Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
I would meet in the middle and cost the weapon at 40pts, mainly because the only special rule that will be used is master crafted, the other 2 rules will not come into play more often then they will. Also, question, Why is Night Vision and PfP only 5pts each? I understand night vision I guess but PfP is a very powerful and useful ability. I am also losing a 5+ armour save from the Archons Kabalite Armour and plasma grenades as default for what its worth, while still paying for my holosuit. So I think it evens out quite fairly at 185pts, because a shadowseer is practically necessary for grenades and he has very little protection ranged wise. I planned for him to be used in either the Dark Eldar or Craftworld Eldar army list, because each has their advantages (Psykic support vs, Assault Transports), does this have precedence?
Right it's been some time since I last did one so I'm redoing one my older ones to begin with, please send replies about my costing as I think it might be about correct.
First the background, and sorry but it is very weird but plausible...
Spoiler:
Deep within the bowels of the emperor's throne room, just to the left of the golden throne is a book. A book that is locked by a key, help only by the head of the custodian guard. On the rise of a new head, they open the book and read the last secret of the Emperor. His deep dark secret. While a young man he met a woman and spent the night with her. Unbeknownst to him, she fell pregnant and gave birth to a baby girl. He eventually discovered from her the truth about the girl, his daughter, and went out to seek her. During the great crusade, he found and lost her quickly, until he found her again shortly before the heresy. In secret he trained the woman, who had grown to become a powerful pysker and warrior like her father. In a suit of armour, he created especially for her, he sent her out to protect his wayward son, Horus. She was too late, by the time she got to Davin, he had fallen to Chaos. She was forced to watch the heresy from the sidelines and despite her best efforts he fell on the Vengeful Spirit. At the last, he sent his daughter away to safety, and took up his place. His daughter now walks the lands of her father, like a masterless ronin, fighting for her father, with the name he gave her: The Golden Phoenix.
Now, we move into the rules, and I will make sure to say, she is as powerful as a primarch.
Spoiler:
Name: The Golden Phoenix.
Army: Space Marines, can be used by all chapters.
FO: Lords of War.
Statline: WS7 BS5 S4 T6 W6 I7 A5 Ld 10
Wargear:
The Plasma Bolter: R36 S5 AP3 Assault 4, Rending, Shred, Master crafted, Gets hot on 1 or 2, Armourbane.
A powerful ancient weapon created in the forges of Medusa by Ferrus Manus, is the ultimate combination of plasma gun and bolter. The superheated bolts splash against foes, but they have problems with exploding in her face. As of yet, it hasn't done that, but it probably will.
The Phoenix Armour: 2+ Armour save, 3+ Invun save, 4+ FNP, makes her Jump pack infantry, but can use it in movement and assault, on charge instead of Hammer of Wrath, do a wall of flame hit ala a charged flamer, Immune to Flamer based attacks, in built flamer, Pyschic hood.
This suit of armour created by the Emperor himself, was fitted for her. It follows her curves to perfection. It has the ability to reduce in size, to protect her from harm, and has in built computer, assisting in combat. With highly advanced technology, she acts just like a phoenix, burning her foes, and protecting her father's favorite child.
In any combat phase, she may chose one of 3 weapons to use:
The Phoenix Sword: R- Sx2 AP3 Armourbane, Unwieldy, Melee. This powerful sword is inbuilt in the armour and purpose built to wreck everything in site. The Crystal Blade: R- S User AP1, Fleshbane, Successful invuns saves to be rerolled, Haywire, Melee. A see through blade that legends says that Catherine the Great of old Earth Russia used, chops flesh as easily as it does to armour. The Twinblade: R- S X AP2, Melee, Fleshbane, double attacks, against vehicles, for every hit roll an artillery dice and add 2d6 for armour pen, if a misfire is rolled, she takes D6 S4 AP- hits.
The Twinblade she recently crafted herself, with the help of the legendary Iron Hand warrior, the Eternal Blacksmith. Using an ancient metal, it has the unforseen consequence of potentially rebounding against metal, potentially hurting herself.
Frag and Krak grenades.
Special Rules:
Eternal Warrior, Fearless, It Will Not Die, Fear, Psyker level 4 (knows all spells from Pyromancy and the special one below)
Special Spell: Battle Meditation ML 4 Once per game spell, and lasts until the start of the owning player's next turn.
Cast before the movement phase of owning player.
All friendly models within 36" get +d3 to all attributes (one roll for all), reroll all failed hits, wounds and saves, overwatch at normal BS, and roll 2D6 for movement.
All enemy models within 36", reduce all attributes by D3 (one roll for all), reroll all successful hits, wound and saves, and move and charge as moving through difficult terrain.
Cannot be targeted by shooting attacks, but if successfully charged at, she cannot overwatch, but all models in the combat take D6 S4 AP- hits due to the pyschic backlash, and the spell stops and effects reversed.
If it comes to a natural end then the effects are reversed. She cannot do anything the turn the spell is cat apart from fight in a combat.
The ancient power is known for the ability to change the battlefield on a whim and can turn defeat into victory, but it can leave the user weak if charged at.
From Fire reborn: Upon loss of final wound on a roll of 2+ she returns with D6 wounds, on anything else she is removed as a casualty. If she lives the unit that took the final wound takes D6 S5 AP4 hits, and she gets PE against them. If she dies, all friendly models get PE against that unit who killed her.
Like a phoenix, if she dies she is known to be reborn in fire by the power of her father's armour, but like all man-made items it can fail. But with her death, all her allies will seek revenge for her.
Warlord Trait: Inspiring Presence: Due to her power and legend, she means that all friendly models within 12" are fearless, and all friendly models within 24" can rerolled failed leadership tests. If she dies, she counts as an extra objective giving away D3 extra victory points.
There you go, now I will show what I think her points roughly are:
Hopefully fairly costed and created, much better than previously and also waaaaay more fun to potentially use. Thanks for any feedback and beware the phoenix
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
I think those weapons are a tad more expensive. If you make her strength 6, remove fleshbane on the weapons, I'll give you 710. Fleshbane makes it 725.
Thanks for the reply, I do agree on her strength could be higher, prob to 6 would do, with the crystal blade losing FB, but the twinblade needs the FB to balance it, as it is a whirling blade of death. It makes me feel good though that I got the rough points correct though.
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
Commander Blue Glint 175
Plasma rifle,Cyclinic ion blaster,Heavy shield generator,xv77 experimental battle suit.
Heavy Shield generator gives a 3++ invul save
Xv77 Jump infantry/Jet pack 2+ save, hit and run
Ws:3,Bs:5,S:4,T:5,W:4,I:4,A:3,Ld:10,Sv 2/3++
Special rules: Engine Failure during the assault phase if a roll of doubles happens the engines fail and the model takes one wound no saves aloud and cannot move until the engines cool down. On a roll of 9+. This roll can be made twice during the controling players turn. once during the movment phase and again in the assault phase.
You cannot take any kroot or vespids if Blueglint is in the army.
Dawning the honor of testing the xv77 a new experimental suit designed by the earth caste to keep up with the agile piranahs ir shares many similaritys including the anti grav plating and twin engines.
Special Rules - And They Shall Know no Fear
- Independent Character
- Chapter Tactics (Knight Eternal) - Effects TBD (similar to Red Hunters or Ultramarines)
- Psyker (Mastery Level 3) - Osric generates his Psychic powers from the Biomancy, Pyromancy, telekinesis, and telepathy. In addition, he always knows the Perfection Psychic power.
Perfection requires three warp charges and is taken on 3D6 instead of the usual 2D6. It is a blessing that can only be cast once and affects Osric for the remainder of the game. He gains +D3 Weapon Skill, strength, toughness, initiative, attacks, and 1 wound to his profile (bringing him up to W4). Additionally, he changes his unit type to Beast and gains the Smash, Feel no Pain, Eternal Warrior, and It Will Not Die rules, and his armor save becomes an invulnerable save. However, he may not cast any more Psychic powers (he may activate force weapons), he loses the independent character rule, and he loses his force staff, gaining a two close combat weapons (his fists) with the Force rule. This power may be used as a blessing or after he has lost his final wound but before he is removed from play. If the power is used and succeeds, he regains a single wound and stays in play.
Automatically Appended Next Post:
Left Hand of the Pheonix wrote: Thanks for the reply, I do agree on her strength could be higher, prob to 6 would do, with the crystal blade losing FB, but the twinblade needs the FB to balance it, as it is a whirling blade of death. It makes me feel good though that I got the rough points correct though.
Also, I would make that Psychic power a little less powerful. Right now she's far more powerful than any primarch, and costs over 200 points more. And no, Fleshbane does not balance it out. The negatives on the weapon amount to nothing. D6 S4 AP- hits, against 2+ armor save and 4+FnP? Yeah, she'll never take wounds from that.
The Crysla Blade is already Haywire, and if she's attacking vehicles she'll hit quite a bit, and if she lands a pen the weapon is already AP1. Against Tougher Vehicles like Land Raiders or super-heavies you would always go with the Pheonix Sword simply because it's double strength + armorbane with no drawbacks. Also, the Twinblade loses Fleshbane against vehicles anway, so she'd be hitting at S4 against vehicles anyway.
Try to find a purpose for each weapon. She has an amazing ranged weapon that easily beats any primarch gun (even if you drop armorbane, shred, and rending). If you're willing to spend over 720 points on this character, then that's your perogative, but either way it's still a bit OP, no matter how many points you throw at it.
This message was edited 3 times. Last update was at 2013/11/29 15:47:42
Wargear Artificer armor, Power sword, Frag grenades, Krak grenades, Iron halo
Chapter Relics Talon Bolter - range 30, ap3, s1, assault3, poisoned (3+)
Special Rules ATSKNF, Chapter tactics (Iron Hands), independent character, Eternal warrior, Orbital bombardment, Master of Assault
Master of Assault
- may elect not to make a drop pod assault
- on turn 1, if making a drop pod assault, may elect to make reserve rolls for any other units in reserve with a -1 modifier
- on turn 2+ may modify all reserve rolls by +/- 1
Warlord Trait - Storm of fire
Cost estimation: Chapter master +130
Artificer armor +20
Power sword +15
Talon bolter +30
Eternal warrior +20
Master of assault +30
Chosen warlord trait +5
Total = 250
This message was edited 1 time. Last update was at 2013/11/29 19:40:51
Evan Repp - Specialist in point-blank combat and CQB.
Veteran sergeant replacement - 70p
WS 4 BS 4 S 4 T 3 W 1 I 4 A 2 Ld 8 Sv 5+
Flak Armor Close combat weapon Frag and Krak grenades Drum-fed automatic shotgun - Standard buckshot -12'' S3 AP0 Assault 2
Rules: Specialised ammunition +10p (Player chooses which ammo he uses at the beggining of shootipg phase.) Shredder rounds – 12'' S3 AP 0Assault 2 – Shread rule (reroll to wound) Dragon's breath – S3 AP0 flame template (two shots!) Breaching rounds – 12'' S3 AP0 Assault 2 – ignores cover save.
Desperate solution May use his shotgun in CC, but can't use any other kind of attack. Target suffers single S4 AP6 hit. Can use specialised ammo, if bought, but only 1 shot.
Yeah, the weapons are all meant to have a purpose, the phoenix blade is for tank slaying, crystal blade for terminators and their ilk, and twinblade for horde units. The psychic ability is one that i might reduce the effects to 12 inches, and increase/decrease everything by one, and that only snap-shots can be taken against her. The gun prob doesn't need all the other stuff, dropping a shot and those other stuff would do. Her toughness prob also could be reduced aswell, and prob a 5+ FNP, and 4+ inv save. I will think more on her stats aswell, but I have ideas for another guy at the moment, who could be even more crazy.
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
Left Hand of the Pheonix wrote: Yeah, the weapons are all meant to have a purpose, the phoenix blade is for tank slaying, crystal blade for terminators and their ilk, and twinblade for horde units. The psychic ability is one that i might reduce the effects to 12 inches, and increase/decrease everything by one, and that only snap-shots can be taken against her. The gun prob doesn't need all the other stuff, dropping a shot and those other stuff would do. Her toughness prob also could be reduced aswell, and prob a 5+ FNP, and 4+ inv save. I will think more on her stats aswell, but I have ideas for another guy at the moment, who could be even more crazy.
We all have crazy characters we've made up. I made a daemon Lord bloodthirster a couple pages back that was 2000 points and could kill and entire army by himself. Of course, I don't think anyone would ever use him or his rules. It's awesome to have stupid cool characters that are the best at everything, but it's even better when you make something not OP, just something that different from all the other characters who are beatsticks or super awesome dudemen who kill everything they see.
Try to focus the Phoenix a bit more, make her unique, not OP. You don't have to have a zillion rules or weapons or whatever to be unique (though there's an Eldar character with over ten special rules...)
Special Rules:, Master of Mechanisms, Shatter Defenses, Master of the Hell Forges, Very Bulky, Daemon, Deep Strike, Slow and Purposeful, Relentless, Master of the Obliterator Cult
Equipment: Fleshmetal, Arcano-Mechadetendrils, Arcano-Obliterator Weapons, Aura of Dark Glory, Power Axe, Frag Grenades, Krak Grenades, Melta-Bombs
Master of the Hell Forges: Forgefiends, Heldrakes, Maulerfiends and Helbrutes can be taken in squads of up to three models per FOS
Master of the Obliterator Cult: Obliterators/Mutilators become troops
Arcano-Mechatendrils- a custom made set of mechatendrils in addition to the standard mechatendril abilities, it repairs on a 2+ and counts as a 2x lasher tendrils, a powe scourge and a dirgecaster
Arcano-Obliterator Weapons- an obliterator weapon that in addition to the standard weapons it can morph into can also morph into the following:
and yes i know that if i take this guy i can field 9 heldrakes in one primary detachment, but in a that large of a game, any opponent will have ample opportunity to spam super-heavies and small titans
for those of you who know what his nickname means:
Agenon is a hotheaded Guardsman whose style diverges noticeably from standard procedures; the prospect of earning a heroic reputation leads to reckless charges into close combat with normally superior foes. Nevertheless, Agenon's endeavors are met with success more often than not, resulting in grudging tolerance from other NCOs and officers.
Replaces a sergeant in a Platoon Infantry Squad
WS4 BS3 S4 T3 W2 I4 A3 Ld9 Sv5+/5+
Equipment: Agenon's shotgun, power sword, flak armor, frag and krak grenades.
Agenon's shotgun: This independent sergeant has spent time tinkering with his equipment; his shotgun is now 18" range, Assault 3, S3 AP6.
Special rules: Rash in Battle, Motivated Soldiers, Friction in the Echelons
Rash in Battle: Agenon and his squad have Fleet, Counterattack and Relentless USR. However, the squad must move a full 6" towards the nearest enemy squad (avoiding difficult/dangerous terrain). If the squad does not shoot, they must run towards this squad. The squad must attempt to charge a squad within charge range, even if they just ran. Additionally, Sergeant Agenon must declare a challenge if an enemy squad includes a character.
Motivated Soldiers: Agenon's squad has Stubborn while Agenon is alive. Even if Agenon is killed/removed from play, his squad takes morale tests at a minimum Ld of 7.
Friction in the Echelons: Agenon's squad takes tests for orders at Ld-1. If a commissar is in Agenon's squad and executes Agenon, the troops retaliate-- remove the commissar from play after rerolling a morale test. If a commissar removes another model from Agenon's squad while Agenon is alive, Agenon and the commissar inflict D3 attacks on each other with whatever CCW each model has.
First attempt to make a character, feedback and cost estimate requested.
This message was edited 1 time. Last update was at 2013/11/30 06:36:18
ALEXisAWESOME wrote: Arthoras, The Lord of Fools.
Arthoras is the leader of famed Masque of final farce, having notably preformed a private piece using a remarkable 200 harlequins personally for the Over Tyrant Vect. Arthoras is renown for his sharp wit, tongue and blade. He carries the Blade of the Last Laugh, said to of been crafted by Cegorarch himself in a plan long since abandoned to directly confront Slaanesh, but the blade has lost none of is potency and still remembers its purpose even if its maker does not. ... Lord of Fools: Any primary detachment that contains Arthoras may take a single unit of Harlequins as troops. ... Laughing in the face of Danger: Arthoras gains a 3+ invulnerable save against wounds... Blade of the Last Laugh...
I have no insights on tactics or costing, but I want to say I love the heck out of the concept. It's colorful as hell.
Also makes me think of a 40K version of the Joker from Batman -- the terrifyingly unpredictable Heather Ledger version, not the TV show clown or even Jack Nicholson's admittedly very scary guy.
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.
ALEXisAWESOME wrote: Arthoras, The Lord of Fools.
Arthoras is the leader of famed Masque of final farce, having notably preformed a private piece using a remarkable 200 harlequins personally for the Over Tyrant Vect. Arthoras is renown for his sharp wit, tongue and blade. He carries the Blade of the Last Laugh, said to of been crafted by Cegorarch himself in a plan long since abandoned to directly confront Slaanesh, but the blade has lost none of is potency and still remembers its purpose even if its maker does not. ... Lord of Fools: Any primary detachment that contains Arthoras may take a single unit of Harlequins as troops. ... Laughing in the face of Danger: Arthoras gains a 3+ invulnerable save against wounds... Blade of the Last Laugh...
I have no insights on tactics or costing, but I want to say I love the heck out of the concept. It's colorful as hell.
Also makes me think of a 40K version of the Joker from Batman -- the terrifyingly unpredictable Heather Ledger version, not the TV show clown or even Jack Nicholson's admittedly very scary guy.
You mean the one that isn't actuall the joker It was a good character, but at the end of the day, it wasn't really the Joker. But hey.
Harlequins are great fun, and I really should get back to work on my fandex for them.
Can't have Harliequins without a good sprinkling of colour Thanks a lot, Oh Ledger, he still had soo much more to give us!
I have found that before I can even attempt to make good rules, I have to make good (entirely subjective )fluff to justify the rules, not the other way around. For example, I have decided every Lord needs a loving and support queen.
Cecilia, Consort of Cegorarch (Cecilia is the Patron Saint of Music and performance)
Cecilia is known as the consort of Cegorarch for she is marked with his personal interest during The Ritual. She became a Choral Player of Cegorarch, a rare breed that speaks in riddles and rhyme of an insight into Cegorarch's own plans, but the ultimate joke being not even the Choral Players can adequately describe his intricate plans despite how they are fated to try until the end of days.
Ws 6 Bs 5 S 3 T 3 W 2 I 7 A 3 Ld 10 150pts
Special Rules: Fleet, Independent character, Dance of Death (Hit'n'run and Furious Charge), Psyker Mastery Level 2.
Psyker: Cecilia must choose Veil of Tears and may roll a single dice on runes of Fate.
Queen of intrigue: While no Harliequin can fully understand the machinations of their monarch, mimes continuously scribe every word uttered by the Choral players, and can put the knowledge sprouted to good use to know exactly when to strike.
Any Primary detachment that includes Cecilia may choose to forgo their dice roll to go deploy first/go first and force the enemy to go first
Pricing.
Shadowseer with Kiss: 42.
+1 WS, BS, W, I, A. +50pts.
+ 1 mastery level. +35pts.
Queen of Intrigue. +20pts (Opens up some smart tactical options, but I'd put this comparable to Corteaz's re-roll/force re-roll of seize, and he I still 100pts)
Total: 147pts.
What do you think? I think she has great synergy with flyers who want to come on second turn as well as jetbikes, but she would be to situational to be overly competitive.
This message was edited 2 times. Last update was at 2013/12/01 00:13:04
'Spectre' is the chief assassin and spymaster for Asdrubael Vect. He has slain countless of Vect's challengers, both Eldar and others, and his master's continuous grasp of power in the Dark City is owed in part to his skills.
265 points
Type: Jump Infantry (character)
Composition: 1 (unique)
WS9 BS9 S3 T3 W3 I9 A4 Ld10 Sv-
Wargear: plsama grenades, 2 power swords
Spectre: His namesake and signature wargear. An advanced use of shadow field technology, it allows the user to blink out of time and space to travel short distances, giving both great speed and great evasion. Functions as a shadow field. (this is why he is jump infantry rather than infantry) Also gives Stealth and Shrouded
Mercy and Forgiveness: A matched pair of custom pistols. Range 9 Strength 1 AP 2 Fleshbane Instant Death Assault 4
Special Rules: Hit and Run, Fearless, Power from Pain, Night Vision, Deep Strike
This message was edited 1 time. Last update was at 2013/12/02 05:06:01
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
Ok, so been busy / shattered, but now I'm bored and can't be bothered to fire up MWO, so lets go on a reviewing binge.
Part 1 wrote:
ALEXisAWESOME wrote:I would meet in the middle and cost the weapon at 40pts, mainly because the only special rule that will be used is master crafted, the other 2 rules will not come into play more often then they will. Also, question, Why is Night Vision and PfP only 5pts each? I understand night vision I guess but PfP is a very powerful and useful ability. I am also losing a 5+ armour save from the Archons Kabalite Armour and plasma grenades as default for what its worth, while still paying for my holosuit. So I think it evens out quite fairly at 185pts, because a shadowseer is practically necessary for grenades and he has very little protection ranged wise. I planned for him to be used in either the Dark Eldar or Craftworld Eldar army list, because each has their advantages (Psykic support vs, Assault Transports), does this have precedence?
Not how it works. You don't get free upgrades because it won't come into play very often. A bit cheaper maybe, but never free.
As I said before, here you have an AP2 power weapon with Master Crafted (35pts), Daemonbane (probably 5pts), then the no-regen thing. Which would be at least 5pts, if not 10. (Things like Regen and that are expensive even with terrible chances to work, so stopping it is a tricky one to price), meaning at least 45pts.
Night Vision is 5pts because it should be 5pts, as that's what it costs to buy the Night Vision in the latest source (Codex: Eldar). Power From Pain is 5pts imo, because it is 3 rules, that requires a Pain Token to use. Pain Tokens can only be gained by killing an entire unit, or from an external source to provide it. Meaning that PfP is useless on its own, and only really useful part of the time. How fractional is hard to cost, so I went with the standard rule price (10), divided by 2, for 5. Then a rule that provides a Pain Token, such as Altered Physique, will cost you 10pts anyway.
Total: 198. Call it 200 for ease. 200 isn't a bad price though at the end of the day.
Having a unit in both Eldar/Dark Eldar is established as a precedent with Harlequins themselves. My Harlequin codex will be usable standalone, or allied with any Eldar race (in an Inquisition style extra Detachment I think! )
Part 2 wrote:
Bobthehero wrote: Power weapons are 10 pts for guardsmen, by the way.
Codex: IMperial Guard is quite old. Most power weapons were 10pts at that time. Now most are 15. When Guard are updated I have no doubt they'll be 15pts there too.
Part 3 wrote:
Left Hand of the Pheonix wrote:Right it's been some time since I last did one so I'm redoing one my older ones to begin with, please send replies about my costing as I think it might be about correct.
First the background, and sorry but it is very weird but plausible...
Spoiler:
Deep within the bowels of the emperor's throne room, just to the left of the golden throne is a book. A book that is locked by a key, help only by the head of the custodian guard. On the rise of a new head, they open the book and read the last secret of the Emperor. His deep dark secret. While a young man he met a woman and spent the night with her. Unbeknownst to him, she fell pregnant and gave birth to a baby girl. He eventually discovered from her the truth about the girl, his daughter, and went out to seek her. During the great crusade, he found and lost her quickly, until he found her again shortly before the heresy. In secret he trained the woman, who had grown to become a powerful pysker and warrior like her father. In a suit of armour, he created especially for her, he sent her out to protect his wayward son, Horus. She was too late, by the time she got to Davin, he had fallen to Chaos. She was forced to watch the heresy from the sidelines and despite her best efforts he fell on the Vengeful Spirit. At the last, he sent his daughter away to safety, and took up his place. His daughter now walks the lands of her father, like a masterless ronin, fighting for her father, with the name he gave her: The Golden Phoenix.
Now, we move into the rules, and I will make sure to say, she is as powerful as a primarch.
Spoiler:
Name: The Golden Phoenix. Army: Space Marines, can be used by all chapters. FO: Lords of War.
Statline: WS7 BS5 S4 T6 W6 I7 A5 Ld 10
Wargear: The Plasma Bolter: R36 S5 AP3 Assault 4, Rending, Shred, Master crafted, Gets hot on 1 or 2, Armourbane. A powerful ancient weapon created in the forges of Medusa by Ferrus Manus, is the ultimate combination of plasma gun and bolter. The superheated bolts splash against foes, but they have problems with exploding in her face. As of yet, it hasn't done that, but it probably will.
The Phoenix Armour: 2+ Armour save, 3+ Invun save, 4+ FNP, makes her Jump pack infantry, but can use it in movement and assault, on charge instead of Hammer of Wrath, do a wall of flame hit ala a charged flamer, Immune to Flamer based attacks, in built flamer, Pyschic hood. This suit of armour created by the Emperor himself, was fitted for her. It follows her curves to perfection. It has the ability to reduce in size, to protect her from harm, and has in built computer, assisting in combat. With highly advanced technology, she acts just like a phoenix, burning her foes, and protecting her father's favorite child.
In any combat phase, she may chose one of 3 weapons to use: The Phoenix Sword: R- Sx2 AP3 Armourbane, Unwieldy, Melee. This powerful sword is inbuilt in the armour and purpose built to wreck everything in site. The Crystal Blade: R- S User AP1, Fleshbane, Successful invuns saves to be rerolled, Haywire, Melee. A see through blade that legends says that Catherine the Great of old Earth Russia used, chops flesh as easily as it does to armour. The Twinblade: R- S X AP2, Melee, Fleshbane, double attacks, against vehicles, for every hit roll an artillery dice and add 2d6 for armour pen, if a misfire is rolled, she takes D6 S4 AP- hits. The Twinblade she recently crafted herself, with the help of the legendary Iron Hand warrior, the Eternal Blacksmith. Using an ancient metal, it has the unforseen consequence of potentially rebounding against metal, potentially hurting herself.
Frag and Krak grenades.
Special Rules:
Eternal Warrior, Fearless, It Will Not Die, Fear, Psyker level 4 (knows all spells from Pyromancy and the special one below)
Special Spell: Battle Meditation ML 4 Once per game spell, and lasts until the start of the owning player's next turn. Cast before the movement phase of owning player. All friendly models within 36" get +d3 to all attributes (one roll for all), reroll all failed hits, wounds and saves, overwatch at normal BS, and roll 2D6 for movement. All enemy models within 36", reduce all attributes by D3 (one roll for all), reroll all successful hits, wound and saves, and move and charge as moving through difficult terrain. Cannot be targeted by shooting attacks, but if successfully charged at, she cannot overwatch, but all models in the combat take D6 S4 AP- hits due to the pyschic backlash, and the spell stops and effects reversed. If it comes to a natural end then the effects are reversed. She cannot do anything the turn the spell is cat apart from fight in a combat. The ancient power is known for the ability to change the battlefield on a whim and can turn defeat into victory, but it can leave the user weak if charged at.
From Fire reborn: Upon loss of final wound on a roll of 2+ she returns with D6 wounds, on anything else she is removed as a casualty. If she lives the unit that took the final wound takes D6 S5 AP4 hits, and she gets PE against them. If she dies, all friendly models get PE against that unit who killed her. Like a phoenix, if she dies she is known to be reborn in fire by the power of her father's armour, but like all man-made items it can fail. But with her death, all her allies will seek revenge for her.
Warlord Trait: Inspiring Presence: Due to her power and legend, she means that all friendly models within 12" are fearless, and all friendly models within 24" can rerolled failed leadership tests. If she dies, she counts as an extra objective giving away D3 extra victory points.
There you go, now I will show what I think her points roughly are:
Hopefully fairly costed and created, much better than previously and also waaaaay more fun to potentially use. Thanks for any feedback and beware the phoenix
Using the Captian as a base makes more sense imo, as he doesn't have the Orbital Bombardment to deal with. Costing:
And as it is, I'd simply refuse to play it at that cost anyway. Battle Meditation is a massively broken I WIN button, worth probably triple what I've costed at currently (costed assuming it isn't meant to instakill my entire army.
First, it really needs to specify exactly which stats it affects, AND that it cannot reduce a stat to less than 1. Because as worded, any Strength, Toughness, Wound or HP 1 model is instantly dead if the power gets off. Any Strength, Toughness, Wound or HP 2 model has a 2/3 chance of being instantly murdered. And any Strength, Toughness, Wound or HP 3 model has a 1/3 chance of being vaporised. The rules state that any model that has its S/T/W value reduced to 0 is dead. And this thing has a six foot bubble.
If you activate it against say, my 2k Tau army, My Ethereal has a 1 in 3 chance of living, my vehicles have a 2/3 chance of living (and only being on 1HP with AV11/9/8) and the rest of my army apart from my Riptide (which is now likely S/T/4, W3) is just dead. 1765pts of army wiped out in one roll. I suppose I might get to roll Deny the Witch against it, but that'll only save 1/6 of my units, so I'd get to keep another 300pts of my army, but that's little comfort when you have your whole army left to focus fire on those few left.
And even without that, it gives basically your whole army an 87% chance of wounding their army. An effective Avg. +4 stat change across 2 entire forces is crazy Doesn't state if it affects the weapon str and ap, or save, but the vagueness of 'all attributes' makes me think so.
So right-now, it has a 92% chance of wiping out 3/4 of an entire army. Sit her behind a vehicle or something in your deployment zone, launch the power, and win turn 1 (maybe 2, but I don't think so some how.)
To try and fix it, first - specify it can't reduce past 1. Specify exactly what it affects. Specify it doesn't affect wounds values. Beyond that... I don't know.. it's pretty crazy.
Part 4 wrote:
TheBoy wrote:Commander Blue Glint 175 Plasma rifle,Cyclinic ion blaster,Heavy shield generator,xv77 experimental battle suit.
Heavy Shield generator gives a 3++ invul save Xv77 Jump infantry/Jet pack 2+ save, hit and run Ws:3,Bs:5,S:4,T:5,W:4,I:4,A:3,Ld:10,Sv 2/3++
Special rules: Engine Failure during the assault phase if a roll of doubles happens the engines fail and the model takes one wound no saves aloud and cannot move until the engines cool down. On a roll of 9+. This roll can be made twice during the controling players turn. once during the movment phase and again in the assault phase. You cannot take any kroot or vespids if Blueglint is in the army.
Dawning the honor of testing the xv77 a new experimental suit designed by the earth caste to keep up with the agile piranahs ir shares many similaritys including the anti grav plating and twin engines.
I like the concept, but a few things: 7 is Anti-Air / Indirect Fire type.
A Pirahna is a 'TX-4', while the standard Crisis Suit is 'XV-8'. I'd suggest 'XV-8-42' (2 being Experimental / Prototype)
Looking at it, it's meant to be a Commander suit. So why Str4, T5, instead of the usual Str5, T4? Why WS3, A3 instead of 4?
I4 I can sort of understand, as it's meant to be 'fast'.
The rules are sort of vague. Needs a lil rewrite to be slightly clearer.
Anyway, Costing:
Spoiler:
Tau Crisis Commander - 85 -1WS -10 -1S -10 +1I +10 +Iridium Armour (T5, 2+save) +25 +Shield Gen +25 +1 to save +10 +Jump Pack +15 +Plasma Rifle +15 +CIB +15 Engine Failiure -10 No Kroot/Vespid -5
Total: 165
I would suggest start by bumping it to a straight commander statline. (Making it 185pts) Then make it a standard Shield Gen, and give it Jink+Disruption Pods (Making it 200pts)
Like I said, I like the concept, maybe I'll do up something similar of my own.
Special Rules - And They Shall Know no Fear - Independent Character - Chapter Tactics (Knight Eternal) - Effects TBD (similar to Red Hunters or Ultramarines) - Psyker (Mastery Level 3) - Osric generates his Psychic powers from the Biomancy, Pyromancy, telekinesis, and telepathy. In addition, he always knows the Perfection Psychic power.
Perfection requires three warp charges and is taken on 3D6 instead of the usual 2D6. It is a blessing that can only be cast once and affects Osric for the remainder of the game. He gains +D3 Weapon Skill, strength, toughness, initiative, attacks, and 1 wound to his profile (bringing him up to W4). Additionally, he changes his unit type to Beast and gains the Smash, Feel no Pain, Eternal Warrior, and It Will Not Die rules, and his armor save becomes an invulnerable save. However, he may not cast any more Psychic powers (he may activate force weapons), he loses the independent character rule, and he loses his force staff, gaining a two close combat weapons (his fists) with the Force rule. This power may be used as a blessing or after he has lost his final wound but before he is removed from play. If the power is used and succeeds, he regains a single wound and stays in play.
Wargear Artificer armor, Power sword, Frag grenades, Krak grenades, Iron halo
Chapter Relics Talon Bolter - range 30, ap3, s1, assault3, poisoned (3+)
Special Rules ATSKNF, Chapter tactics (Iron Hands), independent character, Eternal warrior, Orbital bombardment, Master of Assault
Master of Assault - may elect not to make a drop pod assault - on turn 1, if making a drop pod assault, may elect to make reserve rolls for any other units in reserve with a -1 modifier - on turn 2+ may modify all reserve rolls by +/- 1
Warlord Trait - Storm of fire
Cost estimation: Chapter master +130 Artificer armor +20 Power sword +15 Talon bolter +30 Eternal warrior +20 Master of assault +30 Chosen warlord trait +5 Total = 250
Total: 270. You were slightly out (20pts). Mostly because EW isn't 20pts.
Part 7 wrote:
Hawky wrote:Evan Repp - Specialist in point-blank combat and CQB.
Veteran sergeant replacement - 70p
Spoiler:
WS 4 BS 4 S 4 T 3 W 1 I 4 A 2 Ld 8 Sv 5+
Flak Armor Close combat weapon Frag and Krak grenades Drum-fed automatic shotgun - Standard buckshot -12'' S3 AP0 Assault 2
Rules: Specialised ammunition +10p (Player chooses which ammo he uses at the beggining of shootipg phase.) Shredder rounds – 12'' S3 AP 0Assault 2 – Shread rule (reroll to wound) Dragon's breath – S3 AP0 flame template (two shots!) Breaching rounds – 12'' S3 AP0 Assault 2 – ignores cover save.
Desperate solution May use his shotgun in CC, but can't use any other kind of attack. Target suffers single S4 AP6 hit. Can use specialised ammo, if bought, but only 1 shot.
Well, that's a strange layout... Not the worst, but a little funky.
And the hateful guard pricing. Stupid guard. :/
Some seem to be Basic Infantry, then the upgrade characters sort of follow conventional pricing for single models, but don't entierly and bla. Harker seems to be +10pts for the Heavy Bolter, +4pts for +2 stats, then +6pts an upgrade (5 USRs overall)... Or call it +4pts in stats (+1WS, +1S), +10pts in Heavy Bolter, +20pts in Relentless +Feel No Pain, and the remaining rule is 21pts.. which sort of makes sense...
ANYWAY
Spoiler:
Upgrade cost: (+1WS +10 +1S +10 +1I +10)/5 +6 +Desperate Solution +10: +16 pts over Standard Sgt.
The option would be: (Shredder: +Shred +10 Dragons Breath : +Twin Hand Flamers +10 Breaching Rounds: +Ignores Cover +10) +30, but it's all kinda pants with no AP, so /2. +15pts
However: The standard Guard Shotgun is 12" Str3, AP-, Assault 2... soo yeah, dunno what's the plan there. The Vet Sgt gets one for free by replacing his laspistol. You could make it your 'drum fed auto', and call it Twin Linked for +1pt (defaults probably worth about 2, so +50% to TL) Though actually, I'd say let him keep his Las Pistol, AND give him the TL Auto Shotgun for +3pts. Then on top of that, the 'Desperate Solution' rule, is actually WORSE than his standard CC attacks 1 Str4, AP6 (or 1 Str3, AP- with shred) instead of 2-3 Str3 Attacks (3-4 if with Pistol instead of Shotgun) Furthermore, the Template weapon Ignores cover anyway.
I'd honestly say keep his statline as is. Then give him back his Laspistol. The shotgun (as above), TL. Build in the Special Ammo, so it has 4 fire modes: Standard - Range: 12", Str3, AP-, Assault 2, Twin-Linked. Shredder Rounds - Range: 12", Str3, Ap-, Assault 2, Shred. Dragons Breath - Range: Template, Str3, Ap6, Assault 2. Breaching Rounds - Range 6", Str4, AP5, Assault 2.
Special Ammo can't be used for Overwatch, and can fire the Standard mode in CC, in addition to his normal attacks.
Special Rules:, Master of Mechanisms, Shatter Defenses, Master of the Hell Forges, Very Bulky, Daemon, Deep Strike, Slow and Purposeful, Relentless, Master of the Obliterator Cult
Equipment: Fleshmetal, Arcano-Mechadetendrils, Arcano-Obliterator Weapons, Aura of Dark Glory, Power Axe, Frag Grenades, Krak Grenades, Melta-Bombs
Master of the Hell Forges: Forgefiends, Heldrakes, Maulerfiends and Helbrutes can be taken in squads of up to three models per FOS
Master of the Obliterator Cult: Obliterators/Mutilators become troops
Arcano-Mechatendrils- a custom made set of mechatendrils in addition to the standard mechatendril abilities, it repairs on a 2+ and counts as a 2x lasher tendrils, a powe scourge and a dirgecaster
Arcano-Obliterator Weapons- an obliterator weapon that in addition to the standard weapons it can morph into can also morph into the following:
and yes i know that if i take this guy i can field 9 heldrakes in one primary detachment, but in a that large of a game, any opponent will have ample opportunity to spam super-heavies and small titans
for those of you who know what his nickname means:
The Flavian Amphitheatre is the Colliseum. If it has a 40K reference over that, I don't know what it is. Other than 'look I can use a binary translator'
Total: 550. Not that bad. Still kinda silly though. Especially being at the point you're likely to use him, it'll be Apoc and you can take as many of every unit as you like anyway. But drop the 2 'unlocks' and it'll be 500pts.
Agenon is a hotheaded Guardsman whose style diverges noticeably from standard procedures; the prospect of earning a heroic reputation leads to reckless charges into close combat with normally superior foes. Nevertheless, Agenon's endeavors are met with success more often than not, resulting in grudging tolerance from other NCOs and officers.
Replaces a sergeant in a Platoon Infantry Squad WS4 BS3 S4 T3 W2 I4 A3 Ld9 Sv5+/5+
Equipment: Agenon's shotgun, power sword, flak armor, frag and krak grenades.
Agenon's shotgun: This independent sergeant has spent time tinkering with his equipment; his shotgun is now 18" range, Assault 3, S3 AP6.
Special rules: Rash in Battle, Motivated Soldiers, Friction in the Echelons
Rash in Battle: Agenon and his squad have Fleet, Counterattack and Relentless USR. However, the squad must move a full 6" towards the nearest enemy squad (avoiding difficult/dangerous terrain). If the squad does not shoot, they must run towards this squad. The squad must attempt to charge a squad within charge range, even if they just ran. Additionally, Sergeant Agenon must declare a challenge if an enemy squad includes a character.
Motivated Soldiers: Agenon's squad has Stubborn while Agenon is alive. Even if Agenon is killed/removed from play, his squad takes morale tests at a minimum Ld of 7.
Friction in the Echelons: Agenon's squad takes tests for orders at Ld-1. If a commissar is in Agenon's squad and executes Agenon, the troops retaliate-- remove the commissar from play after rerolling a morale test. If a commissar removes another model from Agenon's squad while Agenon is alive, Agenon and the commissar inflict D3 attacks on each other with whatever CCW each model has.
First attempt to make a character, feedback and cost estimate requested.
Damn guard again.
Also, what's with all the Str4 Guardsman... this isn't meant to be a common occurance!
ALEXisAWESOME wrote:Can't have Harliequins without a good sprinkling of colour Thanks a lot, Oh Ledger, he still had soo much more to give us!
I have found that before I can even attempt to make good rules, I have to make good (entirely subjective )fluff to justify the rules, not the other way around. For example, I have decided every Lord needs a loving and support queen.
Cecilia, Consort of Cegorarch (Cecilia is the Patron Saint of Music and performance)
Cecilia is known as the consort of Cegorarch for she is marked with his personal interest during The Ritual. She became a Choral Player of Cegorarch, a rare breed that speaks in riddles and rhyme of an insight into Cegorarch's own plans, but the ultimate joke being not even the Choral Players can adequately describe his intricate plans despite how they are fated to try until the end of days.
Ws 6 Bs 5 S 3 T 3 W 2 I 7 A 3 Ld 10 150pts
Special Rules: Fleet, Independent character, Dance of Death (Hit'n'run and Furious Charge), Psyker Mastery Level 2.
Psyker: Cecilia must choose Veil of Tears and may roll a single dice on runes of Fate.
Queen of intrigue: While no Harliequin can fully understand the machinations of their monarch, mimes continuously scribe every word uttered by the Choral players, and can put the knowledge sprouted to good use to know exactly when to strike.
Any Primary detachment that includes Cecilia may choose to forgo their dice roll to go deploy first/go first and force the enemy to go first
Pricing. Shadowseer with Kiss: 42. +1 WS, BS, W, I, A. +50pts. + 1 mastery level. +35pts. Queen of Intrigue. +20pts (Opens up some smart tactical options, but I'd put this comparable to Corteaz's re-roll/force re-roll of seize, and he I still 100pts) Total: 147pts.
What do you think? I think she has great synergy with flyers who want to come on second turn as well as jetbikes, but she would be to situational to be overly competitive.
- Drake's Blade: MC Force Weapon with Shred. - Student of Flame: Vel'Cona is a Level 2 Psyker who knows all the powers on the Pyromancy table./quote]You again. List your army :( This one's easier to guess, due to Chapter Tactics, but all your unit entries are pretty sparse with detail. I mean, they're not bad, and usually pretty straight forward, they could just do with a bit more info there.
I would also reccomend stating exactly which Power Weapon it is. Special Characters weapon being changeable is wierd. I'm assuming should be a Force Sword. Costing
'Spectre' is the chief assassin and spymaster for Asdrubael Vect. He has slain countless of Vect's challengers, both Eldar and others, and his master's continuous grasp of power in the Dark City is owed in part to his skills.
265 points
Type: Jump Infantry (character)
Composition: 1 (unique)
WS9 BS9 S3 T3 W3 I9 A4 Ld10 Sv-
Wargear: plsama grenades, 2 power swords
Spectre: His namesake and signature wargear. An advanced use of shadow field technology, it allows the user to blink out of time and space to travel short distances, giving both great speed and great evasion. Functions as a shadow field. (this is why he is jump infantry rather than infantry) Also gives Stealth and Shrouded
Mercy and Forgiveness: A matched pair of custom pistols. Range 9 Strength 1 AP 2 Fleshbane Instant Death Assault 4
Special Rules: Hit and Run, Fearless, Power from Pain, Night Vision, Deep Strike
Mookalicious!
The pistols need clarification. Is that the statline for both, or the pair? O-o I assume for the pair. Either way, a little OTT...
I'd honestly say make it a pair of Blast Pistols with 9" range and maybe Instant Death. That would be 2 shots of Str8, Ap2, Lance at 9", say with Instant Death. That'd Cost you about 40pts for the pair.
As they are, it's basically 4 Blasters strapped together (60pts), with Fleshbane (that covers the reduced range) and Instant Death (+10),
I think you should give him either a Wychsuit or Ghostplate aswell. Also, I'd honestly switch the 2 Power Swords for an Agoniser and Venom Blade. It can still be 2 swords, same number of attacks, but MUCH more flexible, and 20pts instead of 30.
Costing
Spoiler:
Archon - 60 +2WS +20 +2BS +20 +2I +20 +2 Power Swords +15 +Shadowfield +30 +Jump Pack +15 +Stealth +10 +Shrouded +15 +Hit and Run +10 +Fearless +10 +Mercy and Forgiveness +70
Total: 295
If you switch it to the 40pts pair of pistols, the Venom Blade and Agoniser and give it Ghostplate, it'll be 265. (255 without Ghostplate)
And that's it. A bakers dozen of replies. Have fun. (I think I have a problem...)
This message was edited 2 times. Last update was at 2013/12/03 00:44:04
Well... Thanks for putting the time in to look at all of our characters!
Maybe I should drop the strength to 3, I was hoping for a relatively balanced character. One who isn't yet another spess mehreen of the Emprah or Kayoss.
This message was edited 1 time. Last update was at 2013/12/03 00:55:57
Man Ovion, you're really generous for pricing out and providing feedback on all our characters! I hope you don't mind another
Shas'0 E'ros En'der
HQ for Codex:Tau Empire
Unit Type: Jet Infantry
WS4, BS5, S4, T5, W4, I4, A3, LD10
Wargear: Iridium Armor, Shield Generator
M.D. Device:
R:36, S:8, AP:2, Heavy 3, Molecular Disruption
Molecular Disruption: All models within 6" of a model killed by the M.D. Device take a S:6 AP:2 hit.
Command Relay: All friendly units within 12" may use En'der's LD. In addition, En'der may grant one the following rules to a friendly unit within 12" per friendly turn phase (lasts until same phase next friendly phase): Fearless, Hit and Run, Move through Cover.
Special Rules: Independent Character, Fearless
Battle of Minds: En'der is guided by his siblings Va'len'tine and Pe'ter during battles through holographic displays within his armor. His siblings represent the two halves of his personality, violence and peace; however, they are always at odds. At the beginning of every game turn, choose what sibling will guid him:
Va'len'tine: En'der and any models in his unit gain Fearless, may reroll ones to hit in the shooting phase.
Pe'ter: En'der may shoot the M.D. Device twice, but becomes BS2 for the game turn. In addition, all models in his unit may reroll to wound rolls of one in the shooting phase.
Speaker for the Dead: En'der harbors large guilt for unknowingly committing a genocide of a race unwilling to join the Greater Good, known as the Formics. He constantly dreams of their Queen, who haunts him even after death.
At the beginning of every friendly turn, En'der must make a LD check. If he passes, there is no ill effect. If he fails, he has visions of the race he destroyed and may not move and becomes BS1 for the turn. His BS may not be modified, and he cannot benefit from rerolls.
I had lots of fun with this one
Lucarikx
This message was edited 3 times. Last update was at 2013/12/03 02:19:31
Lucarikx wrote: Man Ovion, you're really generous for pricing out and providing feedback on all our characters! I hope you don't mind another
Shas'0 E'ros En'der
HQ for Codex:Tau Empire
Unit Type: Jet Infantry
WS4, BS5, S4, T5, W4, I4, A3, LD10
Wargear: Iridium Armor, Shield Generator
M.D. Device:
R:36, S:8, AP:2, Heavy 3, Molecular Disruption
Molecular Disruption: All models within 6" of a model killed by the M.D. Device take a S:6 AP:2 hit.
Command Relay: All friendly units within 12" may use En'der's LD. In addition, En'der may grant one the following rules to a friendly unit within 12" per friendly turn phase (lasts until same phase next friendly phase): Fearless, Hit and Run, Move through Cover.
Special Rules: Independent Character, Fearless
Battle of Minds: En'der is guided by his siblings Va'len'tine and Pe'ter during battles through holographic displays within his armor. His siblings represent the two halves of his personality, violence and peace; however, they are always at odds. At the beginning of every game turn, choose what sibling will guid him:
Va'len'tine: En'der and any models in his unit gain Fearless, may reroll ones to hit in the shooting phase.
Pe'ter: En'der may shoot the M.D. Device twice, but becomes BS2 for the game turn. In addition, all models in his unit may reroll to wound rolls of one in the shooting phase.
Speaker for the Dead: En'der harbors large guilt for unknowingly committing a genocide of a race unwilling to join the Greater Good, known as the Formics. He constantly dreams of their Queen, who haunts him even after death.
At the beginning of every friendly turn, En'der must make a LD check. If he passes, there is no ill effect. If he fails, he has visions of the race he destroyed and may not move and becomes BS1 for the turn. His BS may not be modified, and he cannot benefit from rerolls.
I had lots of fun with this one
Lucarikx
You know what... sure.
I've never actually read, watched or played anything Enders Game.
This is a mix of apathy, and not caring.
I assume this shamelessly rips it off, based on what little I know of it.
anyhoo.
Costing:
Then, because why not.
One of Tau of my own, I just came up with on the spot, and so not very fleshed out!
Spoiler:
Army: Tau Empire
BG: During a long retreat, Fire Caste forces were almost out of ammo - with ordnance to load less than a quarter of their weapon, they still had thousands of Tau to protect as they made their way to waiting escape ships.
With almost no support, almost all markerlights, tanks and heavy suits already destroyed, in an act of utter desperation, a group of damaged Stealth Suit Shas'uis strapped one of the few plentiful weapons left to themselves - Seeker Missiles.
Painted white to gain some camoflage amongst the snowy landscape they descended on the enemy, launching missiles point blank, and inevitably, making the ultimate sacrifice to ensure their people could get away safely.
Special Rules:
Failing Systems
Point Blank
Sacrifice
Options:
Each Swan Song Battlesuit may take up to 4 additional Seeker Missiles at +8pts each
Failing Systems:
Swan Song Stealth Suits only provide the Stealth Special rule, but not Shrouded.
Point Blank:
The Swan Song Shas'ui may fire 1 Seeker Missile at full range, or 2 Seeker Missiles at a target within 12".
The Seeker Missiles carried by these suits may not benefit from the effects of Markerlights and can only be 'blind' fired.
Sacrifice:
A Song Swan Shas'ui stepped onto the field of battle knowing what the outcome would be.
A model with this rule can activate all missiles it is carrying and 'fire' itself at an enemy.
If you activate this rule, immediately move the Stealth Suit up to 18" into the target of its choice.
The target unit may Overwatch if able. The suit automatically 'hit' and detonates. It does not scatter.
With 1 Missiles it cause a single Str8 AP3 hit.
With 2-3 Missiles it causes a single Str8, AP3 small blast centered over the Stealth Suit.
With 4-5 Missiles it causes a single Str8, AP3 large blast centered over the Stealth Suit.
With 6+ Missiles it causes two Str8, AP3 large blast centered over the Stealth Suit.
Total: 64 per. I'm going to call it 60, because Stealth Suits are pricey anyway, and the entire unit is a little pants / silly. Though I'll happily bump it to 65 if people thing that's pushing it.
I might do a series of units based on this 'battle'.. who knows