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Kor-Phaedral , Master of the Gal-Vorbak- 200 points? too cheap?
WS7 BS4 S5 T5 W2 I5 A4 LD10 Sv2+/ ++5
power armor, crimson blade of the gal-vorbak, frag grenades, wings, krak grenades, sigil of corruption, ichor blood ,gift of mutation, mark of the word
Crimson blade of the gal-vorbak- S+1 AP3 Fleshbane,Rending
special rules: champion of chaos, fleet, daemon, vessel of chaos, beseech the dark gods, zealot, crusader.
Master of the Gal Vorbak- possesed can be taken as troops. in addition, you may give any of your infantry units the following mark
Mark of the word- 4 points per model. when using the chaos boon table, automatically roll d3 times rather than once, and any unit with this mark gains the crusader and zealot special rules
is this OTT?
This message was edited 2 times. Last update was at 2013/11/11 21:03:34
OnlyWar wrote: Kor-Phaedral , Master of the Gal-Vorbak- 200 points? too cheap?
WS7 BS4 S5 T5 W2 I5 A4 LD10 Sv2+/ ++5
power armor, crimson blade of the gal-vorbak, frag grenades, wings, krak grenades, sigil of corruption, ichor blood ,gift of mutation, mark of the word
Crimson blade of the gal-vorbak- S+1 AP3 Fleshbane,Rending
special rules: champion of chaos, fleet, daemon, vessel of chaos, beseech the dark gods, zealot, crusader.
Master of the Gal Vorbak- possesed can be taken as troops. in addition, you may give any of your infantry units the following mark
Mark of the word- 4 points per model. when using the chaos boon table, automatically roll d3 times rather than once, and any unit with this mark gains the crusader and zealot special rules
is this OTT?
I'm assuming CSM.
Is this a CSM Lord analogue?
- If so why BS4, T5 (I get Str5, it's a Possessed, is that why T5? Can sort of swing it...).
- If a Lord analogue, it should probably have 3W.
- How and why does it have a 2+ save with only Power Armour?
- What is Beseech The Dark Gods?
Automatically Appended Next Post: Beseech the Dark Gods is a re-roll Boons when within 12". Its a Dark Apostle rule
This message was edited 1 time. Last update was at 2013/11/11 22:18:00
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
Okay, I'm on my phone so we'll see how this goes. Originally a character for my homemade codex, his particular species uses ultra hard bone-like materials to survive combat. They have no armor saves, instead relying on T and FNP.
Deathking Tyrus-265 points
.. WS9...BS9... S5...T6...W4...I6...A5...Ld10...Sv-
Composition: 1 (Unique)
Unit Type: Beast
Wargear: Two Deathrend Swords (Two profiles: S:user AP3 Melee/S:+2 AP2 Melee, Unwieldy)
Special Rules: It Will Not Die, Feel no Pain (4+), Rampage
Options: May replace either sword with an Obelisk (+2T) for 15 points or an Impaler Lance (S:+1 AP2 Melee) for +20 points
Combat Stimulants:
Whenever Mardok the Chorister enters close combat, roll a D3 at the beginning of each of his phases and apply one effect from the table below:
1-2: +1 Initiative
3-4: +1 Attack
5-6: +1 Strength
Drukhari - 4.7k
Space Marines - 3.1k
Chaos Space Marines - 2.9k
Harlequins - 0.9k
McNinja wrote: Okay, I'm on my phone so we'll see how this goes. Originally a character for my homemade codex, his particular species uses ultra hard bone-like materials to survive combat. They have no armor saves, instead relying on T and FNP.
Deathking Tyrus-265 points
.. WS9...BS9... S5...T6...W4...I6...A5...Ld10...Sv-
Composition: 1 (Unique)
Unit Type: Beast
Wargear: Two Deathrend Swords (Two profiles: S:user AP3 Melee/S:+2 AP2 Melee, Unwieldy)
Special Rules: It Will Not Die, Feel no Pain (4+), Rampage
Options: May replace either sword with an Obelisk (+2T) for 15 points or an Impaler Lance (S:+1 AP2 Melee) for +20 points
McNinja wrote: Okay, I'm on my phone so we'll see how this goes. Originally a character for my homemade codex, his particular species uses ultra hard bone-like materials to survive combat. They have no armor saves, instead relying on T and FNP.
Deathking Tyrus-265 points
.. WS9...BS9... S5...T6...W4...I6...A5...Ld10...Sv-
Composition: 1 (Unique)
Unit Type: Beast
Wargear: Two Deathrend Swords (Two profiles: S:user AP3 Melee/S:+2 AP2 Melee, Unwieldy)
Special Rules: It Will Not Die, Feel no Pain (4+), Rampage
Options: May replace either sword with an Obelisk (+2T) for 15 points or an Impaler Lance (S:+1 AP2 Melee) for +20 points
I would totally take 2 Obelisks for T10 lulz.
Lucarikx
HA! Totally didn't check that. Time to change that...
Here is my fluff for the Twins if anyone cares.....
Spoiler:
A’rtemis and A’pollo are twins that were born on Bor’kan from a fairly unknown family. At the age of 6 Tau’cyr (approximately 4 Terran years), both of the twin’s parents will killed in action during the capture of the sept Ksi’M’Yen. Still in training at Fire Caste facilities, the twins learned of their parent’s demise. This event caused A’pollo to become very protective of his sister, and caused Ar’temis to become very guarded. They soon became renowned for their fierce determination and close relationship during training. Their abilities complemented each other almost impossibly, with each twin acting in unison without a single word exchanged between them and being able to cover their partners every weakness. Graduating together at the top of their class, they were sent to the help the war effort in Fi’rios with the 203rd Expedition Fleet. As they worked together during battles, training, and Trials by Fire, they gained the attention of many Ethereals and Fire Caste commanders. Soon after Fi’rios was assimilated into the Empire, the twins were approached by Aun’va, who gave them a proposal: to become members of the Olympians, an assassination team, tasked with the death of the rogue Commander Farsight. At first the twins refused, as they would prefer to stay in the regular organization of the Fire Caste. Anticipating this, Aun’va asks the twins if they knew how their parents had fallen. He tells them that it was not Humans that had killed them, but a force from the Farsight Enclaves that was on an infiltration mission. After hearing this, the twins were enraged. Changing their minds completely, they vowed to hunt down Farsight and recover the pride of their family. Receiving experimental equipment and weapons, the twins continue to work together as both commanders of the forces of Fi'rios and assassins, hunting down Farsight's lieutenants and gathering information about the Enclaves.
Commander Sprayfire
WS4 BS5 S4 T4 W3 I2 A2 LD10 SV2+
Wargear: Crisis Iridium Battlesuit, two Twin-linked Burst Cannons, Multi-tracker, Counterfire Defence System
Special Rules: Supporting Fire, Split Fire, Overpower Mode
[Overpower Mode] Once per game Sprayfire can choose to fire his twin-linked burst cannons at Heavy 8 rather than Assault 4. He cannot perform Overwatch during the next Assault phase if this action is taken.
@Ovion Thank you for your point cost analysis, it is much appreciated.
I knew I had undercosted my stormtrooper cultists. But 40 pts per model I see as being far too much, they are afterall ,still only a T3 W1 SV4+ model. Would it change their cost, if I were to load some of their abilities unto Sgt Purvis? Make them loose defensive grenades and hit and run, let them keep their normal leadership score, and give those to the Sgt instead. That would heighten the value of the special character and it would be easier for the squad as a whole to loose all those perks with his demise.
I was kinda hoping for their extra cost to be included in Sgt Purvis´cost.
I had totally forgotten about psyker levels and warp charges, not to mention the ability to swap out current psykic powers with telepathy and whatnot.
I never actually intended for Sgt Purvis to become a 4th gen magus. The hypnotic gaze ability was more of a tribute to the old genestealer/genestealer hybrid fluff rules, where almost everyone had hypnotic gaze ability as an inherent skill, and not a psykic power, kinda like broodmind. http://wh40k.lexicanum.com/wiki/Genestealer_Hybrid#.UoHO_eIik8t
Would it help if I changed the power to an innate ability, thereby loosing the psyker trait? It cant be denied or dispelled of course, but it cant be exchanged for a more useful telepathy power either.
The hybrids Hypnotic Gaze: [special ability]
Used during your Assault Phase after any assault moves have been made, but before any attacks are made.
Select one model in base contact with the Sergeant.
Both players roll a D6 and add the Leadership of their respective models.
If Sergeant Purvis rolls equal to or higher than the targets score, that model may not attack in the ensuing combat.
The power cannot affect models that do not have a Leadership Value.
I would scrap aura of despair, as hybrid originally didnt have acces to that ability.
@OnlyWars character. I think its more of a buffed dark apostle (or whatever that CSM chaplain is called) than a CSM lord. I love possessed, and think they could need some of that love you bring to the table with kor-phaedral.
But I believe his sword has some unnecessary powers. Its strength 6, always wounds on 2+ and gets to reroll failed to wound rolls? Maybe give him this ability instead?:
Blessing of eternal servitude
Any to hit (or wound instead?) roll of six, has the instant death rule. Any model killed by his instant death rule, is turned into a disgusting little mutant creature and henceforth grants Kor-Phaedral the combat familiar wargear upgrade. (might or might not stack with itself?)
This message was edited 2 times. Last update was at 2013/11/12 07:19:32
Britneyfan12 wrote: @Ovion Thank you for your point cost analysis, it is much appreciated.
I knew I had undercosted my stormtrooper cultists. But 40 pts per model I see as being far too much, they are afterall ,still only a T3 W1 SV4+ model. Would it change their cost, if I were to load some of their abilities unto Sgt Purvis? Make them loose defensive grenades and hit and run, let them keep their normal leadership score, and give those to the Sgt instead. That would heighten the value of the special character and it would be easier for the squad as a whole to loose all those perks with his demise.
I was kinda hoping for their extra cost to be included in Sgt Purvis´cost.
Yeah, 40pts is a lot, but they're elite infantry with a ton of stuff packed on. Elite Infantry is done at /3 (standard character pricing across 3 models), with Basic Infantry at /5.
I supose you could make the argument for them being Basic Infantry, which drops the price to
Spoiler:
Squad 5 at 16 per - 80
+1 WS +10
+1I +10
+1A +10
+1Ld +5
+Defensive Grenades +10
+Genestealer Cultist +/-0
Brood Telepathy +5
+Fleet +10
+Hit and Run +10
Total: 150/5: 30per
30pts per, 85 for the Sgt.
If you further drop Defensive Grenades, Hit & Run and +1Ld, you'd drop it by a further 5pts to 25per (Sgt 85, we'll let him keep the extra +1Ld for free).
Britneyfan12 wrote: I had totally forgotten about psyker levels and warp charges, not to mention the ability to swap out current psykic powers with telepathy and whatnot.
I never actually intended for Sgt Purvis to become a 4th gen magus. The hypnotic gaze ability was more of a tribute to the old genestealer/genestealer hybrid fluff rules, where almost everyone had hypnotic gaze ability as an inherent skill, and not a psykic power, kinda like broodmind. http://wh40k.lexicanum.com/wiki/Genestealer_Hybrid#.UoHO_eIik8t
The article I read didn't state that Magus is uniquish in the cult, just the psyker.
I mean, they've got to be 4thgen anyway to be passably human right?
But yeah, feel free to drop Psyker and extra power for -35pts (Sgt would be 50pts now with above changes)
Britneyfan12 wrote: Would it help if I changed the power to an innate ability, thereby loosing the psyker trait? It cant be denied or dispelled of course, but it cant be exchanged for a more useful telepathy power either.
The hybrids Hypnotic Gaze: [special ability]
Used during your Assault Phase after any assault moves have been made, but before any attacks are made.
Select one model in base contact with the Sergeant.
Both players roll a D6 and add the Leadership of their respective models.
If Sergeant Purvis rolls equal to or higher than the targets score, that model may not attack in the ensuing combat.
The power cannot affect models that do not have a Leadership Value.
I would scrap aura of despair, as hybrid originally didnt have acces to that ability.
This is fine, +10pts (now 60pts)
If you take the above reccomendations, and we're really nice and make them base infantry instead of elitem we get this:
Spoiler:
Army: Imperial Guard / Tyranids
BG: General M. Perez turned from being his systems only hope against the increasing genestealer infection problem, to its worst nightmare, when he got infected by a genestealer hybrids kiss.
Now he uses his vast political power to infest the higher echelons in the planetary defence force and the imperial guard regiments under his control. His former special anti-genestealer task force has been turned into crazed brood brothers and devious 3rd and 4th generation hybrids. He has "lent" those task forces out to several planetary governors fearing the genestealer menace, thereby increasing his span of control.
Sgt Leland Purvis is one of his best cards in his hands.
Sgt Leland Purvis is one of the few members of the task-force that has fought alongside a tyranid invasion, and subsequently survived by "fleeing" with the remaining human survivors. Imperial guard commanders are fond of requesting his assistance in various campaigns, as they arent aware of his true allegiance. He can even be seen figthing against tyranid organisms. But its all a brilliant ploy by the hive mind, to ensure the commanders trust him, for him to get close enough to infect them.
He has a hybrid oviposter instead of a human tongue, which makes his speech a bit slurred, he also has a third arm ending in a wicked talon hidden under his armoured clothing which he uses to full effect in close combat when there are no imperial witnesses.
FO: Elites
If taken in a Tyranid force you can only select this unit in an army that contains 1+ units of Genestealers or Ymgarl Genestealers.
Squad: Stormtrooper Sergeant Leland Purvis
Unit: Sergeant Purvis, Points Per: 60, Models: 1*, Unit Type: Infantry (Character),
WS-5, BS-4, S-3, T-3, W-2, I-4, A-3(4), Ld-9, Sv-4+.
Wargear:
Carapace Armour
Hotshot Lasgun
Hotshot Las Pistol
Close Combat Weapon
Scything Talon
Frag Grenades
Krak Grenades
Wargear:
Carapace Armour
Hotshot Lasgun
Hotshot Las Pistol
Close Combat Weapon
Frag Grenades
Krak Grenades
Special Rules:
Genestealer Cultist
Brood Telepathy
Deepstrike
Special Operations
Fleet
Options:
Up to 2 Stormtrooper Cultists may exchange their Hotshot Lasgun with:
Flamer: 5 pts
Grenade Launcher: 5 pts
Meltagun: 10 pts
Plasmagun: 15 pts
Rending Claw: 5 pts
Scything Talon: free
Genestealer cultists:
A unit with this Special Rule counts as Tyranids, Genestealers and Imperial Guard for the purposes of Prefered Enemy, Hatred, Powers, etc.
Furthermore, models with this rule become fearless when within 12” of friendly genestealers.
A unit with this rule is also treated as Desperate Allies with Imperial Guard, even in the same detachment.
(The team mates spend their turn, explaining their spooked comrade that he did NOT see a third mutant arm on that stormtrooper over there, he is clearly stressed out and need to do some cleansing prayers)
Brood Telepathy:
The Cultists are not subject to the Instinctive Behavior rule.
Hybrids Gaze:
Used during your Assault Phase after any assault moves have been made, but before any attacks are made.
Select one model in base contact with the Sergeant.
Both players roll a D6 and add the Leadership of their respective models.
If Sergeant Purvis rolls equal to or higher than the targets score, that model may not attack in the ensuing combat.
The power cannot affect models that do not have a Leadership Value.
Special Operations:
Storm Troopers are not lightly cast into battle - they are always given a specific mission to achieve, too important to be trusted to others.
Before deployment, declare to your opponent which mission the squad is following:
- Reconnaisance:
The Reconnaisance mission grants the Scouts and Move Through Cover rules.
- Airborne Assault:
The Airborne Assault mission allows the squad to reroll the scatter die when they Deep Strike
- Behind Enemy Lines:
The Behind Enemy Lines mission grants the squad the Infiltrate rule and their weapons count as Pinning the first time the squad fires.
Rending assault:
During the first round of any close combat, Sgt Leland Purvis' attacks count as rending.
Hot-Shot Las Guns:
Hot-Shot Las Guns are ranged weapons with the following profile:
Range-18", Str-3, AP-3, Type-Rapid Fire.
Range-6", Str-3, AP-3, Type-Pistol.
Rending Claws:
Close Combat Attacks made by models with Rending Claws gain the Rending rule.
Scything Talon:
A model with a Scything Talon re-rolls any To-Hit rolls of 1 in Close Combat.
Britneyfan12 wrote: @OnlyWars character. I think its more of a buffed dark apostle (or whatever that CSM chaplain is called) than a CSM lord. I love possessed, and think they could need some of that love you bring to the table with kor-phaedral.
But I believe his sword has some unnecessary powers. Its strength 6, always wounds on 2+ and gets to reroll failed to wound rolls? Maybe give him this ability instead?:
Blessing of eternal servitude
Any to hit (or wound instead?) roll of six, has the instant death rule. Any model killed by his instant death rule, is turned into a disgusting little mutant creature and henceforth grants Kor-Phaedral the combat familiar wargear upgrade. (might or might not stack with itself?)
Ah, yeah, see that would make some sense.
Lets recost it using the Apostle as a base!
The burning pits of Hades, also known as Sweden in summer
I'm not sure about your pricing, Ovion. Is Demagogue worth 10 points? An ability that, with correct positioning, can give large blobs of infantry LD10?
(Say 2 35 man cultists blobs)
He costs 285 points now, almost as much as my homebrew lord (If we include his EW!) and he seems like a far less powerful HQ, with half the amount of wounds and only a 5++
Abaddon is far better and also cheaper.
This message was edited 1 time. Last update was at 2013/11/12 14:46:54
I should think of a new signature... In the meantime, have a
BrotherHaraldus wrote: I'm not sure about your pricing, Ovion. Is Demagogue worth 10 points? An ability that, with correct positioning, can give large blobs of infantry LD10?
(Say 2 35 man cultists blobs)
He costs 285 points now, almost as much as my homebrew lord (If we include his EW!) and he seems like a far less powerful HQ, with half the amount of wounds and only a 5++
This is because Dark Apostles are rather expensive and overpriced in the first place. And Demagogue is a 6" Ld bubble, it's not really worth more than 10pts.
To be honest, if I were to make a Possessed Champion, I would use a Lord base, along these lines:
Spoiler:
Army: Chaos Space Marines BG: The Daemon Gilgamesh once led mighty armies into the material realm, entire planets being destroyed by his word. However, this wasn't to last, and he was ultimately banished by an Inquisitor sacrificing his life to power an ancient artifact that destroyed Gilgameshes body.
Now, Gilgamesh requires a host to leave the Immaterium, and so when a worshiper of Chaos opens himself to the Daemons of the warp, he may become host to Gilgamesh, and rise to lead a crusade against the Imperium once again.
FO: HQ Squad: The Vessel of Gilgamesh Unit: Gilgamesh, Points Per: 235, Models: 1*, Unit Type: Jump Infantry (Character), WS-7, BS-5, S-5, T-4, W-3, I-5(6), A-4(7), Ld-10, Sv-3+/5+*. Master of the Possessed: Possessed become troops. Units of Possessed may take Wings at 5pts per model.
Wargear: Power Armour Extra Limbs 2 Close Combat Weapons 2 Bolt Pistols Frag Grenades Krak Grenades Wings
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( J: Skyborne ) ( J: Hammer of Wrath* ) ( J: Bulky ) ( J: Deep Strike ) Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Champion of Chaos Fearless Veterans of the Long War Daemon Fleet Vessel of Gilgamesh ( VoG: Vessels of Chaos ) Thrice Gifted ( TG: 3 Gifts of Mutation ) What Once Was
Extra Limbs: The Vessel of Gilgamesh always grows at least 2 extra limbs. This grants Gilgamesh 2 additional attacks.
Wings: Wings are treated as a Jump Pack, and change the units type to Jump Infantry
Vessel of Gilgamesh: The Vessel of Gilgamesh always has all 3 results of the Vessels of Chaos rule
Thrice Gifted: The Vessel of Gilgamesh is so warped by the Daemons presence, mutations bloom across its body. Gilgamesh has 3 Gifts of Mutation.
What Once Was: Due to the Vessel of Gilgameshes status as host to a Greater Daemon, any Chaos Boon result of Spawnhood is treated Dark Apotheosis instead./spoiler]
[spoiler]Chaos Lord - 65 +1WS +10 +1S +10 +1A +10 +Wings (Jump Pack) +15 +Daemon +10 +Fleet +10 +VOTLW +5 +Vessel of Chaos +10 +Vessel of Gilgamesh +20 +Gifts of Mutation x3 +30 +Extra Limbs (+2A) +20 +Master of the Possessed +10 What Once Was
Lets try going once more for the tau odd paths, this time going the broadside boss path, with rail weaponry. Intended to go for a "press the attack" action, with his destructive weaponry, ability to support nearby units, his less-then-usual range for a rail weapon, and the fact he is a hard nut to crack, but on the other hand he must rely on himself, and part of the way he helps his army, is putting himself into danger. And he really dislikes AP2 fire, considering he can't join squads and got no drones to take the heat. Proper fluff to be added later, for now just a rules review would be nice. (and yes, I am aware the gun is incredible, but do consider it is at the cost of dropping both a TLHYMP and a TLSMS compared to a broadside, pretty good guns on their own rights)
Shas'o Dam'ail 180 points HQ choice for tau empire/farsight enclaves WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+ Wargear:Broadside Battlesuit, Homing Beacon, Stimulate Injector. Signature Systems: Cyclic Rail Rifle, Singularity Generator. Special Rules: Independent Character, Slow and Purposeful, Stance of Solitude. Trait: Inspiring Presence (from rulebook) Cyclic Rail Rifle: This experimental rifle is an attempt to combine the raw strength and versatility of rail weaponry with the high fire rates of cycling weaponry, resulting a gun that is capable of eliminating any target, however due to its extreme difficulty to operate and lacking range the creation was deemed not enough to be worth the abnormal production costs, and only the prototype remain. The Cyclic Rail Rifle has two fire modes: Standard: Range: 30, S8 AP1, heavy 3 Submmunition: Range 30, S4 AP4, Heavy 3 Blast.
Singularity Generator: A failed attempt in creating a new shield generator that empowered gravitational forced to push away enemy fire and add enough force to make it return to the enemy, the Singularity Generator has accidentally created the opposite effect. while at first deemed to be worthless, Dam'ail saw the hidden potential in the device and request it for field testing. The singularity Generator allows to redirect any shooting attack made against a unit within 6" to the user on a roll of 4+ (roll as a Look out Sir!), the surrounding gravitational ripples also reduces the strength of shooting attacks that hit the bearer by 2.
Stance of Solitude: Due to the ripples created by the Singularity Generator, Dars'vil find it irresponsible to be too close to his allies, as he might interrupt their own weapons. Shas'o Dam'ail many never join units, nor may other Independent Characters join him.
Spoiler:
Commander - 85 +Broadside Upgrades (suit, save, gear, heavy rail rifle) +43 +2 Half Range Rail Rifle +40 -TLSMS -20 +Submunition +10 +Stimulant Injector +15 +Homing Beacon +10 +SlowAndPurposeful +5 +Singularity Generator (Gonna call it equal to the Shield Gen, as it's pretty decent on its own) +25 +Stance of Solitude -10
Total: 203. Call it 205.
I both like this character, and have an iriational dislike of it... it's strange and I don't know why. Overall, he's a pretty alright though and I like the Singularity Generator, it's good fun. You could probably up the range of the Cyclic to 36" for no extra cost too.
Gives me an idea for a 'Singularity Drone', which has the Singularity Generator to draw off incoming fire with that reverse LoS.
This message was edited 1 time. Last update was at 2013/11/12 16:53:33
And as requested / because I'm in the mood for it. My own characters! This ones BG is a little wordy, but it's the leader of my personal Coven, so I figured it's a good place to start for upgrading. Here you go, comments welcome.
Spoiler:
Army: Dark Eldar BG: Originally born to Eldar Nobility, one of the first children birthed after the fall within the pseudo space of Commoragh. While she grew, the Eldar were still reeling from the catastrophic events that created the Eye of Terror, and Commoragh was still forming into the Dark City it is today, her parents were very much set in the Old Ways.
While she was raised under the old ways, her greatest pleasures as a youngling involved stalking through the magnificent gardens of her families holdings, catching and torturing the rats and creatures that invested the city. She eventually started experimenting on them, stitching together her first monstrosities as a young woman. As things in the Dark City began to change, as the Dark Eldar began to form, She eventually became disillusioned by the 'Old Guard', joining one of the fledgling Flesh Cults and in turn becoming one of the first of what would become the Haemonculi. Moving in the shadows, learning from her kin and slowly perfecting her craft.
Continuing her love of creating abominations from rats, she experimented with combining the rodents with those unfortunate enough to cross her path, eventually perfecting genetic manipulation techniques to change her minions from Eldar or Man into a stooped man-rat creature. Decades after leaving, she returned to her families towers, leaving the shadows she had hidden in for so long, with an army of ratmen at her command. She swept the estate, claiming her heritage and giving her former family the option to either join her willingly as a fleshworker, or join her regardless as a member of her vermin forces.
For a time she was content, she had ample wealth and power, and a constant stream of subjects to experiment on. She set up magnificent laboratories among the trees and gardens she'd loved as a child, but eventually she grew bored and ultimately, turned on her own flesh, combining herself with the trees she found so glorious for so long, locking herself away until she felt she'd achieved perfection, combining as much of herself with the trees, as she did the trees to herself.
The addition of the plant like material to her flesh further warped her mind. She became restless, combining flesh and wood with those she thought slighted her to create Grotesques, and living trees with which she communes. Eventually, the trees became a Haemonculi in their own right, doing work alongside their mistress. Starting to make raids on realspace, where she first saw the Dark Eldars ancient Craftworld kin, and their psychic might.
Becoming obsessed with these eldritch powers yet knowing it was the one thing she could not pursue within Commoragh, she commisioned shipwrights to build massive engines and make her towers space worthy, turning her estates into 5 massive starships which left the dark city and took up residence in the Thaxar Rift. In their first centuries within the rift the Coven of the Plagued Rat spent hunting and studying human and eldar psykers, learning how their minds work, learning how their powers work. Then Drychera stumbled on to an impressive find. The site of a long finished battle between a craftworld and some unknown foe, but the prize was the burnt out hulk of the Craftworld. From this she was able to claim large amounts of Eldar psychic technology, including the iron statue of khaine from its heart.
The Coven now has a certain mastery over psyker slaves and their power, as well as the ability to awaken the stolen Avatar by sacrificing Eldar souls to its dark shell. Yet Drycheras madness drives her ever forward, hunting for more knowledge and more power.
FO: HQ Squad: Drychera, Mistress of Flesh Unit: Drychera, Points Per: 170, Models: 1*, Unit Type: Infantry (Character), WS-5, BS-5, S-3, T-3, W-4(5), I-5, A-3(4), Ld-9, Sv-3+(6+*). Mistress of the Hulk: Grotesques become Troops choices. Grotesques can be upgraded from T5 to T6 at +5 pts per model.
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Night Vision Power from Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Altered Physique Living Bone
Hardened Gnarlskin: Through centuries of pain and damage, the flesh of creatures with Hardened Gnarlskin is made up of so many layers of thick scar tissue, and is so deadened to pain, they can shrug off all but the worst of wounds. Hardened Gnarlskin grants the bearer a 3+ Armour Save and a 6+ Invulnerable Save.
Living Bone: Drychera has grown armour of living bone upon her body. This grants +1 Toughness.
Costing
Spoiler:
Haemonculus Ancient - 80 +Unlock and Upgrade +10 +Hardened Gnarlskin +15 +Agoniser +20 +Venom Blade +5 +Stinger Pistol +5 +Liquifier Gun +10 +Animus Vitae +5 +Vexator Mask +10 +Living Bone +10
Total: 170
This message was edited 3 times. Last update was at 2013/11/12 18:38:33
FO: HQ Squad: Drychera, Mistress of Flesh
Unit: Drychera, Points Per: 165, Models: 1*, Unit Type: Infantry (Character),
WS-5, BS-5, S-3, T-3, W-4(5), I-5, A-3(4), Ld-9, Sv-3+(6+*).
Mistress of the Hulk:
Grotesques become Troops choices.
Grotesques can be upgraded from T5 to T6 at +5 pts per model.
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Altered Physique
Living Bone
Hardened Gnarlskin:
Through centuries of pain and damage, the flesh of creatures with Hardened Gnarlskin is made up of so many layers of thick scar tissue, and is so deadened to pain, they can shrug off all but the worst of wounds.
Hardened Gnarlskin grants the bearer a 3+ Armour Save and a 6+ Invulnerable Save.
Living Bone:
Drychera has grown armour of living bone upon her body.
This grants +1 Toughness, except for the purposes of Instant Death.[/spoiler]
Costing
Spoiler:
Haemonculus Ancient - 80
+Unlock and Upgrade +10
+Hardened Gnarlskin +15
+Agoniser +20
+Venom Blade +5
+Stinger Pistol +5
+Liquifier Gun +10
+Animus Vitae +5
+Vexator Mask +10
+Living Bone +5
Total: 165
I would just do a straight up +1T instead of the "except for ID" that you have now. And because of that, I would then change the 6+ invuln to FnP. Besides, I think FnP fits the hardened gnarlskin description more, what with the "deadened to pain" thing.
I would suggest then probably just dropping the 6+ invulnerable. What skin confers a save that can stop a power fist? If you really wanted to I suppose it could add +1 to the FnP
BaconUprising wrote: I would suggest then probably just dropping the 6+ invulnerable. What skin confers a save that can stop a power fist? If you really wanted to I suppose it could add +1 to the FnP
The though was basically a Coven equivalent of Ghostplate Armour.
But maybe +1 to FnP would be better, and much the same price.
With the CSM codex like it is, I could never play CSM. I do think, however, that the codex is one of, if not THE, best codex for creating your own characters and monsters. Chaos is so unique and random any "made-up" character that is properly balanced could fit into the codex with no problems at all.
Pyrathus Rac'theon, War-fiend of Khorne...295 points More machine than man, this unusually powerful warsmith became a daemon prince after slaughtering an entire PDF company by himself. Even after his ascension, he created powerful machinery and chaos-blessed bionics to make himself even more powerful. His centaur-like form flows with blackened blood and empyrean oil, which he can vomit to melt his enemies before he smashes into their lines.
WS.BS..S..FA..SA..RA..I..A..HP ..9....5....6..13...13..11...8..5...4 Composition: 1 (unique) Unit Type: Vehicle (Walker) Wargear: Lasher Tendrils, Dirge Caster Chaos Artefacts: Raza'gor - This enormous war axe has spilt so much blood that it has gained a life of its own. Bound to Pyrathus like a slave its master, nothing pleases Raza'gor more than spilling blood, and as the battle rages on, Raza'gor changes as it sees fit. This weapon has the following profile: Range:- S:User AP:- Type: Melee, Two-Handed, True Daemon Weapon
True Daemon Weapon: If Pyrathus causes any unsaved wounds, roll 2D6 at the end of the fight sub-phase and consult the chart below. Do this at the end of each fight sub-phase in which Pyrathus inflicts at least 1 unsaved wound. The effect lasts until the end of the next fight sub-phase. 2-3 - Unholy Strength - +2 Strength 4 - Unholy Speed - +D3 Initiative and Attacks 5 - Blood Aegis - Pyrathus gains +1 to his Daemon Invulnerable save. 6 - Vampyre - Any unsaved wounds caused by Pyrathus in the current fight sub-phase restore 1 HP at the end of that Fight sub-phase. 7 - Fadeblade - Any successful invulnerable saves taken against wounds caused by Pyrathus must be re-rolled. 8 - Bloodlust - Pyrathus gains the Rampage rule. 9 - Black Blood - Raza'gor gains the Fleshbane rule. 10 - Etherblade - Attacks are AP2. 11 - Greater Etherblade - Pyrathus gains +1S and attacks are AP2 12 - Ascended Etherblade - Pyrathus gains +2S and attacks are AP1
Special Rules: Daemon, It Will Not Die, Move Through Cover, Siege Walker, Fleet, Forgemaster, Daemon of Khorne
Forgemaster: (As an aside, I think this rule should apply to ALL warsmiths in a CSM army) In a detachment that contains Pyrathus, Maulerfiends may be taken a Fast Attack choices and Forgefiends may be taken as Elite choices as well as their usual Heavy Support choices in that detachment.
This message was edited 1 time. Last update was at 2013/11/15 16:07:59
I like that idea, but I would think that his attacks should be at least AP3 before bonuses
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
A member of the Alpha Legion sighted by the Inquisition in recent times. Responsible for the incitement of heretical uprisings in the Scarus Sector. Pic captures exist of the duel against this traitor in which Lord Inquisitor Malkhus was martyred in service to the Golden Throne, showing him as a superb bladesman.
(commemorating my Alpha Legion captain beating a tooled up terminator inquisitor in a challenge)
190 points
Codex: CSM or Codex: SM
HQ choice
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv3+
Wargear: Power armor, Sigil of corruption/Iron halo, frag and krak grenades, power sword, bolter
Scythian talon blade: This is a rare blade made by the Scythian warrior monks; highly poisonous and as sharp as any powered blade. Strength as user, AP3, Poisoned (2+), Melee
Special Rules: Independent Character, Fearless
Sublime Duelist: When involved in a challenge, gains +1 WS, I and A.
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
Engineseer Sophia Teranachus.
WS- 3 BS -3 S-3 T-4 (mostly cybernetic) W-2 I-3 LD-9 Independent character.
She is armed with a flammer, las pistol, power axe x2 (axe and weapon arm with drill.) Power fist. (servo arm.) She gets a +1 to repairing but so far she hasn't actually repaired anything in a game. Things either survive or get blown up in my games.
Points 65
Engineseer Sophia Teranachus. WS- 3 BS -3 S-3 T-4 (mostly cybernetic) W-2 I-3 LD-9 Independent character. She is armed with a flammer, las pistol, power axe x2 (axe and weapon arm with drill.) Power fist. (servo arm.) She gets a +1 to repairing but so far she hasn't actually repaired anything in a game. Things either survive or get blown up in my games. Points 65
Welp, I can tell you straight off it's probably undercosted. Base cost for Techpriest Enginseer is 45pts. An extra Power Axes is 15pts, so that's 60pts on its own. You've also left out the attack value. I'll assume it's base 1 though.
Total: 120 Which is about what I expected, being you've basically made a Master of the Forge with 2 power axes.
Aside from a few missing bits (such as, can it take servitors, and certain stat points), it's a pretty simple overall (no need for 2 axes though, it literally does nothing. You get +1 attack for two weapons off the Laspistol, and the Power Fist in the arm still doesn't get any bonuses, and save you 15pts making it 105 instead.
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Blessings of the Omnissiah
Options: May be accompanied by up to two: Servitor +15per One Servitors may replace their Servo-Arm with: Heavy Bolter +20 Multi Melta +30 Plasma Cannon +30
Servo-Harness: The Servo Harness has 2 Servo Arms, a Flamer and a Plasma Cutter. Furthermore it grants +1 to Blessing of the Omnissiah rolls. In the shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon. The Plasma Cutter is a ranged weapon with the following profile: Range-12, Str-7, AP-2, Type-Assault 1, Gets Hot, Twin-Linked.
Heavy Duty Bionics: Heavy Duty Bionics grant the bearer +1 Toughness and Wound.
It's a lot more streamlined, still matches the model, and covers the info you missed. And as an added bonus, you get +1 attack with both the Servo Arms and the Axe.
I'll review the others above this one when I get back later.
This message was edited 3 times. Last update was at 2013/11/18 18:16:51
With the CSM codex like it is, I could never play CSM. I do think, however, that the codex is one of, if not THE, best codex for creating your own characters and monsters. Chaos is so unique and random any "made-up" character that is properly balanced could fit into the codex with no problems at all.
Pyrathus Rac'theon, War-fiend of Khorne...295 points
More machine than man, this unusually powerful warsmith became a daemon prince after slaughtering an entire PDF company by himself. Even after his ascension, he created powerful machinery and chaos-blessed bionics to make himself even more powerful. His centaur-like form flows with blackened blood and empyrean oil, which he can vomit to melt his enemies before he smashes into their lines.
WS.BS..S..FA..SA..RA..I..A..HP ..9....5....6..13...13..11...8..5...4
Composition: 1 (unique)
Unit Type: Vehicle (Walker)
Wargear: Lasher Tendrils, Dirge Caster
Chaos Artefacts: Raza'gor - This enormous war axe has spilt so much blood that it has gained a life of its own. Bound to Pyrathus like a slave its master, nothing pleases Raza'gor more than spilling blood, and as the battle rages on, Raza'gor changes as it sees fit. This weapon has the following profile: Range:- S:User AP:- Type: Melee, Two-Handed, True Daemon Weapon
True Daemon Weapon: If Pyrathus causes any unsaved wounds, roll 2D6 at the end of the fight sub-phase and consult the chart below. Do this at the end of each fight sub-phase in which Pyrathus inflicts at least 1 unsaved wound. The effect lasts until the end of the next fight sub-phase.
2-3 - Unholy Strength - +2 Strength
4 - Unholy Speed - +D3 Initiative and Attacks
5 - Blood Aegis - Pyrathus gains +1 to his Daemon Invulnerable save.
6 - Vampyre - Any unsaved wounds caused by Pyrathus in the current fight sub-phase restore 1 HP at the end of that Fight sub-phase.
7 - Fadeblade - Any successful invulnerable saves taken against wounds caused by Pyrathus must be re-rolled.
8 - Bloodlust - Pyrathus gains the Rampage rule.
9 - Black Blood - Raza'gor gains the Fleshbane rule.
10 - Etherblade - Attacks are AP2.
11 - Greater Etherblade - Pyrathus gains +1S and attacks are AP2
12 - Ascended Etherblade - Pyrathus gains +2S and attacks are AP1
Special Rules: Daemon, It Will Not Die, Move Through Cover, Siege Walker, Fleet, Forgemaster, Daemon of Khorne
Forgemaster: (As an aside, I think this rule should apply to ALL warsmiths in a CSM army) In a detachment that contains Pyrathus, Maulerfiends may be taken a Fast Attack choices and Forgefiends may be taken as Elite choices as well as their usual Heavy Support choices in that detachment.
What's wrong with the CSM codex as is? I have great fun with it.
Anyhoo... this thing is... interesting.
Not even sure what the base of this is... Maulerfiend?
I think so...
I think you mean Siege Crawler, not Siege Walker, and it should probably have Daemonforge tbh.
A member of the Alpha Legion sighted by the Inquisition in recent times. Responsible for the incitement of heretical uprisings in the Scarus Sector. Pic captures exist of the duel against this traitor in which Lord Inquisitor Malkhus was martyred in service to the Golden Throne, showing him as a superb bladesman.
(commemorating my Alpha Legion captain beating a tooled up terminator inquisitor in a challenge)
190 points
Codex: CSM or Codex: SM
HQ choice
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv3+
Wargear: Power armor, Sigil of corruption/Iron halo, frag and krak grenades, power sword, bolter
Scythian talon blade: This is a rare blade made by the Scythian warrior monks; highly poisonous and as sharp as any powered blade. Strength as user, AP3, Poisoned (2+), Melee
Special Rules: Independent Character, Fearless
Sublime Duelist: When involved in a challenge, gains +1 WS, I and A.
Isn't Alpharius already a thing? Or is this a play on the whole 'everyone is alpharius' trope?
Anyhoo, going to go with SM Captain for this as a base. (What isn't listed in the costing cancels out against wargear removed for the base unit)
Costing
Spoiler:
SM Captain - 90
+1A +10
+Power Sword +15
+Scythian Talon Blade +20
+Sublime Duelist +10
Total: 145
To clarify, Sublime Duelist is only going to come into play about 1/3 of the time, so the +3 stat is divided by 3.
And for giggles, off the Chaos Lord:
Costing
Spoiler:
Chaos Lord - 65
+Sigil of Corruption +25
+1A +10
+Power Sword +15
+Scythian Talon Blade +20
+Sublime Duelist +10
Wargear Armor of the Generic, Sword of the Generic, Gun of the Generic, Banner of the Generic, Pistol of the Generic
Special Rules. Generic Guy, Independent Character
Sword of the Generic is a power sword that has a +1 to initiative
Armor of the Generic is armor that gives him 6+ feel no pain and a 5+ invulnerable save
Gun of the Generic uses the following profile
RG 24 STR 4 AP 4 Assault 3
Pistol of the Generic is a pistol that uses the following profile
RG 12 STR 3 AP 5 Pistol
Banner of the Generic gives all units within 12" fearless and Stubborn
Generic Guy is a special rule that lets him be taken by any Imperial Army as a one man Ally, acting as a battlebrother to any faction other than Grey Knights