning Templars, who take the best young warriors from the Hunter Corps, and transform them. Richthofen proved exemplary at a young age. During his first week on duty guarding a city wall, a number of beasts broke through in a sudden attack. Richthofen managed to fell one of the smaller (~30 meters or so) beasts on his own, mirroring moves he had seen in holo-vids. While he was injured engaging a second beast, breaking his arm, two ribs, and his leg, upon healing he was transferred to Strike Force Rosa, one of the most decorated slaying groups on the planet, and one with one of the highest casualty rates. Over the next two years, he trained and participated in operations, amassing many accolades, and a personal kill count (39 beasts) surpassed only by the Captain of the Strike Force (41 beasts). It was around this time that the Lightning Templars prepared to check for recruits. During their sweep of the planet, a beast larger than any ever seen, standing at over 300 meters appeared (looks like this: http://www.superbwallpapers.com/fantasy/rock-monster-16340/). Richthofen, by then a Lieutenant, was one of the soldiers called out to deal with the threat. Over 400 of the best warriors of Sina came together to battle this threat, but as casualties mounted it became increasingly clear that it did not have the normal weaknesses of most of the beasts. With the largest city just ahead, Richthofen quickly hatched a strategy with his fellow warriors. Gathering all their krak grenades together, several warriors distracted the beat while Richthofen flew around its neck, laying krak grenades in crevices in its neck, theorizing that where blade and grenade could not harm its torso, arms, and legs, it might harm his neck. Upon detonating the krak grenades, the rocky armor surrounding the neck exploded, and Richthofen and the rest were able to slice away at the beast's neck, with Richthofen landing the final blow that saw its gargantuan head severed. Of the 400 warriors, only 67 survived, and of those probably half would never fight again, so severe were their injuries.
During this, the Chapter watched with great interest. Having offered to intervene to save lives, the Planetary Governor declined, demanding his forces handle it themselves. Upon completion of the operation, the marines took 5 of the surviving soldiers, Richthofen being among them (and left a small force of marines garrisoned for defense until their numbers could be replenished). After his transformation, Richthofen proved to be not only a natural with a jump pack, but a prodigy, performing maneuvers and feats that veterans of centuries found difficult. He quickly rose through the ranks, and mid way through his second century of service, after serving as a sub-Captain for 50 years, he was granted command of the 5th Super Company. In the 80 years since, Richthofen has lived up to his rank and more, often leading a blitzkrieg personally and seeking out the largest foes to slay. Over the years he's slain Riptides, Wraithlords, Hive Tyrants, and other huge beasts, and continues to increase his tally of huge monsters slain with each battle.
Jaeger Richthofen
WS6 BS5 S4 T4 W3 I5 A3 LD10 Sv2+/4++
Wargear: Frag and Krak Grenades, Artificer Armor, Iron Halo, Jump Pack Relics: Tempest Talons Special Rules: Jump Battleforce, Marshall Tactics (Richthofen), Greatest Son of Sina
Tempest Talons: These are Master-Crafted Lightning Claws with the rending special rule. They are especially effective in Richthofen's hands, his experience increasing their usefulness tenfold, against huge beasts. Richthofen rends Monstrous Creatures on a 5+.
Jump Battleforce: A single unit of either Assault Marines or Vanguard Veterans may be taken as troops in a detachment featuring Richthofen.
Marshall Tactics (Richthofen): All jump infantry in a detachment that contains Richthofen gain a jink cover save when they move more than 6" or deep strike. If Jump Infantry move more than 6" and then run, they are treated as having a 4+ jink cover save, similar in nature to how a bike turboboosts to gain a 4+ jink save. If your detachment has more than one model with Marshall Tactics, choose which one will apply.
Greatest Son of Sina: Richthofen has faced innumerable massive foes of the Imperium. Everything from summoned Daemons to Tau technological suits, he's fought against them all, and on enough occasions to as to learn his enemy's strengths and weaknesses. Combining his knowledge of his foes with his tactical acumen and superhuman reflexes, he's able to predict his opponent's attacks or react to them such that the brunt is never fully directed at him. Richthofen is immune to instant death from wounds caused by Monstrous Creatures. In addition, his zeal to battle these foes is unmatched, and he will often issue commands to his troops quickly, and then fly to the front and find the largest enemies to attack. Richthofen, and any unit he is with has the Fleet special rule.
Notes on cost breakdown: - Jump Battleforce I priced at 5 for two reasons. 1. Making Bikes troops is built into the cost of the bike and its only 5 points more than a jump pack. 2. It's only one unit that is troops. Thus you can't do an all Jump Army troopwise. - Marshall Tactics I priced at 10 because they aren't the normal rules, they're somewhat less often invoked. Jink is normally if you move at all, and while you might usually move at least 6", it can cause problems if you want to not move around too much, for example like if you're near an objective. - GSoS I priced at 20 because while he basically gets EW against MCs, he's still vulnerable to a random powerfist or lascannon shot. The Fleet special rule is legit though, so I thought 10 and 10 was alright.
Also, I feel like, in light of some of the relics, 45 points for the talons might be a bit much. GW seems to sort of bundle stuff together and give discounts, to a certain extent. Consider the Teeth of Terra. At +2S, AP2, with Rampage and Strikedown, you'd expect it to cost more than it does. Still, I don't know the exact formula GW uses, so I'll keep it at 45.
In terms of use, Richthofen is a love letter (and by love letter I mean two birds and an F-bomb) to Pacific Rim 40k that has become prevalent. He's designed to hunt down MCs, which is an idea I conceptually came to like. All of my Marshall Characters are getting a little more specialized, and after watching Attack on Titan I felt it was appropriate to make the Jump Marshall be an MC slayer. Aside from that though he's good at shredding infantry, but is still vulnerable to challenges from beatsticks and isn't going to be blowing up a landraider anytime soon (or ever, for that matter). I had kind of been interested in giving him the old Heroic Intervention rule, I mean, how cool would it be for an SC designed to murder MCs to drop out of the sky and seriously injure a monstrous creature on its first turn. Real "big damn heroes" idea. Thing is, GW has made it so clear they don't like first turn assaults, I decided not to push it. Still, he's good against infantry, MCs, and some elite infantry, while boosting the jump infantry elements of your army. For 205 points it's a substantial investment, but one I imagine people could get a lot of mileage out of in the right circumstances.
This message was edited 1 time. Last update was at 2013/10/02 15:01:55
So, I'm pretty new to 40k (only been playing a few years), but I've been trying to put together a Nurgle Lord style character to use in a forthcoming campaign. Now, in trying to find a theme for him I realized that one of the (apparently) crippling aspects of the current CSM codex is their requirement to accept challenges. Thus, I wanted to build a character that is actually pretty good at these, without being especially overpowered. He's just in his preliminary stages, so any feedback would be much appreciated!
Oh, and I've attached him here as a PDF. If anyone has an issue with that, I'll gladly copy him into a post. It just seemed simpler than trying to format everything correctly into the limitations of the forum system. I hope there isn't a problem with that...
Wow, this thread is huge. I just put my idea in a separate thread so I could keep the comments straight -- if anyone wants to give feedback, I'd be grateful for it:
This message was edited 1 time. Last update was at 2013/10/05 19:40:28
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Da Pincha: Power claw that strikes at normal initiative
TL shoota
Cybork body ( he has a robot hand, a peg leg and other robot bitz
Clawlie: Parrot- like squig-+1 attack
Boss pole
Special rules:
Furious charge
Mob rule
Waaaagh!
Fire da cannons!- once a game all kannons(artillery and on vehicles) can fire twice in a phase
Get to da boats- all non- walker vehicles can be upgraded to skimmers for 20 points, may not take deffrollas ,if they do, upgrade, they may have a kannon for 10 points, battle wagons can have up to four kannons (basically turn them into space pirate ships)
Also flyers can't get the upgrade
Other stuff he does squad of flash gitz as a troop choice
Maybe boy squads can have their nobs take snazz gunz
Maybe lootas get a buff?
Basically he is a freebooter warboss, the claw is his hand, Nora weapon he has, tha is why no initiative penalty, at first I was thinking like a hook but I don't think that would work, he is basically a kaptain that has a fleet of space pirate ships, kinda like dark eldar, idk the skimmer thing might be to much of a buff, it just fits the character, maybe just battle wagons can become ships, ideas
*Kaptain wez got da tellyporta runnin*
*Did yer try it out*
*well sir we'z low on grotz*
*after you den mister nailbrain*
-BIZZZAP-
*I have no idea if dat means it worked...., alright ere we go Waaaaahhhg!
-BIZZAP-
Wargear
Power Armor
Ebon Wings- a jump-pack that grants Hit and Run and Fleet
Stalkers Claws- pair Lightning Claws with the Fleshbane and
Dirge of Terror a vox amp. that functions as a dirge caster and gives enemies within 5 a 1- penalty to initative
Rules
Fear
Hit And Run
Fleet
Fearless
Terror from the Skies- can make vector strikes like a flying monstrous creature
Lord of the Night- Raptors can be Taken As Troops and gain terror from the skies as a special rule.
True Night Lord- units with the daemon special rule cannot be taken if he is your warlord
Da Pincha: Power claw that strikes at normal initiative
TL shoota
Cybork body ( he has a robot hand, a peg leg and other robot bitz
Clawlie: Parrot- like squig-+1 attack
Boss pole
Special rules:
Furious charge
Mob rule
Waaaagh!
Fire da cannons!- once a game all kannons(artillery and on vehicles) can fire twice in a phase
Get to da boats- all non- walker vehicles can be upgraded to skimmers for 20 points, may not take deffrollas ,if they do, upgrade, they may have a kannon for 10 points, battle wagons can have up to four kannons (basically turn them into space pirate ships)
Also flyers can't get the upgrade
Other stuff he does squad of flash gitz as a troop choice
Maybe boy squads can have their nobs take snazz gunz
Maybe lootas get a buff?
Basically he is a freebooter warboss, the claw is his hand, Nora weapon he has, tha is why no initiative penalty, at first I was thinking like a hook but I don't think that would work, he is basically a kaptain that has a fleet of space pirate ships, kinda like dark eldar, idk the skimmer thing might be to much of a buff, it just fits the character, maybe just battle wagons can become ships, ideas
I like the idea, but a power klaw at initiative 4? Seems both extremely strong and kind of illogical to me. 3+ armour for an Ork is also perhaps a bit OTT, Badrukk is the only one I know of with it and he has rather special armour indeed!
Drop his I to 3, (1 for Power Klaw), give him a 4+ sv,. Make kannons cost 15 pts each on Battlewagons. Snazz Guns for Nobs at 10 points per Snazzgun. Being upgraded to skimmer should cost more for more expensive vehicles.
With those changes, I would not mind playing him.
I should think of a new signature... In the meantime, have a
BrotherHaraldus wrote: [spoiler]I like the idea, but a power klaw at initiative 4? Seems both extremely strong and kind of illogical to me. 3+ armour for an Ork is also perhaps a bit OTT, Badrukk is the only one I know of with it and he has rather special armour indeed!
Drop his I to 3, (1 for Power Klaw), give him a 4+ sv,. Make kannons cost 15 pts each on Battlewagons. Snazz Guns for Nobs at 10 points per Snazzgun. Being upgraded to skimmer should cost more for more expensive vehicles.
With those changes, I would not mind playing him.
What, so only Eldar get Power Claws that strike at Initiative? Fair enough.
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia