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It is said that mad Earth Caste scientist Tes'la enjoyed his work a little too much. Others say he took one too many unprotected shocks in his pursuit of weaponization of electricity and magnetism.
WS1 BS3 S6 T6 W5 I2 Ld9 Sv2+[270pts]
Riptide w/ Earth Caste Pilot Array, Velocity Tracker, Early Warning Override
Ionic Arc Projector
R36" S7 AP- Assault 4, Tesla, Arc
Overcharge R36" S7 AP- Assault 6, Tesla, Arc, Gets Hot
Tesla/Arc, See Necron Codex
Icefire Shield Generator
Confers 5++
Shield can be deactivated until the next shooting phase to use the following shooting profile:
R24" SX AP2 Heavy1 Blast, Fleshbane
Vehicles hit suffer d2 Haywire rolls.
Overcharge R24" SX AP2 Large Blast, Fleshbane
Vehicles hit suffer d3 Haywire rolls.
Special Rules
Nova Reactor
Overcharge - Use overcharge weapon profiles
Boost - 4d6 thrust moves
Pulse Attractor - Units within 6" reroll 1s to hit.
This message was edited 1 time. Last update was at 2013/12/03 19:05:22
acekevin8412 wrote: It is said that mad Earth Caste scientist Tes'la enjoyed his work a little too much. Others say he took one too many unprotected shocks in his pursuit of weaponization of electricity and magnetism.
WS1 BS3 S6 T6 W5 I2 Ld9 Sv2+[270pts]
Riptide w/ Earth Caste Pilot Array, Velocity Tracker, Early Warning Override
Ionic Arc Projector
R36" S7 AP- Assault 6, Tesla, Arc
Overcharge R36" S7 AP- Assault 12, Tesla, Arc, Gets Hot
Icefire Shield Generator
Confers 5++
Shield can be deactivated until the next shooting phase to use the following shooting profile:
R24" SX AP2 Heavy1 Blast, Fleshbane
Vehicles hit suffer d2 Haywire rolls.
Overcharge R24" SX AP2 Large Blast, Fleshbane
Vehicles hit suffer d3 Haywire rolls.
Special Rules
Nova Reactor
Overcharge
Boost
Mirage - Gain Shrouded and Stealth
I feel this is to over the top. Seems way to hard to kill and really kill at that. Dont know how to balance this. I would have to say a fair thing is to lose the shield, and its ability to shoot and then you have a fine unit. Keep mirage and the tesla gun.
acekevin8412 wrote: It is said that mad Earth Caste scientist Tes'la enjoyed his work a little too much. Others say he took one too many unprotected shocks in his pursuit of weaponization of electricity and magnetism.
WS1 BS3 S6 T6 W5 I2 Ld9 Sv2+[270pts]
Riptide w/ Earth Caste Pilot Array, Velocity Tracker, Early Warning Override
Ionic Arc Projector
R36" S7 AP- Assault 6, Tesla, Arc
Overcharge R36" S7 AP- Assault 12, Tesla, Arc, Gets Hot
Icefire Shield Generator
Confers 5++
Shield can be deactivated until the next shooting phase to use the following shooting profile:
R24" SX AP2 Heavy1 Blast, Fleshbane
Vehicles hit suffer d2 Haywire rolls.
Overcharge R24" SX AP2 Large Blast, Fleshbane
Vehicles hit suffer d3 Haywire rolls.
Special Rules
Nova Reactor
Overcharge
Boost
Mirage - Gain Shrouded and Stealth
I will attempt to cost this out the Ovion way, though perhaps a bit more subjectivly.
Costing:
Spoiler:
Riptide - 185
ECPA, VT, EWO - 55
Ionic Arc Projector - 55 (why would you not overcharge? There's so little that could actually happen, 1/6 chance to get hot and 2+ save?)
Icefire Shield Generator - 100 (AP2 Fleshbane Large blast that deals haywire hits...)
Shrouded and Stealth. On a Riptide - 35
Whatever boost is - 5
Total: 435
Call it 440, because the Icefire shield generator (which would never be used as a shield when you can use the Nova Charge 3++ and fire the AP2 FLESHBANE LARGE BLAST and kill everything) is simply way OTT.
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.
To clarify some confusion, the rules after Nova Reactor are a different set of Nova abilities. So, he has at best a 5++, no FnP.
So if you can kill Riptides now, you shouldn't have any more trouble with him. The only problem I see is stealth/shrouded in cover for a 2+ cover save. However it takes a nova charge and ignore cover is getting fairly common.
I tried to base the Ion Arc Projector off the Heavy Burst Cannon, which is standard +10pts.
For the shield, the demolisher cannon can be used as a base. A vindicator is +50Pts from a Predator. +10pts for Haywire, so 310pts would make an adjusted price similar to O'Vesa
Edit: I also intended to only have one weapon be overcharged per player turn.
This message was edited 3 times. Last update was at 2013/12/03 16:00:04
acekevin8412 wrote: To clarify some confusion, the rules after Nova Reactor are a different set of Nova abilities. So, he has at best a 5++, no FnP.
So if you can kill Riptides now, you shouldn't have any more trouble with him. The only problem I see is stealth/shrouded in cover for a 2+ cover save. However it takes a nova charge and ignore cover is getting fairly common.
I tried to base the Ion Arc Projector off the Heavy Burst Cannon, which is standard +10pts.
For the shield, the demolisher cannon can be used as a base. A vindicator is +50Pts from a Predator. +10pts for Haywire, so 310pts would make an adjusted price similar to O'Vesa
Edit: I also intended to only have one weapon be overcharged per player turn.
Make sure you clarify, then. There's no mention of new NC abilities and no stats given for them. Also, S7 makes it a fair bit easier to take down flyers. The HBC doesn't Rend very often and having a pure +1 to Str is a bit of a benefit, since that weapon would be primarily for flyers. Also, Heavy 12 plus the tesla rule would be a ton of hits, which is why it's so expensive. Perhaps I did charge a bit much for the Icefire generator, +50 is fine.
Bobthehero wrote:Ovion: The Siege Regiment (from FW, but what can you do) still prices PW at 10 pts, even for guardsmen with higher WS.
Yeah, but that's because it's still got to follow the internal cost of Codex: Imp. Guard.
It'll change. People were moaning that Sisters got their power weapons upgraded from 10pts to 15, along with all the other weapons now matching the costs of other imperial weapons.
There's very little doubt for me that Flamers / Storm Bolters will be 5,
Meltagun / Heavy Bolter / Heavy Flamer / Multi-Melta 10,
Missile Launchers / Plasma Cannon / Plasma Gun / Power Weapons / Lightning Claws will be 15,
Power Fists 25, and Eviscerators/ThunderHammers 30.
And Ministorum Priests will probably be the same as in SoB too.
25pts with those funky abilities, instead of 45.
acekevin8412 wrote:It is said that mad Earth Caste scientist Tes'la enjoyed his work a little too much. Others say he took one too many unprotected shocks in his pursuit of weaponization of electricity and magnetism.
Spoiler:
WS1 BS3 S6 T6 W5 I2 Ld9 Sv2+[270pts]
Riptide w/ Earth Caste Pilot Array, Velocity Tracker, Early Warning Override
Ionic Arc Projector
R36" S7 AP- Assault 6, Tesla, Arc
Overcharge R36" S7 AP- Assault 12, Tesla, Arc, Gets Hot
Icefire Shield Generator
Confers 5++
Shield can be deactivated until the next shooting phase to use the following shooting profile:
R24" SX AP2 Heavy1 Blast, Fleshbane
Vehicles hit suffer d2 Haywire rolls.
Overcharge R24" SX AP2 Large Blast, Fleshbane
Vehicles hit suffer d3 Haywire rolls.
Special Rules
Nova Reactor
Overcharge
Boost
Mirage - Gain Shrouded and Stealth
If your Tesla isn't a half human vampire with aspirations of world domination, I don't wanna hear it. Is it just using the Tesla rule from Codex: Necrons? It should really be in the unit entry.
The Tesla Gun is somewhat OTT.
I'd honeslty make it Assault 4 / Overcharge - Assault 6. This'll make it +10, instead of +40.
The Stealth/Shrouded gives it a 4+ cover in the open and 2+ in any cover, which means it doesn't matter you lose the shield. I'd even be tempted to add 15-20pts (to 335/340), just because of this nullifying the discount from giving up the shield.
I'm also not sure why it has it tbh.
Dropping it frees up a further 25pts.
The above changes to it means it remains pretty killy, but makes you choose between the secondary weapon and defence.
It'd also drop the price to 265 instead of 320.
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.
Total:320 (175 difference)
60% chance to work: Total +105pts
Interesting concept.
How did you price the Perfection power? Just 60% of the avg?
Yeah. You can choose to use it whenever (or when he dies), and the 'alt form' is pretty good, though will only work roughly 60% of the time rolling it on 3D6.
Plus the idea of it running around with a Bolt Pistol amuses me for some reason.
Then again, you might end up getting it everytime and rolling a 3 for the stat bonus, giving you an extra 50pts of bonus and an equiv 370pt character for 250pts.
Or you roll 1's, and you're getting a 270pt character for 250. Either way, it's still cheaper than 'normal'.
Just noticed I forgot to include 'beasts' in the upgrade costs, but tbh, it feels right to me asis, so can happily ignore that.
Army: Tau Empire
BG: During a long retreat against Imperial forces, Fire Caste units were almost out of ammo.
Many of their heavier weapons, weapons platforms and Markerlight support destroyed beyond repair and with ordnance to load less than a quarter of their remaining firearms, they still had thousands of Tau civilians to protect as they made their way to waiting escape ships.
With almost no support or markerlights and most tanks and heavy suits already destroyed, there was very little the Tau force could do against advancing enemy armour.
In an act of utter desperation, a group of damaged Stealth Suit Shas'ui's gave up what weapons they had left to fellow warriors with working systems and 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.
Named Swan Song Suits by the humans, as the cluster of missile exhausts left a characteristic 'wing' shaped afterimage and a white winged blur was the last thing a lot of people saw.
Special Rules:
Infiltrate
Supporting Fire
Failing Systems - Swan Song Stealth Suits
Point Blank
Sacrifice
( S: Feel no Pain )
Options:
Each Swan Song Battlesuit may take up to 4 additional Seeker Missiles at +15pts a pair
Failing Systems - Swan Song Stealth Suits:
Swan Song Stealth Suits are severely damaged, systems work sporadicly at best.
Swan Song Stealth Suits only provide the Stealth Special rule.
Point Blank:
Each turn 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.
Up to half the models in the unit may choose to act as a seperate units.
(i.e A unit of 4 Swan Song Shas'uis may split off into 1 squad of 2 models and 2 squads of 1 model.
Knowing the importance of their mission, and that there's no coming back, the Swan Song Shas'uis have the Feel No Pain rule.
Furthermore a model with this rule can activate all missiles it is carrying and 'fire' itself at an enemy unit during the Shooting Phase.
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.
If it survives, the suit automatically 'hits' and detonates.
With 1 Missile it causes 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.
Army: Tau Empire
BG: During a long retreat against Imperial forces, Fire Caste units were almost out of ammo.
Many of their heavier weapons, weapons platforms and Markerlight support destroyed beyond repair and with ordnance to load less than a quarter of their remaining firearms, they still had thousands of Tau civilians to protect as they made their way to waiting escape ships.
With the destruction of almost all their Railguns and High Yield Missile Pods and minimal ammunition remaing, the few broadsides left were outfitted with cut down Earthshaker cannons from a human weapons cache the Earth Caste workers had discovered.
Using Stealth Suits that have long ran out of ammunition to help reload the massive guns and provide point defence for the lumbering suits.
FO: Heavy Support
Squad: Long Tom Broadsides
Unit: Long Tom Broadside Shas'ui, Points Per: 60, Models: 1-3, Unit Type: Infantry
WS-2, BS-3, S-5, T-4, W-2, I-2, A-2, Ld-8, Sv-2+.
Wargear:
Broadside Battlesuit
Long Tom Cannon
2 Pulse Rifles
Special Rules:
Supporting Fire
Repurposed
( R: Slow and Purposeful )
Unit: Long Tom Support Shas'ui, Points Per: 25, Models: 1-3 per Long Tom Broadside, Unit Type: Infantry, Jet Pack
WS-2, BS-3, S-4, T-3, W-1, I-2, A-2, Ld-8, Sv-3+.
Wargear:
Stealth Battlesuit
Pulse Carbine
Special Rules:
Supporting Fire
Reload
Long Tom Cannon:
A Long Tom Cannon is a heavily cut down Earthshaker Cannon - basically a short barrel and a breach, relying on the heavy systems of the Broadside to absorb the recoil.
It is a ranged weapon with the following profile:
Range 48", Str9, AP3, Ordnance Barrage 1, Large Blast, Gets Hot!, One Shot
Repurposed:
Broadsides were not meant to carry such weight, and cannot deploy very quickly with the crude weapons mounted to their frame.
Models with this rule have the Slow and Purposeful rule.
Reload:
The Broadsides cannot reload the Long Tom cannons on their own, relying on the support suits with them.
At the start of each Shooting Phase, for each empty Long Tom Cannon one or more Support Shas'ui can attempt to reload the Cannon.
Roll a D6, with +1 for each Support Shas'ui after the first helping to reload. If the result is 4 or more, the cannon is immediately reloaded and can be fired again this turn.
If the result is 3 or less, the reloading takes too long and the cannon cannot be fired again till the next turn.
If there are no Support Suits you cannot attempt to reload the Cannon.
Costing:
Spoiler:
Broadside - 65
-Rail Rifle -45
+Long Tom +30
+2 Pulse Rifles +5
+Slow and Purposeful +5
Veteran Sergeant Dramorian
Slot: Bought as upgrade for Sternguard Veterans
Points: 100
Background: Within the Death Angels decimated 1st Company, there is one Space Marine who stands out from his brothers. Veteran Sergeant Dramorian has commanded his squad of Sternguard Veterans for over two centuries with peerless skill and dedication. Personally, Dramorian has tested his skill at arms again nearly every creature the galaxy has thrown at him and has no been found wanting. His squad formed the lynchpin of Utopia's defensive line during the invasion of Hive Fleet Manticore, under his experience. Indeed, the only reason he is not a Captain is his passion of being a Sternguard.
Utopia's Finest:
Dramorian's squad of Sternguard Veterans are some of the best Space Marines in the Chapter, trained and honed by the sergeant himself.
Veteran Sergeant Dramorian's squad is scoring.
Battle Tactics:
A master of warfare, Dramorian can manoeuvre his squad to be at maximum effectiveness to fight any foe.
In the controlling player's shooting phase, before the squad does anything, decide which Battle Tactic Dramorian will use.
Rapid Approach: Dramorian's squad may run and shoot in the same phase. It must be done in this order. Heavy weapons count as having moved.
Shadows of Death: Dramorian and his squad immediately gain +2 to their cover save. This gives them 5+ cover in the open.
Defensive Fire: The unit may not shoot this turn. If Dramorian's squad is charged in the subsequent Assault Phase, all shots fired in Overwatch hit on a 5+. Template Weapons instead roll 1d6 for Wall of Fire.
I haven't decided on a Chapter Tactic, but I'm torn between Ultras and Imperial Fists.
Veteran Sergeant Dramorian
Slot: Bought as upgrade for Sternguard Veterans
Points: 100
Background: Within the Death Angels decimated 1st Company, there is one Space Marine who stands out from his brothers. Veteran Sergeant Dramorian has commanded his squad of Sternguard Veterans for over two centuries with peerless skill and dedication. Personally, Dramorian has tested his skill at arms again nearly every creature the galaxy has thrown at him and has no been found wanting. His squad formed the lynchpin of Utopia's defensive line during the invasion of Hive Fleet Manticore, under his experience. Indeed, the only reason he is not a Captain is his passion of being a Sternguard.
Utopia's Finest:
Dramorian's squad of Sternguard Veterans are some of the best Space Marines in the Chapter, trained and honed by the sergeant himself.
Veteran Sergeant Dramorian's squad is scoring.
Battle Tactics:
A master of warfare, Dramorian can manoeuvre his squad to be at maximum effectiveness to fight any foe.
In the controlling player's shooting phase, before the squad does anything, decide which Battle Tactic Dramorian will use.
Rapid Approach: Dramorian's squad may run and shoot in the same phase. It must be done in this order. Heavy weapons count as having moved.
Shadows of Death: Dramorian and his squad immediately gain +2 to their cover save. This gives them 5+ cover in the open.
Defensive Fire: The unit may not shoot this turn. If Dramorian's squad is charged in the subsequent Assault Phase, all shots fired in Overwatch hit on a 5+. Template Weapons instead roll 1d6 for Wall of Fire.
I haven't decided on a Chapter Tactic, but I'm torn between Ultras and Imperial Fists.
The burning pits of Hades, also known as Sweden in summer
I have another.
Kadeus, Havoc Lord of the Glacier Serpents
WS5 BS6 S4 T4 W3 I5 A3 LD10 Sv3+
Special rules: Champion of Chaos, Independent Character, Fearless, Relentless, Warpeye Scopes
Warpeye Scopes: All friendly Havoc models get +3" weapon range. All Havoc models in Kadeus' squad gain +6" weapon range instead.
Wargear: Onslaught, Daemonic Targeting Cogitator, Power Armour, Aura of Dark Glory, Power Axe, Bolt Pistol, Frag Grenades, Krak Grenades, Melta Bombs
Onslaught: This artifact heavy bolter has been techno-mutated beyond recognition and is loaded with malicious daemon-possessed shells.
Each shell is charged with Warp energies before it is fired, and the slower the weapon is fired the more energy is charged into each shell. Choose one of the following two profiles for Onslaught each time it fires:
Range 36" S5 AP4 Heavy 4, Rending
Range 36" S7 AP3 Heavy 2, Rending
Daemonic Targeting Cogitator: Any Havoc squad that Kadeus has joined re-roll rolls to hit when shooting Snap Shots, and re-roll to hit rolls of 1 when shooting normally.
I am not sure if he should be toned down, he was spawned out of the idea of an actual ranged Chaos Lord, something that we have not seen before to my knowledge (Not on the loyalist side either for that matter) He'll only pen a AV14 vehicle less than 1 out of 3 times he shoots at it even if he uses the S7 profile, so Rending did not seem too OTT, and he needs some firepower if he is to get his points back at range.
http://gyazo.com/72bbf16fdfcce9d29b544d6fa0006ae7 Here is the entire command structure of my Warband (Doubt it'll ever grow to that size though- it's just for fluff reasons!), and as it is I only think Kraxis, Karnus and Kadeus (KKK ) needed special rules. The others will probably do with converting counts-as models and using the normal Chaos Lord/Dark Apostle/etc entries.
This message was edited 3 times. Last update was at 2013/12/03 23:34:18
I should think of a new signature... In the meantime, have a
I have considered making General Griveous (the Tartakovsky version, of course) into a high initiative, kick-[butt] Necron, but I really don't want to rip off anything already existing, either. Decisions, decisions...
Carden Calade, Grand Master of the Officio Assassinorum 220 Points
WS 10 BS 10 S 4 T 4 W 4 I 9 A 6 LD 10 Sv 3+/5++
Wargear: Needle Pistol
Exitus prototype rifle An Exitus rifle that has been modified to fire in one of two different modes, the first of which can be found in Codex: Grey Knights, Page 53 The second is as follows;
Range: 24" S 7 AP 3 Assault 2 When fired in this way, you can not benefit from any form of special ammunition.
Terran Diplomacy Range: Melee S User AP 2 Poisoned (2+), Fleshbane, Rampage
Superior Synskin This armor confers a 5+ feel no pain
Special Rules: Move Though Cover, Fearless, Fleet
"You can't hurt air." Confers 3+ Invulnerable save
Master of Assassins You may take Callidus Assassins, Culexus Assassins, Eversor Assassins, and Vidicare Assassins as Heavy Support choices as well as Elites choices.
Assassin Cadre Carden Calade is accompanied by a unit of 5 Death Cult Assassins. See Codex: Grey Knights page 49 -You may exchange both Death Cult Assassin's power weapons for a Sniper Rifle - Free -You may upgrade up to two Death Cult Assassins to a: - Callidus Assassin - 65 Points - Culexis Assassin - 55 Points - Eversor Assassin - 50 Points - Vindicare Assassin - 65 Points - Both assassins upgraded this way must take the same upgrade.
Wary Eyes
Any friendly HQ choice included in your army (Any primary detachment, allies or inquisitorial detachment) are subject to the One Eye Open rule, as described in the 6th Edition Core Rulebook, page 112
Got nothing for lore yet. Check back later.
This message was edited 3 times. Last update was at 2013/12/04 18:55:34
Woot1259 wrote: Carden Calade, Grand Master of the Officio Assassinorum
220 Points
WS 10 BS 10 S 4 T 4 W 4 I 9 A 6 LD 10 Sv 2+/3++
Wargear: Needle Pistol
Exitus prototype rifle
An Exitus rifle that has been modified to fire in one of two different modes, the first of which can be found in Codex: Grey Knights, Page 53
The second is as follows;
Range: 24" S 7 AP 3 Assault 2
When fired in this way, you can not benefit from any form of special ammunition.
Terran Diplomacy
Range: Melee S User AP 2 Poisoned (2+), Fleshbane, Rampage
Superior Synskin
This armor confers a 2+ armor save
Special Rules: Move Though Cover, Fearless, Fleet
"You can't hurt air."
Confers 3+ Feel no Pain
Master of Assassins
You may take Callidus Assassins, Culexus Assassins, Eversor Assassins, and Vidicare Assassins as Heavy Support choices as well as Elites choices.
Assassin Cadre
Carden Calade is accompanied by a unit of 5 Death Cult Assassins. See Codex: Grey Knights page 49
-You may exchange both Death Cult Assassin's power weapons for a Sniper Rifle - Free
-You may upgrade up to two Death Cult Assassins to a:
- Callidus Assassin - 65 Points
- Culexis Assassin - 55 Points
- Eversor Assassin - 50 Points
- Vindicare Assassin - 65 Points
- Both assassins upgraded this way must take the same upgrade.
Wary Eyes
Any friendly HQ choice included in your army (Any primary detachment, allies or inquisitorial detachment) are subject to the One Eye Open rule, as described in the 6th Edition Core Rulebook, page 112
Got nothing for lore yet. Check back later.
Synskin is what confers FnP. It does not confer an armor save. At best he would have normal FnP and a 3++ save. Assassins don't have armor saves (and if they do, they're crap).
Woot1259 wrote: Carden Calade, Grand Master of the Officio Assassinorum 220 Points
WS 10 BS 10 S 4 T 4 W 4 I 9 A 6 LD 10 Sv 2+/3++
Wargear: Needle Pistol
Exitus prototype rifle An Exitus rifle that has been modified to fire in one of two different modes, the first of which can be found in Codex: Grey Knights, Page 53 The second is as follows;
Range: 24" S 7 AP 3 Assault 2 When fired in this way, you can not benefit from any form of special ammunition.
Terran Diplomacy Range: Melee S User AP 2 Poisoned (2+), Fleshbane, Rampage
Superior Synskin This armor confers a 5+ feel no pain
Special Rules: Move Though Cover, Fearless, Fleet
"You can't hurt air." Confers a 3+ invulnerable save
Master of Assassins You may take Callidus Assassins, Culexus Assassins, Eversor Assassins, and Vidicare Assassins as Heavy Support choices as well as Elites choices.
Assassin Cadre Carden Calade is accompanied by a unit of 5 Death Cult Assassins. See Codex: Grey Knights page 49 -You may exchange both Death Cult Assassin's power weapons for a Sniper Rifle - Free -You may upgrade up to two Death Cult Assassins to a: - Callidus Assassin - 65 Points - Culexis Assassin - 55 Points - Eversor Assassin - 50 Points - Vindicare Assassin - 65 Points - Both assassins upgraded this way must take the same upgrade.
Wary Eyes
Any friendly HQ choice included in your army (Any primary detachment, allies or inquisitorial detachment) are subject to the One Eye Open rule, as described in the 6th Edition Core Rulebook, page 112
Got nothing for lore yet. Check back later.
Synskin is what confers FnP. It does not confer an armor save. At best he would have normal FnP and a 3++ save. Assassins don't have armor saves (and if they do, they're crap).
What is the purpose of the alternate firing mode?
Fixed the synskin, and the alternate firing is for not snap firing with the heavy rule.
This message was edited 2 times. Last update was at 2013/12/04 07:27:50
1000-1500 Marines, not too massive considering how much warbands tend to vary in size?
Much bigger than notable warbands like Skulltakers and Blood Gorgons but I agree not gargantuan compared to the 50,000 strong one which followed Angron on his crusade of fire.
This message was edited 1 time. Last update was at 2013/12/04 08:16:37
Woot1259 wrote: Carden Calade, Grand Master of the Officio Assassinorum
....
Terran Diplomacy
Range: Melee S User AP 2 Poisoned (2+), Fleshbane, Rampage
....
Wary Eyes
Any friendly HQ choice included in your army (Any primary detachment, allies or inquisitorial detachment) are subject to the One Eye Open rule, as described in the 6th Edition Core Rulebook, page 112
.....
I just love that (1) his flesh-ripping melee weapon is named "Terran Diplomacy" (the Eldar and Tau would consider that highly appropriate) and (2) all his fellow commanders are a little worried he might be there to assassinate them.
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.
Woot1259 wrote: Carden Calade, Grand Master of the Officio Assassinorum
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Terran Diplomacy
Range: Melee S User AP 2 Poisoned (2+), Fleshbane, Rampage
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Wary Eyes
Any friendly HQ choice included in your army (Any primary detachment, allies or inquisitorial detachment) are subject to the One Eye Open rule, as described in the 6th Edition Core Rulebook, page 112
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I just love that (1) his flesh-ripping melee weapon is named "Terran Diplomacy" (the Eldar and Tau would consider that highly appropriate) and (2) all his fellow commanders are a little worried he might be there to assassinate them.
Well, you always gotta keep an eye on the assassin lord.
Also, I'm in the belief that assassins have a good sense of humor when they give their important weapons names.
Woot1259 wrote: Carden Calade, Grand Master of the Officio Assassinorum .... Terran Diplomacy Range: Melee S User AP 2 Poisoned (2+), Fleshbane, Rampage .... Wary Eyes
Any friendly HQ choice included in your army (Any primary detachment, allies or inquisitorial detachment) are subject to the One Eye Open rule, as described in the 6th Edition Core Rulebook, page 112 .....
I just love that (1) his flesh-ripping melee weapon is named "Terran Diplomacy" (the Eldar and Tau would consider that highly appropriate) and (2) all his fellow commanders are a little worried he might be there to assassinate them.
Well, you always gotta keep an eye on the assassin lord.
Also, I'm in the belief that assassins have a good sense of humor when they give their important weapons names.
Yes, I like some grim snark in my grim dark.
[shameless self-promotion]Hence the Sisters of Battle joke thread -- which finally degenerated to dick jokes on page seven but is still going -- and my Novice Ginevra stories -- though she'll never get written up as a special character in this thread because she's meant to be EverySister.[/shameless self-promotion]
This message was edited 1 time. Last update was at 2013/12/06 19:41:15
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.
A madboy nob, "leading" his deranged kin to war. Fond of eating opponents faces, only to regurgitate them later to have an "intelaktual" conversation with them.
Any slugga boy mob may be led by Squigor Madtoof, instead of a nob. The mob may not exchance their sluggas for shootas. But may buy other upgrades and options as normal.
Wargear
Mista sandman
bosspole
slugga
6+ inv save (luck of the madboy)
stikkbombs
Special rules
mobrule
waaagh
furious charge
character (unique)
ravin lunatik
gruesome feast
Last supper
Mista sandman
range- s+2 ap- strikedown
Ravin lunatik
No IC may join the mob except for weirdboyz and mad dok grotsnik. Furthermore, roll a d6 at the start of owning players turn, and apply the result to the mob. The effects lasts until the start of the owning players next turn.
1. Aargh, loose mobrule, waaagh and furious charge. All enemy units cause fear. Gain stealth
2. Slow and duh.. gain slow and purposeful, strike at ½initiative(roundup)
3. act as normal
4. Our gods can bash yoor puny gods. Gain adamantium will, weirdboy gain+1 mastery lvl 5. Smash em an bash em. Reroll to wound rolls of 1, and automatically rallies if broken.
6. Raaargh! gain fear, fearless and feel no pain 5+
Gruesome feast
At the start of each combat round, cause an automatic str hit on an enemy model in B2B.
If Madtoof causes one or more wounds, he counts as if having caused 1 extra wound towards combat resolution. Does not apply if under the effect of Aargh.
Last supper
If removed as a casualty in closecombat, Squigor Madtoof may make a gruesome feast attack against the enemy unit at the end on the closecombat, after combat resolution. Counts as charging.
I tried to steer away from USRs like rage, hatred and the like, and went for slightly lesser powers, that would come into effect more often
In his Death Throes, the Flayer corrupted hundreds of Dynasties with the Flayer Virus as a final curse for their "betrayal". Carried by the massive torrent of energy that poured from his necrodermis - thousands of shards encompassing the Star God's wrath exploded outwards with energies unimaginable. Tens of thousands of Necron ships were torn assunder from the impact and for each shard that found itself embedded within a still-sentient Necron engram, a seed took root. It would lie dormant, waiting for a moment of weakness or corruption in the "mind" for it to integrate itself and warp the mind. In time, the self-repair protocols governing their metal bodies would reflect the deteriorating mind, altering the shape of the Necron to resemble his fractured and broken sentience.
Arm'ralar was a Lychguard of great renown among the Necrontyr both before and after their biotransference. He was a skilled soldier, yes, but also a personal friend of his Phaeron-Lord. It was in the twilght of Llandu'gor's fall when Flayers still ran rampant without any measure of control by the remaining dynasties that the Vo'Tek dynasty came under sudden and brutal assault. At the climax of the battle, Arm'ralar would come to his Lord's defense a moment too late - his warscythe a hair's breadth from the fatal claw that embedded itself in, and through, his lord's form. Immediately, their bloodlust sated and battle won, the Flayed Ones dissolved from sight back to whatever lair they crawl from, and took the still-impaled Phaeron with them. His Engram and body gone, the Dynasty's tomb world torn apart from within by ravenous, bestial ghouls, he would never return. In that moment - between the trauma of becoming "free" of his Lord's commands for the first time in millenia, and of failing not only his charge but friend - Arm'ralar become victim to the Flayer Virus. In the centuries of deteriorating madness that followed, his body warped. Warscythe fused into vicious flensing claws erupting from each gauntlet, his body constantly twitching in desperate throes as he relived those moments of regret and desperation with his Lord's demise, he wandered for a time unknown.
When he returned, he was different. Sentient, but vicious. He raged, but out of shame rather than a hunger for flesh. He took it upon himself to repair his fractured tomb world and unite what few forces remained - and through his leadership, infused them with the same curse that gnawed at him still.
Wargear:
- Sempiternral Weave
-Ressurection Orb
-Phylactery
-Warscythe Talons (Ignores non-Invulnerable saves, Fleshbane rather than Armorbane)
Special Rules:
-Price of Failure: Arm'ralar's failure has resulted in a constant psychosis, willing to throw himself desperately into any threat immediately.
Unit has following USR: Furious Charge, Preferred Enemy: EVERYTHING, Rampage
-Remnants of Glory: In adopting his remaining Lychguard as leaders of the smoldering Vo'Tek Dynasty, his corruption quickly spread throughout their ranks. (When using Arm'ralar as Warlord, Lychguard automatically must take Warscythe Talon and increase their initiative to 4. Point cost is increased by "x".)
-Ghosts of an Old Empire: May Deepstrike/Infiltrate per "Flayed One" rules.
but I would say that you are looking at about 165, as that's the price of our other CC Named character. But he doesn't have a Phase Shifter/Res Orb/Phylactery
And the weapons + increased I must be worth about 5 points to the Lychguard.
Sorry I cant be of more help
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