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Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

You should probably bump the adverse effects of it, - 1 Initiative in exchange for +1 Str and +1 Toughness? Unfair trade. I would suggest you include a special rule such as slow and purposeful as well as the -1 to show it more fairly.

Also, how does the Storm Shield work with a two handed weapon? Doesn't it use up a hand?

You should also make the D3 attacks at Initiative 10 to be without any bonuses, that seems totally against the design of the character. You have a really slow, tanky guy, that gets to strike up to 3 blows before almost everything in the game? No, that seems unfair and against your own fluff, but if it is AP - then that indicates they are hitting the 'wall' which seems to work much better. Maybe then drop 15pts if you do all that.

 
   
Made in fi
Focused Fire Warrior




Helsinki

According to most fluff bionics give you a slight limp and some minor ticks making you loose that one important moment in close combat therefore the lower initiative, but not realy slowing you down enough to affect your movement speed. The terminator armour also makes him somewhat slower since it prevents him from doing sweeping advances. I don't want to give him SnP since it is confered to the unit, making him awsome in large units of devastators.

The storm shield merely prevents you from getting an additional attack but for clarity I can take away two-handed, since it does nothing.

He's not actually inflicting hits with the shield but with a long pike and with a marine quickness he should be able to inflict a hit or two before the enemy gets close enough to strike blows themselves, therefore the initiative step 10.

This message was edited 1 time. Last update was at 2014/05/04 17:28:54


My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

But then where does this guys weakness lie? The draw back with lower initiative is that you might not live to strike, but this draw back means nothing to a guy with toughness 5, 2+ save and 3+ invulnerable save. The normal weakness of being instant deathed is practically non-existent due to Str 10 being required AND the invul save.

As for slow and purposeful effecting Dev's, go for it. Because of deathwing assault you can't join them until second turn, you wanna waste an assault character their thats your mista...i mean choice

If this guy has *minor* augmetics i could understand only missing a single initiative, but this guy is tough enough to tank Dark Lance beams to the face without breaking sweat due to the enhanced durability. That is *Major* augmetics, and should be represented as such.

As for the Initiative 10 hits, your jumping between themes. Is this guy a brick wall, or a darting snake? Walls don't reach out and hit you, they let you hit them and hurt yourself. Ap - would represent them hitting a brick wall, Ap 2 represents him springing out to take a stab at you at the same speed as a FRIKKIN' AVATAR, pick your theme and stick to it.

 
   
Made in us
Regular Dakkanaut





 Dantioch wrote:
Initiative 4, instead of the usual 5 for chapter masters


You could go with Slow and Purposeful
   
Made in fi
Focused Fire Warrior




Helsinki

However it hardly requires that much speed to hunker down behind a shield, stick a long spear out in front of it and aim it at the enemy to make sure they run into it first, that it happens at Initiative step 10 is mostly to symbolise that it happens before the actual combat begins, same as with hammer of wrath and mandiblasters. I guess no one else is going to use this guy anyway so misusing SnP is probably nothing to worry about so I'll give it to him.

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Dantioch wrote:
Spoiler:
Here's my own chapter master for the angels of absolution

Chapter master Belisarius "the stonewall" of the angels of absolution

Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+

Unit type: infantry

Wargear:
Terminator armour
Storm shield
Iron halo

The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor

Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.

Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath

Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Costing:
Spoiler:
Dark Angels Company Master - 90
+1S +10
+1T +10
+1W +10
-1I +10
+1A +10
+Terminator Armour +40
+Storm Shield +15
+Spear of Absolution (+Power Sword +10, +1AP +10, +BotT +5) +25
+SnP +10
+GMotAoA +15
+HoW +10
+Indomitable Wall +20
275

Rather undercosted as is.
Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.

I think rather than the strangely worded wall thing, just make it:
"Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit"
Would keep it at about the same price though.

This message was edited 1 time. Last update was at 2014/05/04 21:38:07


   
Made in us
Regular Dakkanaut





 Ovion wrote:
 Dantioch wrote:
Spoiler:
Here's my own chapter master for the angels of absolution

Chapter master Belisarius "the stonewall" of the angels of absolution

Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+

Unit type: infantry

Wargear:
Terminator armour
Storm shield
Iron halo

The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor

Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.

Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath

Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Costing:
Spoiler:
Dark Angels Company Master - 90
+1S +10
+1T +10
+1W +10
-1I +10
+1A +10
+Terminator Armour +40
+Storm Shield +15
+Spear of Absolution (+Power Sword +10, +1AP +10, +BotT +5) +25
+SnP +10
+GMotAoA +15
+HoW +10
+Indomitable Wall +20
275

Rather undercosted as is.
Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.

I think rather than the strangely worded wall thing, just make it:
"Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit"
Would keep it at about the same price though.


Makes me want to revisit the idea that the Fallen are a coherent fighting force. The whole Base to base mechanic seems interesting for a knightly order oriented army.
   
Made in us
Liche Priest Hierophant






Well, as you've already changed the rules in the original post (not actually the best idea, since those get buried and people don't go back to look at them), I can only provide opinion based on speculation.


The idea for him and his unit is a 'blocker', right? Counterattack, I suppose, makes sense mechanically, but not fluff-wise.

Perhaps, instead of gaining counterattack and Hammer of Wrath, make the special rule a little different-

"Provided Belisarius/Imperael and the unit he's attached to did not move or charge in the preceding turn, when charged, each model in that unit with a Storm Shield may make a single attack one initiative step before any of the charging enemy models. When taking advantage of this rule, the Unit loses Overwatch."


You'd have to clarify the wording, I think, to show that it's not an additional attack, but one that comes out of their Attacks profile, but I think this would show the 'Enemy running into their weapon' better than a counter-hammer-of-wrath- It's less "We attack you back harder" and more "You're taking a big risk to charge us".

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in fi
Focused Fire Warrior




Helsinki

 Ovion wrote:
 Dantioch wrote:
Spoiler:
Here's my own chapter master for the angels of absolution

Chapter master Belisarius "the stonewall" of the angels of absolution

Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+

Unit type: infantry

Wargear:
Terminator armour
Storm shield
Iron halo

The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor

Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.

Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath

Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Costing:
Spoiler:
Dark Angels Company Master - 90
+1S +10
+1T +10
+1W +10
-1I +10
+1A +10
+Terminator Armour +40
+Storm Shield +15
+Spear of Absolution (+Power Sword +10, +1AP +10, +BotT +5) +25
+SnP +10
+GMotAoA +15
+HoW +10
+Indomitable Wall +20
275

Rather undercosted as is.
Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.

I think rather than the strangely worded wall thing, just make it:
"Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit"
Would keep it at about the same price though.


I kind of like the hammer of wrath when charged mechanic, in all likelyhood it wouldn't do that much but it would look awsome, something that I was striving for. Concerning the points by buying the terminator armour I already get a power weapon so I shouldn't probably have to pay for that a second time, I also lose the storm bolter that comes with the armour. BotT does nothing except when trying to crack open chaos rhinos in close combat and is merely there for fluff reasons and SnP is a disadvantage right? since that's why I included it so shouldn't it shave points of the guy rather than increasing his cost? Also you have added 10 points for lowering the initiative of the guy instead of taking them away.

This message was edited 1 time. Last update was at 2014/05/05 04:48:15


My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Not for him it isn't. He has nothing to fire overwatch with so loses nothing there. He also gets major bonuses if he doesn't run, but with Slow and Purposeful he can't run meaning he gets the bonuses all the time. So he, personally, doesn't suffer any drawbacks from Slow and Purposeful. But he does gain extra options depending on who he joins, such as move and fire devastators who don't lose much from not being able to overwatch as they realistically shouldn't be getting assaulted.
   
Made in fi
Focused Fire Warrior




Helsinki

That's why I didn't include it at first, so that he couldn't be placed in devastator units for all kinds of shenanigans, how about just adding to the extensive bionics rule that he can't run, since the penslty is confered to the unit but it doesn't hand out the bonuses of SnP to other units?

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Dantioch wrote:
 Ovion wrote:
 Dantioch wrote:
Spoiler:
Here's my own chapter master for the angels of absolution

Chapter master Belisarius "the stonewall" of the angels of absolution

Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+

Unit type: infantry

Wargear:
Terminator armour
Storm shield
Iron halo

The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor

Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.

Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath

Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Costing:
Spoiler:
Dark Angels Company Master - 90
+1S +10
+1T +10
+1W +10
-1I +10
+1A +10
+Terminator Armour +40
+Storm Shield +15
+Spear of Absolution (+Power Sword +10, +1AP +10, +BotT +5) +25
+SnP +10
+GMotAoA +15
+HoW +10
+Indomitable Wall +20
275

Rather undercosted as is.
Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.

I think rather than the strangely worded wall thing, just make it:
"Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit"
Would keep it at about the same price though.
I kind of like the hammer of wrath when charged mechanic, in all likelyhood it wouldn't do that much but it would look awsome, something that I was striving for. Concerning the points by buying the terminator armour I already get a power weapon so I shouldn't probably have to pay for that a second time, I also lose the storm bolter that comes with the armour. BotT does nothing except when trying to crack open chaos rhinos in close combat and is merely there for fluff reasons and SnP is a disadvantage right? since that's why I included it so shouldn't it shave points of the guy rather than increasing his cost? Also you have added 10 points for lowering the initiative of the guy instead of taking them away.
You're quite right on the points points, this is what I get for doing this stuff so late at night.

Recosted:
Spoiler:
Dark Angels Company Master - 90
+1S +10
+1T +10
+1W +10
-1I -10
+1A +10
+Terminator Armour +40
+Storm Shield +15
+Spear of Absolution (+Power Sword +10, +1AP +10, +BotT +5) +25
+SnP +5
+GMotAoA +15
+HoW +10
+Indomitable Wall +20
Total: 250
So just somewhat undercosted

So there you go, you save 25pts.

As for the Storm Shield and Special Power Weapon - they are replacing existing gear (in this case the Power Weapon and Storm Bolter), and have been discounted accordingly.
Plus AP2 weapons that strike at I with no drawbacks tend to be pretty pricey

BotT is still there, so you still have to pay for it. It's +1AP against a codex(es?), so you pay half price for the bonus.

Slow and Purposeful is.. a tricky one to be honest. I've place it at +5 - and you should keep the rule for fluffs sake, but if trying to create something other people would use / be happy to face, it pays to cost everything, even overprice it a little (homebrew tax) to make it look better in the eyes of a casual opponent.

This message was edited 1 time. Last update was at 2014/05/05 09:56:44


   
Made in fi
Focused Fire Warrior




Helsinki

Thanks for the help and the good point, the storm shield however doesn't replace anything, it is taken in addition to all your other gear. And on a second tought 40 points for what is essentially a S5 AP2 weapon at initative is still pretty good.
But anyway here's the final version:

Chapter master Belisarius "the stonewall" of the angels of absolution

Points 245
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+

Unit type: infantry

Wargear:
Terminator armour
Storm shield
Iron halo

The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor

Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility therefore preventing him and his unit from running.

Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath

Indomitable wall; Belisarius and his unit gets the counter-attack special rule but cannot fire overwatch, in addition, if the Leadership test for counter-attack is passed any model equipped with a storm shield may inflict one automatic hit at initiative step 10 on the charging unit at the model's base strenght and with AP- just like a hammer of wrath attack.

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Dark Angels price things wierd.

But that's fine, looks a lot cleaner now.
There's also plain-text templates created specially for the forum in my signature if you want to tidy it up even more

   
Made in gb
Pile of Necron Spare Parts





Knerakh the Immortal (Necron Lord)

In a history spanning 60 million years, Knerakh has only been defeated once, by a C'tan that he personally shattered. He did not sleep alongside the other Necrons during the Great Sleep, but instead travelled the galaxy, slaying the champions of lesser races to prove that only the Necrons have the right to complete galactic dominance. The key to his success is the Orb of Immortality, a special Resurrection Orb that puts even a Ghost Ark's reparative abilities to shame. This, coupled with his own martial prowess, makes him a nigh-invincible killing machine that can only be felled by the most destructive beings in the galaxy.

Points cost: 140

WS:5
BS:4
S:5
T:5
W:2
I:2
A:3
Ld:10
Sv:2+ 5++

War gear: Warscythe, Particle Caster, Orb of Immortality, Sempiternal Weave

Special rules: Ever-Living, Reanimation Protocols

Orb of Immortality: This revered and powerful Orb functions much like a Resurrection Orb, but is much more than that.

In addition to following the rules for resurrection orbs, the bearer if the Orb gets to re-roll his failed Reanimation Protocols rolls and gains a 5+ invul save and the It Will Not Die special rule.
   
Made in gb
Ichor-Dripping Talos Monstrosity






Volo Dynasty wrote:
Spoiler:
Knerakh the Immortal (Necron Lord)

In a history spanning 60 million years, Knerakh has only been defeated once, by a C'tan that he personally shattered. He did not sleep alongside the other Necrons during the Great Sleep, but instead travelled the galaxy, slaying the champions of lesser races to prove that only the Necrons have the right to complete galactic dominance. The key to his success is the Orb of Immortality, a special Resurrection Orb that puts even a Ghost Ark's reparative abilities to shame. This, coupled with his own martial prowess, makes him a nigh-invincible killing machine that can only be felled by the most destructive beings in the galaxy.

Points cost: 140

WS:5
BS:4
S:5
T:5
W:2
I:2
A:3
Ld:10
Sv:2+ 5++

War gear: Warscythe, Particle Caster, Orb of Immortality, Sempiternal Weave

Special rules: Ever-Living, Reanimation Protocols

Orb of Immortality: This revered and powerful Orb functions much like a Resurrection Orb, but is much more than that.

In addition to following the rules for resurrection orbs, the bearer if the Orb gets to re-roll his failed Reanimation Protocols rolls and gains a 5+ invul save and the It Will Not Die special rule.
Is this not an Overlord?
Should it not have 3 Wounds?
If he's meant to be this galaxy spanning killer with millions of years of experience, I'd be happy with it being I3.

That said.

A regular Necron Overlord with Warscythe, Sempiternal Weave and Res Orb is 145 base, let alone the extras.
Cheaper than default gear is a BIG no no, especially with the extras you have on top.
You just don't do it.
Overcosting is fine, NEVER undercost.

costing at W3, because it really should be
Costing:
Spoiler:
Necron Overlord - 90
+1WS +10
+Warscythe +10
+Particle Caster +5
+Sempiternal Weave +15
+Res Orb +30
+Re-rolls +10
+5+ Invun +10
+IWND +10
Total: 190pts

35% more than your cost, and your base cost is lower than the character with unmodified gear, without the particle caster, stat boosts, invun save or extra rules.

If you insist on it being W2 for whatever reason, then it can be 180.
However, I think you should make it W3, I3, and 200pts.

This message was edited 1 time. Last update was at 2014/05/06 18:33:43


   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

Character for Space Marines amd AM:
Slashu/Commander Death
A martyr shrouded in history, Death is known to most as a saint upon the battlefield for wherever he strides, death and ruin surely follow in its wake. He is an ancient enemy that has seen hundreds of years of bloodshed, but yet in the Imperiums darkest hour this sentinel of darkness appears from nowhere to slaughter the enemy with fire and darkness, wielding the enemies own powers against them.
Encased within a shell of the rarest metals infused into one, he moves with precisiom and makes death an artform. He is both feared and admired, a silent hero.
But any who get too close hear the monster for what it is, a howling maelstrom of voices constantly attacking the air around him. Some say he is cursed with the warp and others say it is the innocent men he has killed.

Commander Death: 230 points
Type: Unique Character, Elite

stats:
WS5 BS4 S6 T6 I2 A5 W3 Ld10 Sv3+ HP:3

Wargear:
Weapons of Death: Fir each turn, roll a D3: 1-Normal Power Weapon, 2-has the rending rule, 3-has Instant Death rule.
Starmetal armour: Grants a 3+ save but when within 3" of any terrain or vehicle take a leadership test. If passed you gain a 2+ save.

Special Rules:
Fearless, Counter attack, independant character
Commander Death: Choose ONE of these three powers:
Machine: instead of an attack in the assault phase, he can attempt to absorb a vehicle. If attempting, any penetrating hit will result in the vehicle being absorbed, remove the unit as a casualty and the model gains an extra Hull Point. Also note Death counts as a Walker Vehicle with this profile
BS4 AV F12 S10 R12 HP3.

Man: Commander Death has that profile but also can choose up to 2 weapons from the Space Marines Assault or Specialist or Heavy weapons list, ir from the Astra Militarum weapons list. Any unit within 18" of him are counted as being Relentless and can re-roll all failed leadership checks.

Monster: Commander Death has the terror special rule. He is counted as a momsterous creature.
Additionally, at the start of the game roll a D6 for a power:
1-Blood Roar: All enemy units take a leadership check within 12" of him with a -2 penalty and if they fail they attack each other, resolve the casualties as if they were attacking an enemy but remove all casualties from their unit.
2- Ripping strike: the unit targeted on the charge gain Str6 AP3 rending hits and are counted as Relentless until the next phase.
3-Bolts of Fury: 12" range. All units count as having a twin-linked plasma cannon shot into them.
4-Throw back: Roll 2D6 and move him forwards that far. Any unit caught in the way suffers S5 AP5 hits with no armour saves allowed.
5-Sonic Boom: All units caught under the the large blast template suffer s8 rending hits with no armour saves allowed. Death cannot charge or assault that turn.
6-Deaths might: All close combat assaults count as single stomps

Deaths Calling: each turn roll a D6; on a 1 Death cannot do anything.
If Death is killed or wrecked, the unit is removed, and replaced with Slashu. Slashu has the following profile:
WS6 BS0 S6 T6 I0 A5 W2 LD10 Sv 6+
Wargear: claws: count as two twin linked power claws
special rules: Fearless, terror, counter attack. If chosen calling is Monster, than he retains the power given.

Loner: he can join no unit.

Warp-caller: Once a game he can call the warp instead of moving. Count as Deep Striking except he can attack. If he rolls a mis-hap all units within 6" of him suffer Strength 6 AP1 hits.

Upgrades:
If he is a monster, he can have 2 powers: 30 points
Can have a unit to become his Deadmen that he can be attached to:

First Sons: 90 points
Unit type: infantry 5 man

Stats:
WS4 BS4 S4 T4 I3 W1 A3 Ld10 Sv3+
The squad has to choose the same doctrine as Commander Death.
wargear:
Power armour
Power Weapons x5
Hot Shot Lasgunsx5
special rules:
Fearless, Relentless
Deaths Calling: If Commander Death falls the Deadmen are forced to kill the Slashu model, make an automatically make a combat against Slashu.

Upgrades:
can upgrade to a bolt pistol or bolter for 2 points each
can upgrade to a storm bolter for 5 points each
can takeup to 5 any specialist weapons or melee weapons from both codex's.
can have up to 20 Deadmen for 18 points each.
May upgrade to Terminator armour, storm bolter and power fist for 30 points each.

This message was edited 1 time. Last update was at 2014/05/13 16:18:11


"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
Made in gb
Ichor-Dripping Talos Monstrosity






 baxter123 wrote:
Spoiler:
Character for Space Marines amd AM:
Slashu/Commander Death
A martyr shrouded in history, Death is known to most as a saint upon the battlefield for wherever he strides, death and ruin surely follow in its wake. He is an ancient enemy that has seen hundreds of years of bloodshed, but yet in the Imperiums darkest hour this sentinel of darkness appears from nowhere to slaughter the enemy with fire and darkness, wielding the enemies own powers against them.
Encased within a shell of the rarest metals infused into one, he moves with precisiom and makes death an artform. He is both feared and admired, a silent hero.
But any who get too close hear the monster for what it is, a howling maelstrom of voices constantly attacking the air around him. Some say he is cursed with the warp and others say it is the innocent men he has killed.

Commander Death: 230 points
Type: Unique Character, Elite

stats:
WS5 BS4 S6 T6 I2 A5 W3 Ld10 Sv3+ HP:3

Wargear:
Weapons of Death: Fir each turn, roll a D3: 1-Normal Power Weapon, 2-has the rending rule, 3-has Instant Death rule.
Starmetal armour: Grants a 3+ save but when within 3" of any terrain or vehicle take a leadership test. If passed you gain a 2+ save.

Special Rules:
Fearless, Counter attack, independant character
Commander Death: Choose ONE of these three powers:
Machine: instead of an attack in the assault phase, he can attempt to absorb a vehicle. If attempting, any penetrating hit will result in the vehicle being absorbed, remove the unit as a casualty and the model gains an extra Hull Point. Also note Death counts as a Walker Vehicle with this profile
BS4 AV F12 S10 R12 HP3.

Man: Commander Death has that profile but also can choose up to 2 weapons from the Space Marines Assault or Specialist or Heavy weapons list, ir from the Astra Militarum weapons list. Any unit within 18" of him are counted as being Relentless and can re-roll all failed leadership checks.

Monster: Commander Death has the terror special rule. He is counted as a momsterous creature.
Additionally, at the start of the game roll a D6 for a power:
1-Blood Roar: All enemy units take a leadership check within 12" of him with a -2 penalty and if they fail they attack each other, resolve the casualties as if they were attacking an enemy but remove all casualties from their unit.
2- Ripping strike: the unit targeted on the charge gain Str6 AP3 rending hits and are counted as Relentless until the next phase.
3-Bolts of Fury: 12" range. All units count as having a twin-linked plasma cannon shot into them.
4-Throw back: Roll 2D6 and move him forwards that far. Any unit caught in the way suffers S5 AP5 hits with no armour saves allowed.
5-Sonic Boom: All units caught under the the large blast template suffer s8 rending hits with no armour saves allowed. Death cannot charge or assault that turn.
6-Deaths might: All close combat assaults count as single stomps

Deaths Calling: each turn roll a D6; on a 1 Death cannot do anything.
If Death is killed or wrecked, the unit is removed, and replaced with Slashu. Slashu has the following profile:
WS6 BS0 S6 T6 I0 A5 W2 LD10 Sv 6+
Wargear: claws: count as two twin linked power claws
special rules: Fearless, terror, counter attack. If chosen calling is Monster, than he retains the power given.

Loner: he can join no unit.

Warp-caller: Once a game he can call the warp instead of moving. Count as Deep Striking except he can attack. If he rolls a mis-hap all units within 6" of him suffer Strength 6 AP1 hits.

Upgrades:
If he is a monster, he can have 2 powers: 30 points
Can have a unit to become his Deadmen that he can be attached to:

First Sons: 90 points
Unit type: infantry 5 man

Stats:
WS4 BS4 S4 T4 I3 W1 A3 Ld10 Sv3+
The squad has to choose the same doctrine as Commander Death.
wargear:
Power armour
Power Weapons x5
Hot Shot Lasgunsx5
special rules:
Fearless, Relentless
Deaths Calling: If Commander Death falls the Deadmen are forced to kill the Slashu model, make an automatically make a combat against Slashu.

Upgrades:
can upgrade to a bolt pistol or bolter for 2 points each
can upgrade to a storm bolter for 5 points each
can takeup to 5 any specialist weapons or melee weapons from both codex's.
can have up to 20 Deadmen for 18 points each.
May upgrade to Terminator armour, storm bolter and power fist for 30 points each.
The rules are incredibly overcomplicated and confusing.
As well as generally being very undercosted I think.

It's basically 3 very different units.
The wargear conflicts between the 3 types aswell.
And his basic statline is a mess (HP3, W3?)

Lot of things are really badly worded - For example, when does Blood Roar happen? how do you use it?
How the hell does Ripping Strike work?
Infact basically all the Monster powers.

But, I will endevour to cost it as best I can.
Base:
Spoiler:
SM Captain: 90
-1WS -10
-1BS -10
+2S +20
+2T +20
-3I -30
+Power Weapon +15
+temp bonuses +10
+Armour thing +10
-Iron Halo -15
+Fearless +10
+Counter Attack +10
+Loner -5
+Warp Caller +40
+Deaths Calling (+Revive +25, +Terror +10, +1WS +10, +2 TL Power Claws +25) +60
Total: 225

Machine:
Spoiler:
Dread: 100
+1 WS +10
-2I -20
+3A +30
-MM -10
-PF -25
+Power Weapon +15
+temp bonuses +10
+Armour thing +10
-Iron Halo -15
+Fearless +10
+Counter Attack +10
+IC +15
+Loner -5
+Warp Caller +40
+Deaths Calling (+Revive +25, +Terror +10, +1WS +10, +2 TL Power Claws +25) +60
-Base -225
+Absorb +60
Total: +70

Man:
Spoiler:
+Relentless Bubble +30
+Reroll Ld Test Bubble +20
Total: +50

Monster:
Spoiler:
+MC +50
+Terror +10
+D6 Power (+BR +50, +RS +50, +BoF +50, +TB +50, +SB +50, +DM +50 /6) +50
Total: +110
+1 Power should be +50

Retinue:
First Sons
Spoiler:
Space Marine Tactical Squad - 70
-1I -10
+Power Weapon +15
+Fearless +10
+Relentless +10
+Deaths Calling???
Total: 95pts, +19pts per.
Options:
Boltgun / Boltpistol, fine
Storm Bolter, fine
Specialist weapons.. fine
Termi Armour upgrade should be +31 per (Terminator 40, +Fearless +10, -19, total +31)

So ultimately, you're looking at:
Base unit 225
Machine +70 (295)
Man +50 (275)
Monster +110 (335), Take second Power +50

Retinue:
First Sons 95pts base, +19pts per, +31pts for Termi Upgrade.

So much is poorly written and confusing, a lot needs clarification, especially how certain powers work.
It'll possibly be worth more, I doubt it'll be worth less.

   
Made in us
Regular Dakkanaut





Chapter Master Marx Corin: 315 Points

WS- 6 BS-4 S-4 T-5 W-5 I-3 A-3 LD-10 Sv-2+ 3++

Wargear: The Shining Brand, The Burnished Plate, Master Crafted Mauler Bolt Cannon, Bionics, Cyber Familiar
Unique Wargear:
The Shining Brand: Str - 2x Ap - 2 Blind, Concussive, Strikedown, Unwieldy, Master Crafted
The Burnished Plate: 2+ Armor Save, 4+ Invulnerable Save, Eternal Warrior, Slow and Purposeful

Special Rules: ATSKNF, Chapter Tactics (Artifice Knights), Feel no Pain (5+), Slow and Purposeful, Bulky
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Clefty wrote:
Chapter Master Marx Corin: 315 Points

WS- 6 BS-4 S-4 T-5 W-5 I-3 A-3 LD-10 Sv-2+ 3++

Wargear: The Shining Brand, The Burnished Plate, Master Crafted Mauler Bolt Cannon, Bionics, Cyber Familiar
Unique Wargear:
The Shining Brand: Str - 2x Ap - 2 Blind, Concussive, Strikedown, Unwieldy, Master Crafted
The Burnished Plate: 2+ Armor Save, 4+ Invulnerable Save, Eternal Warrior, Slow and Purposeful

Special Rules: ATSKNF, Chapter Tactics (Artifice Knights), Feel no Pain (5+), Slow and Purposeful, Bulky
Might even not be undercosted...
Lets see: Costing:
Spoiler:
Chapter Master - 130
-1 BS -10
+1T +10
+1W +10
-1A -10
+Artificer Armour +20
3+* +20
+TSB (+Thunder Hammer +30, +Blind +10, +Strikedown +10, + Mastercrafted +10) +60
+TBP (2+/3+* - see above, +EW +35, +SnP +5) +40
+FnP +10
+Bionics +10
+Cyber Familier +10
+Mauler Bolt Cannon +20
+MC +10
Total: 330

Also why -1 stats that didn't really need it?
Mauler, Bionics and Cyber Familiar are Horus Heresy, and so need to be included in the unit entry.

   
Made in us
Regular Dakkanaut





 Ovion wrote:
 Clefty wrote:
Chapter Master Marx Corin: 315 Points

WS- 6 BS-4 S-4 T-5 W-5 I-3 A-3 LD-10 Sv-2+ 3++

Wargear: The Shining Brand, The Burnished Plate, Master Crafted Mauler Bolt Cannon, Bionics, Cyber Familiar
Unique Wargear:
The Shining Brand: Str - 2x Ap - 2 Blind, Concussive, Strikedown, Unwieldy, Master Crafted
The Burnished Plate: 2+ Armor Save, 4+ Invulnerable Save, Eternal Warrior, Slow and Purposeful

Special Rules: ATSKNF, Chapter Tactics (Artifice Knights), Feel no Pain (5+), Slow and Purposeful, Bulky
Might even not be undercosted...
Lets see: Costing:
Spoiler:
Chapter Master - 130
-1 BS -10
+1T +10
+1W +10
-1A -10
+Artificer Armour +20
3+* +20
+TSB (+Thunder Hammer +30, +Blind +10, +Strikedown +10, + Mastercrafted +10) +60
+TBP (2+/3+* - see above, +EW +35, +SnP +5) +40
+FnP +10
+Bionics +10
+Cyber Familier +10
+Mauler Bolt Cannon +20
+MC +10
Total: 330

Also why -1 stats that didn't really need it?
Mauler, Bionics and Cyber Familiar are Horus Heresy, and so need to be included in the unit entry.


The debuffed initiative and attacks are to represent extreme bionic/techpriest level enhancements. They also play into the overall Mechanicus theme vs having the normal attacks and initiative.

He is equipped with unique Cataphracti Pattern Terminator armor (25 Points base)

Spoiler:
Chapter Master - 130
-1 BS -10
+1T +10
+1W +10
-1A -10
+Catapracti Terminator Armor +25
+TSB (+Thunder Hammer +30, +Blind +10, +Strikedown +10, + Mastercrafted +10) +60
+TBP (2+/3+* - see above, +EW +35, +SnP +5) +40
+FnP +10
+Bionics +10
+Cyber Familiar +10
+Mauler Bolt Cannon +20
+MC +10
Total: 315

Thats my costing, the Cyber Familiar is what makes the 4+* a 3+*

This message was edited 1 time. Last update was at 2014/05/17 00:00:01


 
   
Made in za
Fixture of Dakka




Temple Prime

Re-doing an oldie.

Bringing him down from Lord of War level to just very high end beat-stick level. I'm also designing the Slaugth to be rather Vampire Countish in role and to some extent; their feel. As opposed to the Necron's tomb king gig.

Scion of Kay-yuss Atushkar, Lord of Atrocity.

350 points

Type: Infantry

WS8 BS5 S5 T5(6) W5, I5(6) A5 Ld10 Sv 3+ 4++ FNP

Wargear: Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex
Spoiler:


Atropus, a name for mighty two handed double scythes of powerful Slaugth artifice made from unknown materials that seem to drink in the light while evilly glowing with dark power. The scythe is incredibly virulent, corroding flesh and metal with equal ease and can be swung with surprising and deadly grace and fluidity despite it's ability to slice through nearly all forms of matter. The Lord of Atrocity wields this weapon with incredible grace and fluidity, It strikes with the following profile: S(User+1), AP1, Armorbane, Rot blade; On a roll of a six to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot, and thanks to it's second blade, due to it's second blade it is counted as two CCWs in assault. During the shooting phase it can fire as the following.

S5 AP4 Assault 4, twinlinked, rending 24 inches.

Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, granting him greater speed and a dreadful resilience, increasing his toughness and initiative by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.

Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the shrouded and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.


Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Fleet of foot, Worm that walks, It will not die, Great commander, Counter attack, Fearless.
Spoiler:


Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to his swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Great commander: Kay-yuss has been commanding the vat grown, genetically altered, or recruited armies of the Slaugth for so long that he has become a master of bringing in soldiers from the most unexpected of places. He may bring in d3 units with the scouts rule and redeploy d3 units after deployment is completed. He may always attempt to seize the initiative on a 4+ except against Necrons, where he may not attempt to seize the initiative at all.

Master of the Hand: Kay-yuss' bodies are accompanied by a fearsome set of guards known as the Hand of Silence who ensure that only the most important and worthy of foes can reach their master. Taking Kay-Yuss allows the taking of one hand of silence unit that does not take up a FoC slot.



Fluff
Spoiler:
Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years and even claims to have been fully awake and present during the fall of the Eldar and the Great Crusade. Though little is known about his early history, what is known is that the creature exists in many bodies as is the case of many Slaugth, bound by unknown means, though the Adeptus Mechanicus has theorized that this connection is the product of natural quantum entanglement. This has given Kay-Yuss the ability to act in many places at once and escape even certain death, though it is believed that the bodies most commonly encountered are lesser reflections of it's whole.

Kay-Yuss like most of the Slaugth; makes his home in the farthest reaches of the galaxy, operating in the sectors of the Inciphis Region such as the Calixis and Supremor sectors, and is believed to have bases of operation in the trailing Halo stars and perhaps even the nearby dwarf galaxies that orbit the Milky Way, though critics of the latter theory point out that the Tyranids have likely swept the Galaxy's orbiters clean of all life. A hated terror of the region, Kay-Yuss has made his moves much bolder and more prominent as the years roll on, joining in an explosion of Slaugth activity that many classify as an all out invasion by the vile Xenos as they join in a parade of aliens who are ruthlessly exploiting the increasing weakness of the two great houses of man as the thirteenth black crusade sputters into a meatgrinding stalemate.

The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs, machines, corpses given new animus in a parody of life, or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match. All this to better his station as a harvester of food to feed the Slaugth's hunger, and a conqueror to satiate their egos.

Furthermore; Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds, and his unease around the Necrons, who offer the maggot-men no flesh to feast on and may have ties to their origin.

Imperial reports of worlds assaulted by the Atushkar Conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and machines and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more Slaugth while the others are reduced to chattel to feed the insatiable hunger for flesh of the Slaugth.

Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle, having no fear of oblivion thanks to his many bodies. When he has vanquished a worthy foe, he swiftly eats of their flesh if there is time, earning him an odd respect from the Kroot. The lack of warp presence shared by all Slaugth allows him to safely eat of the Champions of Chaos, while his body seems capable of safely devouring the poisonous flesh of the Tyranids. When he has stripped his foe of all he deems edible, he takes from them something to remember his victory by. Foes who surrender can instead expect a lifetime of enthrallment.

This message was edited 4 times. Last update was at 2014/05/19 19:42:52


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Apply spoilers, set apart BG and unit text. xD

   
Made in us
Regular Dakkanaut





 Ovion wrote:
Apply spoilers, set apart BG and unit text. xD


Was my pricing correct Ovion?
   
Made in gb
Ichor-Dripping Talos Monstrosity






Don't know.
Tired, far too hot, and wall of text made my eyes going funny. xD

I'll give it a look in a bit.
But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own.
I get the feeling the statline and other rules are worth more than 90-120pts.

This message was edited 1 time. Last update was at 2014/05/19 13:46:47


   
Made in us
Regular Dakkanaut





 Ovion wrote:
Don't know.
Tired, far too hot, and wall of text made my eyes going funny. xD

I'll give it a look in a bit.
But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own.
I get the feeling the statline and other rules are worth more than 90-120pts.


I only mention it because the difference between artificer armor with a 3+* save and Cataphracti Terminator Armor is 15 points.
   
Made in za
Fixture of Dakka




Temple Prime

Scion of Dem'Orcus Gor'zzt, Duke of the skies

Type: Jump/Jetpack infantry

Cost: ???

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 6 A: 5 LD: 10 Sv: 3+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, The touch of death, wings of the dead, assault and defensive grenades.

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d3+1 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play and grants your opponent the appropriate kill and victory points, as if they had removed him. On a roll of one six, it may reroll one missed hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. It otherwise counts as a power maul.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the shrouded and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, Assault, Flesh bane, shred.

Wings of the dead: A potent flight pack of his own design to supplement Dem'Orcus' vast, disgusting wings so that he can maneuver with more speed and grace than would be allowed by his grafted, armoured and sickening appendages; much of the actual lift is created by special thrusters and anti-gravity units that propel him forward with such grace that he can even go in pursuit of aircraft in a limited capacity, allowing him to count as jump infantry and jetpack infantry with a rerollable thrust move. He may also elect to assault fliers, hitting only on sixes, and has 1d3+1 hammer of wrath attacks when he jumps into assault..

Special rules: Worm that walks, it will not die, hit and run, Sky-lord, Duke of the air, move through cover, fleet, crusader, fear, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to his swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Sky-lord: Dem'Orcus leads vast flights of flying warriors into battle, including both conventional mechanical fliers, jump-pack equipped mercenaries, winged bio-constructs, and the Seekers; deadly Slaugth airborne warriors who sail through the skies like the most horrific of beasts. He makes Seekers scoring and Skirrs troops.

Duke of the air: Dem'Orcus' mastery and deep understanding of the tactics involved in aerial warfare allow him to more accurately time his deployments of aerial assets, while his own fliers are more skilled than usual due to his intensive modifications to allow fliers to make more dangerous and intensive evasive maneuvers than usual. He can modify reserve rolls by plus or minus one Fliers get a +1 to evasion jink rolls.

Fluff:

Spoiler:
Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'Orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of skyborne units to blacken the skies of his enemies and his perhaps rocky relationship with Kay-uss. Most distinctive for his set of wings and preference to remain in the air, Dem'Orcus is a powerful threat to the Inciphis region as the Slaugth incursions into the galaxy continue to intensify, and woe betide those who would seek to contest him for command of the skies.

He has long launched raids into both Imperial, Chaos, and Xeno space to satiate his hunger, expand his dominion, and acquire more curiosities to satiate his thirst for knowledge. A truly antedeluvian being, Dem'Orcus regards even the Veterans of the Long War and the eldest of the Eldar as but youngsters. Like his master and other members of Slaugth "nobility", Dem'Orcus is one being with many bodies of varying size and power, allowing the creature to act without fear of death or destruction. His spawnline is a powerful and long one, with a vast number of "offspring" Slaugth who serve under him as a child would their father.

Though some whisper of Dem'Orcus' desire for Kay-yuss' position, perhaps his true desire could be best surmised as his love of flight. He obsessively studies aerodynamics, and always loves to inter flying machines or creatures of other factions to see what makes them tick and see how they approach the problems of flight. With the proper dimensional anchors, even Daemons can be forced to remain in the materium to be studied, though he is aware that the lack of anything more than superficial organic properties makes Daemons a poor comparison point for his research into studying the subtleties of flight mechanics.

In battle, Dem'Orcus maneuvers through the skies with the grace of an angel of death, striking as he wills against those who earn his ire, sweeping aside the chaff of an enemy army with ease while crushing even the hardiest of foes given enough time. The armies of the Slaugth follow him in his wake, and his deadly seekers follow him into the air; hunting down all those who avoid the ground armies below.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Snap, Crackle an Pop
Spoiler:


Codex: Orks

The three insignificant grots quickly rose to power when the oddsboyz Squigeye da slava and bigmek bolt-toof designed and built the 3 clanka suits out of various enemy discarded armour. The three grots also quickly fell from their lofty heights when other jealous grots overthrew them. Noone knows presicely how many grots have operated these suits so far, but it matters not. Because as soon as a new "temporary" owner mounts the clanka suit, his personality mimics the former owners and he inherents one of the three old legendary names (grot legends tend to have a short history, like their attention spans). Some theorizes that the personality lies in the suit itself, while others have correctly pointed out that its because grot are rather unimaginative and any grot with a burna would go burn stuff at the first oppourtunity.

Snap, Crackle or Pop 30 PTS each
WS 2
BS 3
S 4
T 3
W 1
I 2
A 2
LD 6
SV 4+

Unit type: infantry, character, unique
Wargear: Beekee clanka suit (all)
Snap: Grabba stick, shoota, CCW
Crackle: Burna, stikkbombs
Pop: Twinlinked shoota, choppa

Special rules:(all) No room fer da big'uns, its still a grots life, lookin out fer numba 1, horrible at math
Snap: Sneaky huntas
Crackle: Pyromaniacs
Pop: dakkadakka runts

Beekee clanka suit: this awesome suit, doubles the wearers strength and add 50% to his toughness score in addition to granting the wearer a 4+ armour save. Only drawback is, you must be a grot to operate it.

Spoiler:

No room fer da big'uns
Snap, crackle and pop replaces the normal runtherd(s) in a grot mob. No ork runtherds are allowed if atleast 1 grot runtherd is present in the grot mob.
If the grot mob size is big enough to require another runtherd, a grot runtherd must be purchased instead. Snap, crackle and Pop may be placed in seperate mobs, or in the same mob.

its still a grots life
When moving through minefields, their old training kicks in and they count as having activated ”its a grots life”

lookin out fer numba 1
MUST reroll failed look out sir rolls, even in a challenge they can and must look out sir! .

Horrible at math
As long as atleast one of the 3 special characters are still alive the mob counts as being stubborn. This is mostly because they lack a basic understaning of own and enemy numbers, and not because of bravery.


Sneaky huntas
the mob gains scout and all grots gain 2 CCW

Pyromaniacs
All attacks, ranged and closecombat, made by grots and grot runtherds in the mob gain soulblaze
All grots in the mob gain frag grenades (with the gets hot USR as they throw like gir.. eh grots)

dakkadakka runts
All grot blastas in the mob gain twinlinked and pinning


This message was edited 2 times. Last update was at 2014/05/19 15:12:53


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Clefty wrote:
 Ovion wrote:
Don't know.
Tired, far too hot, and wall of text made my eyes going funny. xD

I'll give it a look in a bit.
But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own.
I get the feeling the statline and other rules are worth more than 90-120pts.
I only mention it because the difference between artificer armor with a 3+* save and Cataphracti Terminator Armor is 15 points.
Apologies, my reply was because I thought you were Kain, specially being you were quoting my reply to it.

315 is probably fine then.
However, I would say, is this meant to be a 40k, or 30k unit, because they aren't really balanced against each other.

I'll come back and review other peoples once I'm more with it.

   
Made in us
Regular Dakkanaut





 Kain wrote:
Re-doing an oldie.

Bringing him down from Lord of War level to just very high end beat-stick level. I'm also designing the Slaugth to be rather Vampire Countish in role and to some extent; their feel. As opposed to the Necron's tomb king gig.

Scion of Kay-yuss Atushkar, Lord of Atrocity.

350 points

Type: Infantry

WS8 BS5 S5 T5(6) W5, I5(6) A5 Ld10 Sv 3+ 4++ FNP

Wargear: Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex

Atropus, a name for mighty two handed double scythes of powerful Slaugth artifice made from unknown materials that seem to drink in the light while evilly glowing with dark power. The scythe is incredibly virulent, corroding flesh and metal with equal ease and can be swung with surprising and deadly grace and fluidity despite it's ability to slice through nearly all forms of matter. The Lord of Atrocity wields this weapon with incredible grace and fluidity, It strikes with the following profile: S(User+1), AP1, Armorbane, Rot blade; On a roll of a six to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot, and thanks to it's second blade, due to it's second blade it is counted as two CCWs in assault. During the shooting phase it can fire as the following.

S5 AP4 Assault 4, twinlinked, rending 24 inches.

Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, granting him greater speed and a dreadful resilience, increasing his toughness and initiative by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.

Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the shrouded and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.

Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Fleet of foot, Worm that walks, It will not die, Great commander, Counter attack, Fearless.

Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to his swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Great commander: Kay-yuss has been commanding the vat grown, genetically altered, or recruited armies of the Slaugth for so long that he has become a master of bringing in soldiers from the most unexpected of places. He may bring in d3 units with the scouts rule and redeploy d3 units after deployment is completed. He may always attempt to seize the initiative on a 4+ except against Necrons, where he may not attempt to seize the initiative at all.

Master of the Hand: Kay-yuss' bodies are accompanied by a fearsome set of guards known as the Hand of Silence who ensure that only the most important and worthy of foes can reach their master. Taking Kay-Yuss allows the taking of one hand of silence unit that does not take up a FoC slot.

Fluff
Spoiler:
Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years and even claims to have been fully awake and present during the fall of the Eldar and the Great Crusade. Though little is known about his early history, what is known is that the creature exists in many bodies as is the case of many Slaugth, bound by unknown means, though the Adeptus Mechanicus has theorized that this connection is the product of natural quantum entanglement. This has given Kay-Yuss the ability to act in many places at once and escape even certain death, though it is believed that the bodies most commonly encountered are lesser reflections of it's whole.

Kay-Yuss like most of the Slaugth; makes his home in the farthest reaches of the galaxy, operating in the sectors of the Inciphis Region such as the Calixis and Supremor sectors, and is believed to have bases of operation in the trailing Halo stars and perhaps even the nearby dwarf galaxies that orbit the Milky Way, though critics of the latter theory point out that the Tyranids have likely swept the Galaxy's orbiters clean of all life. A hated terror of the region, Kay-Yuss has made his moves much bolder and more prominent as the years roll on, joining in an explosion of Slaugth activity that many classify as an all out invasion by the vile Xenos as they join in a parade of aliens who are ruthlessly exploiting the increasing weakness of the two great houses of man as the thirteenth black crusade sputters into a meatgrinding stalemate.

The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs, machines, corpses given new animus in a parody of life, or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match. All this to better his station as a harvester of food to feed the Slaugth's hunger, and a conqueror to satiate their egos.

Furthermore; Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds, and his unease around the Necrons, who offer the maggot-men no flesh to feast on and may have ties to their origin.

Imperial reports of worlds assaulted by the Atushkar Conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and machines and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more Slaugth while the others are reduced to chattel to feed the insatiable hunger for flesh of the Slaugth.

Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle, having no fear of oblivion thanks to his many bodies. When he has vanquished a worthy foe, he swiftly eats of their flesh if there is time, earning him an odd respect from the Kroot. The lack of warp presence shared by all Slaugth allows him to safely eat of the Champions of Chaos, while his body seems capable of safely devouring the poisonous flesh of the Tyranids. When he has stripped his foe of all he deems edible, he takes from them something to remember his victory by. Foes who surrender can instead expect a lifetime of enthrallment.


Yeah spoilers please, my face hurts.
   
 
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