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so, since sly marbo is out of the IG codex, and i have the marbo model flying around, rather than simply asking the opponent to be allowed to still play him, i thought of my own rules.
the main thought is switching him to a purely shooty "covert ops" character, with enhanced survivability versus shooting, while sucking serious ass in CC.
Dimitriy "Dima" Mayakowski 150 pts (+1 to who gets the reference and discovers my extremely creative naming process for my model's names...)
WS 4 / BS 5 / S 3 / T 3 / W 3 / I 4 / A 2 / LD 10 / Sv 5+
special rules:
-fearless
-hit and run
-fleet
-shroud
-ambush: when deployed from reserves, he may be placed in any terrain area/piece on the board, further away than 1" from enemy models.
-does precision shots on 4+
in direct comparison to marbo, he lost poisoned CCW, lost poisoned on the pistol, gained two shots and gained a lot better survivability in terrain. but VERY vulnerable to ignores cover weapons or melee.
i did leave out the demo charge, which was the main thing which made marbo so stupid, and which makes "dima" bearable IMO.
with his precise shots, he has a statistically decent chance of killing a mook squad leader and get away with it like a true commando soldier, instead of wiping the entire squad like marbo.
This message was edited 1 time. Last update was at 2015/02/13 03:27:14
Word Bearers. The Westboro Baptist Church of the 40k universe. (Aaron Bell)
"One of the big reasons the 40k world is so insane is that every faction needs to be able, in canon, to fight every other faction, including itself."
Blue Raiders Chapter Space Marines 20,000 points
Armageddon Steel Legion 3,500 Points
PDF Vendoran 3,500 Points
Fi'rios Sept Stealth Army: 2,500 Points
Tons of good advice. I'm not sure why GW hasn't hired me to write the next Sororitas Codex.
I'm right there with you, they probably should do that. I'm also on the same page regarding being over/under-costed. I'd rather err on the side of caution, especially if it's a character you'd ever want to actually play with or against.
I gave her Archangel's Radiance the traits of a Rosarius, so that should improve her save a little. I know she's made of paper-mache, but I like the idea that you'll really have to work to guard her - if you do, she'll help a lot. I also tossed out Shield of Faith and replaced it with Adamantium Will, as well as got rid of Fearless for redundancy. If you haven't noticed, I haven't gotten a chance to actually play my Sisters on the table yet, so I'm still figuring out their nuances in the rules. I left Finger of the Mountain unchanged for wholesome, template-based disintegration in the name of the Emperor.
As for Watchdog, you're right, that might be too strong. I think firing for Overwatch is just as thematic, without being as punishing to the other player. I tweaked it, but I'm still thinking about the points cost. I mean, you HAVE to take Adelaide to gain access to (basically) a stock Vindicare with the bonus trait. Which means that, if you compare him to another Vindicare he's better, but you're required to make a ~200 point investment to get the bonus trait. So I stuck him at 165 points and called it a day.
**Side note** I got my two other knight chassis in the mail today, and I'm looking forward to doing some conversion work to try out that Knight Angelus. The guys at my FLGS are super casual, so I'm sure I could find a game with it!
Firebrand Adelaide, Ecclesiarchy High Priestess - Adelaide enjoys a freedom to pursue her own ends at the fringes of the galaxy, if only because she is as feared by her would-be cohorts as she is by her enemies. Her odd, distant and often distracted behavior belies her ruthlessness and fervor on the field of battle. The records of her assignment to her post are mysteriously absent, although her superiors turn a blind eye to such a minor issue with the consistent results Adelaide sees on the battlefield. However, this did not stop them from sending her as far away from Terra as possible, and placing her in the charge of a relatively new Adepta Sororitas Minor Order, the Roses Ardentia. Even at the edge of the galaxy, there is plenty of heresy to purge.
WS 3 / BS 3 / S 3 / T 3 / W 3 / I 4 / A 1/ Ld 10 Sv - / 195 pts.
Unit Type: Independent Character (Infantry)
Special Rules: Independent Character, Adamantium Will, Battle Hymns, Zealot, Watchdog
Warlord Trait: Beacon of Faith
Wargear: The Archangel's Radiance, Finger of the Mountain
The Archangels Radiance: Functions as a Simulacrum Imperialis and a Rosarius, with these additional effects: Any friendly units which can draw LOS to the beacon at the top of the Archangel's Radiance are Fearless. Additionally, enemy units that within 12" of Adelaide must past an initiative test at the beginning of their turn or are Blinded (WS and BS reduced to one)
- The Archangel's Radiance is a staff which channels the bearers furious passion into a holy light that rivals the rising sun. Carried high and shining with brilliance as Adelaide enters the field of battle, it is a signal for which all of her allies may rally to.
Finger of the Mountain: /Range: Template/ S 6 / AP 2 / Assault, Instant Death
- Implanted into Adelaide's right hand, The Finger of the Mountain is said to be a channel through which Adelaide can enact the will of the Emperor himself. It is said that those who are bathed in it's glow are judged by the Emperor, and while those that are righteous and holy are spared, those with heresy in their blood are suitably condemned. No one can recall anyone having been spared thus far. In actuality, the weapon is a relic from the Dark of Age of technology. It functions by generating a conical field that rapidly excites any molecular compound it touches, causing it's constructing atoms to violently tear themselves away from each other. Potentially, anything that remains in the field for long enough will be turned to dust, however the force with which the victims 'deconstruct' is so aggressive that they often 'explode', as their body is literally pulled in every direction at once.
Watchdog: Adelaide's bodyguard and companion, the Vindicare assassin Adagio, may be included as an allied detachment to an army that includes Adelaide. Adagio functions as a standard Vindicare, with these additional changes: The points cost to include Adagio is 165. Adagio may fire Overwatch at enemies declaring a charge against a unit that contains Adelaide as though he were a part of the unit, as long as he is within range and can draw clear LOS to the unit declaring the charge. His To-Hit Roll for Overwatch is made at full BS.
- In high contrast to Adelaide's quirky, eccentric behavior, Adagio is ever silent, ever focused, and always watching. It is unknown how Adagio was placed in the charge of Adelaide, as much like her own records, Adagio's are mysteriously absent. He may not exhibit the same passion and righteous fury that she herself shows on the battlefield, but one can be certain - if Adelaide is on the frontlines of a charge, there is a poised Vindicare with a watchful eye on her nearby.
Co'tor Shas wrote: 195 might be a bit cheap considering an ap2 ID template weapon...
Did you read Sister Sydney's post?
Starting with a Heavy Flamer: Template/S5/AP4 - 10pts
+1 Strength - 10 pts.
+ 2 AP - 10 pts.
Instant Death - 10 pts.
For a total of 40 pts. for the Finger of the Mountain. I trust Sydney's math, she's always on point, even erring on the side of over-priced, generally.
Yeah, Adelaide's squishiness off-sets the advantage of being in that sort of range, I hope.
This message was edited 1 time. Last update was at 2015/02/13 04:42:17
Co'tor Shas wrote: Well, ID is quite rare, so it tends to be valuable (in my mind at least). I probebly overvalue it by having lots of multi-wound models though .
Oh, fair enough. I think it's one of those things like Fear (although obviously much better than fear) in the sense that depending on who you use it on, it could be game-changing or totally worthless. Against guardsman or orks, it's not going to make any difference, but against terminators it could be huge. Like most template weapons, though, if you spread out and maintain coherency, at most you're going to take 1 or 2 hits from it.
"Because the Wolves kill cleanly, and we do not. They also kill quickly, and we have never done that, either. They fight, they win, and they stalk back to their ships with their tails held high. If they were ever ordered to destroy another Legion, they would do it by hurling warrior against warrior, seeking to grind their enemies down with the admirable delusions of the 'noble savage'. If we were ever ordered to assault another Legion, we would virus bomb their recruitment worlds; slaughter their serfs and slaves; poison their gene-seed repositories and spend the next dozen decades watching them die slow, humiliating deaths. Night after night, raid after raid, we'd overwhelm stragglers from their fleets and bleach their skulls to hang from our armour, until none remained. But that isn't the quick execution the Emperor needs, is it? The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always!" —Jago Sevatarion
DR:80SGMB--I--Pw40k01#-D++++A+/fWD-R++T(T)DM+
Co'tor Shas wrote: It would be a great counter to big things like wraithknights and such, if you can get that close.
Yeah, that's the thing. It's a Template weapon on a T:3 Sv:4++ character. She has to be towards the front of her blob o' bodyguards to have even 8" of range. Oh, and she's Infantry, so unless you are using the fire point on a transport, good luck catching most high-value targets.
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.
Land Speeder Maximus (Land Speeder Typhoon)
Rules: Same as regular Land Speeder Typhoon, but with these differences.
Armour F 12 S 11 R 10
140pts (multi-melta, advanced typhoon missile launchers)
Special Rules:
'Thank you so much, Calgar!': Marneus Augustus Calgar, Lord Macragge and chapter master of the Ultramarines gave this land speeder to The blood angels after Commander Dante sent out an urgent call for help asking for more land speeders. Calgar outfitted this Land Speeder with the best Typhoon Missile Launchers he could find, and a multi-melta. When Ultramarines and Blood Angels are working together, one missile launcher can fire krak missiles at one target, and frag missiles at another target. This can happen an unlimited amount of times per game, unless it has moved more than 18 inches (see below). The blood angels thank Calgar for Land Speeder Maxiumus with unending gratitude.
Faster Movemen and firing: Land Speeder Maximus can move 18+ inches and still fire its weapons, but when it chooses to fire if it moved 18+ inches, it can shoot either frag or krak missiles at one target.
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
iGuy91 wrote: You love the T-Rex. Its both a hero and a Villain in the first two movies. It is the "king" of dinosaurs. Its the best. You love your T-rex.
Then comes along the frakking Spinosaurus who kills the T-rex, and the movie says "LOVE THIS NOW! HE IS BETTER" But...in your heart, you love the T-rex, who shouldn't have lost to no stupid Spinosaurus. So you hate the movie. And refuse to love the Spinosaurus because it is a hamfisted attempt at taking what you loved, making it TREX +++ and trying to sell you it.
Elbows wrote: You know what's better than a psychic phase? A psychic phase which asks customers to buy more miniatures...
the_scotsman wrote: Dae think the company behind such names as deathwatch death guard deathskullz death marks death korps deathleaper death jester might be bad at naming?
FistusMaximus wrote: i did leave out the demo charge, which was the main thing which made marbo so stupid, and which makes "dima" bearable IMO.
You are not fit to call yourself a true servant of the emperor. Go die in a spike filled hole, heretic scum.
i was tempted to keep the demo charge, but people would not allow the guy then
This message was edited 1 time. Last update was at 2015/02/25 00:32:14
Word Bearers. The Westboro Baptist Church of the 40k universe. (Aaron Bell)
"One of the big reasons the 40k world is so insane is that every faction needs to be able, in canon, to fight every other faction, including itself."
Blue Raiders Chapter Space Marines 20,000 points
Armageddon Steel Legion 3,500 Points
PDF Vendoran 3,500 Points
Fi'rios Sept Stealth Army: 2,500 Points
Special Rules:
Shrouded.
Lone wolf: Cannot be joined by ICs, nor can she be the warlord
The Hawk’s Eye: If a unit charging your warlord is within line of sight and range of her, she may fire over watch at that unit, these shots are resolved at full ballistic skill. This uses up her one overwatch chance per turn.
Wargear:
Z-71 Rail Sniper
Advanced Targeting System
Special Rules:
Stealth
Z-71 Rail Sniper 48" S:6 AP:1 Heavy 1, sniper.
I'm not sure about pricing at this moment. She is an altered fireblade, and the drones are special sniper drones so that shouldn't be too hard, The tricky one is the rail sniper.
It's sort of the bastard child of a rail rifle and a longshot pulse rifle. My idea is that you never need more than 4+ to wound, and the thing gets rending and pinning.
Homosexuality is the #1 cause of gay marriage.
kronk wrote: Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
sebster wrote: Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
BaronIveagh wrote: Basically they went from a carrot and stick to a smaller carrot and flanged mace.
Shas'O Kel'Vash - "The Silent Hunter"
225 pts
XV46-4 Vanguard Commander Battlesuit - Jetpack Infantry
WSBS S T W I A LdSv 4 5 5 5 4 4 4 10 2+/4++/5+++
DX-11 Exploratory Drone x2 - Jetpack Infrantry
WSBS S T W I A LdSv 2 2 5 5 2 4 2 8 4+
Weapons
2 - TL- Fusion Blasters 8 / 1 / 18" Melta, Heavy 1, Twin-linked
2 - Fusion Blades - Earthcast fixed these - no longer short out.
8 / 1 / Melee, Blind, Armorbane, Fleshbane
Defensive Grenades
Assault Grenades
Drone wargear: Stealth field projector - Stealth and Shrouded
Sensor array - Removes Stealth, Shrouded or Invisibility of enemy units within 24" of the drone
Blacksun Filter
Target Lock
Drone Weapons: EMP Discharge 2 / 5 / Large Blast, Heavy 2, Haywire, Blind
Fragmentation Burst 5 / 4 / Large Blast, Heavy 2, Shred, Pinning
Special Rules -
Infiltrate - Drones and Commander can do this as a team or as individual units
Lone Wolf - Cannot join or be joined by other units/models, other than its 2 drones
Exploratory Drone - Drones can leave the unit and scout head - can rejoin the unit.
Drone Bursts - these drones is armed with defensive burst pods that were initially used to clear rubble, deactivate defense systems of derelict space hulks - each drone can do either burst when they attack - Place the large blast template over the drone for each attack.
Death solitaire (Learned human follows group taken in( harlequin perform for most races human, eldar....)
Jack the Ripper 225 Pts
Ws 7 Bs 7 s 3 t 3 w 3 I 8 A 6 ld 10 sv 3++
Holo suit(special 3++)
Knights death Harlequin's caress(caress + re-roll to hits and to wounds on a charge)
flip belt
Shurikan pistol Blood moon- 12" str4 ap5 blade storm, pistol (Assault=A1/2)
Mask of fear- -2 ld to opponents in 6" or can take away atsknf)
Special rules
Deep strike, eternal warrior, fear, fearless, fleet, furious charge, hit and run, precision strikes, prismatic blur(12" move), Ml1, rage, Fnp, The Bastard.
(powers taken from the harlequin's chart)
(the Bastard- gains 1 A for each enemy model in an assault with him-2's rolled to hit hit, 1's hit friendly models in the assault.)
This message was edited 1 time. Last update was at 2015/02/28 03:27:36
Wargear: power armor, power axe, plasma pistol, frag grenades, krak grenades, sigil of corruption, mark of Khorne
Chaos Artifacts:
The Slaughter Crown
This ring of bony spurs juts out of Kraagon's skull and marks him as one of Khorne's favored champions. Kraagon uses these spines to gore his foes.
Kraagon's Hammer of Wrath attacks are resolved at strength 7 with an AP of 4.
Warlord Trait: Tenacity
Special Rules: Adamantium Will, Champion of Chaos, Counter Attack, Fearless, Furious Charge, Hammer of Wrath, Independent Character, Rage
Blood-Soaked Champion:
As a veteran gladiator Kraagon knows how to make a show out of combat, ending the lives of his foes in a violent display of viscera and gore few can stomach.
In the combat resolution phase of an assault phase in which Kraagon slew his opponent in a challenge, all unengaged enemy units within 12" of Kraagon must make a morale check or fall back.
[I'll put some background fluff here once I think it out a little better]
Point Break Down:
Chaos Lord: 65
Wargear:
Mark of Khorne: 10
Power Axe: 15
Plasma Pistol: 15
Sigil of Corruption: 25
Slaughter Crown: 10
Subtotal: 65
Stats & SRs:
Adamantium Will: 10
Furious Charge: 5
Hammer of Wrath: 5
Blood-Soaked Champion: 15
Warlord Trait: Tenacity
Subtotal: 40
Tell me what you think about him. Does he seem balanced and fun to play with/against?
Captain Gergori Zesh
-Leader of 10th Company, of the Nikkaren Armored Scout regiment.
Company Command Squad
-May replace Company Commander with Zesh for 80pts
-May be take any upgrades a normal Company Commander may.
CCS statline, and wargear standard
Special Rules:
Chimera Vox Net - While inside a Chimera, Zesh may make orders from any Chimera in his detachment, even if he isn’t in it. However, if he issues an order from a Chimera that he isn’t in, it only has a 6” command bubble. This ability isn’t affected by other Warlord Trait.
Special Order: The Need for Speed - This order is made on a chimera from Zesh's detatchment, and is resolved with his leadership. If the order is successful, target chimera is counted as a fast vehicle until the start of the next turn.
After all these years of searching for Marbo...he found me. Heretics beware! He's back!
So, I'm not entirely back yet, still easing myself back into the game, learning 7th and my Dark Eldar again, but I was struck by inspiration and made this one:
Some opinions would be great, as I'm somewhat rusty.
Ash'ca, Archon of the Kabal of One
Spoiler:
Army: Dark Eldar
BG:Ash'ca is the last surviving member of a Kabal so ancient, the name is forgotten to all but Ash'ca himself.
Born in the early days after the fall, never rising higher than the rank of Dracon, Ash'ca's Kabal ultimately met its doom in a in a power play by a rival Kabal.
False infomation fed by the rival house told them it was an easy target, a hive city feeling the aftermath of a bloody coup, effectively undefended, without leadership and full of slaves ripe for the taking, but that other forces would be there soon, so time was of the essence to take the prize. The Kabal marshalled their forces immediately, and sent their entire roster to the world, to claim the prize for themselves alone.
In reality, it was a hive completely infested by a Genestealer Cult. The relatively small force standing no chance against a hive of Genestealer hybrids, and while they were slaughtered at the Hive City, the rivals took their holdings in Commoragh and killed the token guards that remained, they believed they were successful in completely eradicating their foe, and preventing them from returning.
However a lone Dracon had survived the city, eventually making it back to the Dark City, and discovering what had happened, vowed to reverse what had happened, reviving his Kabal (with him at it's head of course), and eradicate the Kabal that wronged him.
To achieve this goal, he works as a mercenary assassin and advisor, his skills of sabotage and survival well known in the dark city, slowly building the funds to pay the Haemonculis fee to revive his fallen kin.
FO: HQ / Elite
Squad: Ash'ca, Archon of the Kabal of One
Unit: Ash'ca, Points Per: 140, Models: 1, Unit Type: Infantry (Character),
WS-6, BS-6, S-3, T-3, W-3, I-6, A-3, Ld-9, Sv-4+ (4+* / 6+*).
Wargear:
Ghostplate Armour
Clone Field
Splinter Pistol
The Parasites' Kiss
Blaster
Demiklaives
Implosion Charges
Phantasm Grenade Launcher
Special Rules:
Fleet
Night Vision
Power from Pain
Stealth
Infiltrate
Survivor
Survivor:
Ash'ca holds survival above all else, as each revival he has to endure takes money from the coffers to revive his Kabal.
Ash'ca has +1 Feel No Pain (if he currently has no Feel No Pain, it grants him Feel No Pain (6+)) and may reroll all failed invulnerable saves.
Implosion Grenades:
Ash'ca carries grenades using the same technology found in Implosion Missiles to set traps, but they can also be used as grenades with the following profile:
Range-8", Str-6, AP-2, Type-Assault 1.
Crindae Cornix, Raven-Lord of the Eastern Fringe and "Chapter Master" of the Renegade Dusk Talons Chapter.
Spoiler:
"Were we not born to the arts of the shadow, brothers? If so, why does the Raven Guard seek to deny us our destiny- to deny us that birthright? We have come to the most of horrible of realizations, brothers.
Our way is that not of Corvus Corax and of his stagnant Imperium, no longer. Our way is that of terror for terror's sake, and so shall it be for all eternity! "
-Crindae addressing the Dusk Talons on the captured Hive World of Sh'ol, having made clear the extent of his corruption to all present. Upon the speech's completion, the Dusk Talons brought forth the Governor of Sh'ol before Crindae, who ritually beheaded him with his Power Sword Nox Victoria.
Once considered a paragon of the Raven Guard, it was Shadow Captain Cornix who was elected by the enigmatic Corvin Severax to oversee the founding of the Dusk Talons's Assault Company as the chapter's Lord Executioner. Upon the founding of the Chapter itself, it soon found it's allotted lands- the so called Twilight worlds of the Eastern Fringe- under siege by a coalition of warbands derived from the hated enemies of the Raven Guard: the Night Lords.
The resulting conflict, the Twilight War, devastated the burgeoning chapter in a matter of centuries as it dragged on. Entire companies disappeared into the Warp after striking out too far from the light of the Astronomican, the Chapter Master was laid low, and the Dusk Talons seemed to be yet another casualty of the Long War. Just as all seemed lost, Cornix assumed command of the chapter's forces- and began a sweeping campaign of reform among the rank-and file units.
No longer was the Codex Astartes adhered unquestionably to by the chapter, as Cornix had gauged the weaknesses inherent in it's doctrines. But as this change came about, the chapter was declared Excommunicate by the Inquisition, with the charge supported by the Raven Guard. Now fighting on two fronts at once, Cornix turned to the Ruinous Powers for the power needed to save his chapter- and got his answer.
Transformed in both body and mind, the newborn "Raven-Lord" set about on a campaign of piracy and bloodshed against the Imperium- leaving a trail of destruction in his wake on his way to the Eye of Terror. Now being courted by the Black Legion and the Night Lords, the Dusk Talons ready themselves for a bloody campaign of unforgiving shadow warfare on the Imperium...
Unit Type: Infantry (Character) Unit Composition: 1 (Unique) Cost: 250 Points
Special Rules: -Fearless -Chaos Champion -Independent Character -Raven Lord -Slow and Purposeful
WS 3 BS 5 S 3 T 3 W 2 I 3 A 2 LD 8 SV +1
Raven Lord: Having meticulously trained his men in the use of their weapons, Crindae expects nothing more than absolute perfection in his presence. As a result, friendly units within 6 inches must use this unit's BS instead of their own.
Models under this effect who fail any To Wound rolls take one wound themselves.
Nox Victoria: Forged upon the declaration of Excommunicate's arrival, this masterfully crafted Power Sword is said to still drip with the blood of Crindae's foes years after their death. As thus, it is typically used to slay one of the hated foes of the Dusk Talons.
Range: - STR: +3 Type: Melee, Unwieldy, Shred
This message was edited 6 times. Last update was at 2015/04/04 22:11:38
The thing about 40k is that no one person can grasp the fullness of it.
Born on the world of Pravis IV on the western edge of the Imperium. A frontier world, it had been subjected to numerous hostile takeovers from both the Imperium and Xenos races.
A Black Templar crusade was passing nearby in early .M41, and took it upon themselves to remove a recent Chaos uprising on the world. They made planetfall in the largest city on the planet, and immediatley found evidence of heretic cults. Stories of children being taken as sacrifices for demons, no less. Patrolling around the city, Marshal Kavath encountered four cultists attempting to abduct two children, and charged in to attack.
One of the children, later to be named Arthos, took out a dagger, and stabbed one of the cultists in the throat, took his laspistol, and shot another in the face. Marshal Kavath killed the remaining two, told the two children to run for safety, and called his brothers to find where these cultists had come from.
Arthos followed, barely managing to keep up. He followed the Templar's path of destruction until the found the cult's lair. In which they found a few members of the Black Legion. Both groups of marines suffered casualties, until only Marshal Kavath and one Black Legionnaire remaned. The Heretic Marine attacked Kavath from behind, and was about to cut him open with a power sword, when Arthos climbed up the heretic's back, stabbed him in the neck, and shot him in the eyes.
This bought Kavath enough time to break free and kill him.
Arthos had only known the Templars for a few hours, and had already managed to fit right in.
Life as a Templar:
Spoiler:
As a Neophyte, Arthos took longer than usual to complete his training. He had zeal, he had speed and strength, and he would never shy away from melee combat, but his tactical ability and skills with a gun left something to be desired. It was only under the advice of Marshal Kavath that he ascended to the rank of Initiate. Kavath assigned Arthos to not one, but two squads of Initiates. One was a Crusader squad, the other was a Devastator squad. Kavath's reasoning was that although all marines should play to their strengths, Arthos would not do well without first learning the virtues of patience and strategy. Working as a Crusader, Arthos quickly gained the favour of his brothers, always leading the charge, using his oratory skills to maintain the fervor and zealotry of his brothers, and in his first year of service in the unit killed no less than three Ork Warbosses in single combat.
In the Devastator unit, however, he was looked upon with disdain. Given a Lascannon, he failed to hit a 10-meter long Ork vehicle from 100 meters. Given a Plasma Cannon, he nearly got his entire unit killed with a misaimed plasma burst.
When the unit managed to gain some Heavy Bolters, however, they hit upon a success. Arthos had the aiming skills of an Ork, but when given a high rate of fire, he was terror in flesh once more. By the time he was promoted to Sword Brother, Arthos had grown more tactically capable. Still a poor shot, he was now permanently assigned to a Crusader squad.
Service as a Sword Brother fit Arthos like a glove. He and his unit were always at the front of the charge, and his direct and proactive approach to combat saw him assigned to Armageddon during Ghazhkull's second invasion. Working in conjunction with a small force of so-called "Angry" Marines, He lead many assaults on Ork war leaders, finishing almost all of them off in single combat by downing them to their knees, and shoving his sword down their throats. To many of his fellow Templar's amusement, this lead the Angry Marines to nickname him "Chief Skull-fether of the Orks".
Following Ghazhkull's retreat from Armageddon, an Ordo Xenos Inquisitor selected him for service in the Deathwatch. What happened between then and his return to the Templars is known only to himself and the annals of the Inquisition, but he returned a changed marine. He had grown older and wiser, with markedly improved tactical ability. He seemed to have finally been cured of his penchant for charging head-first into anything and everything in sight.
Following his return, Arthos joined Marshal Kavath in a crusade into uncharted space, and on a dead world inhabited by nameless horrors and orbiting a black sun, it was here that Arthos finally proved himself as a Templar. The band of 200 Templars found themselves overpowered, and almost wiped out, with Marshal Kavath lost, his body never to be recovered. Arthos was reported to have taken Kavath's place, and organised the defence of a drop zone for 50 hours as a Thunderhawk tried to make a descent for extraction. Both he and the remaining marines to this day have refused to speak of what happened, and the only clue as to what they witnessed was a long, dark red power sword that Arthos had retrieved from the planet's surface.
It was after this event, that Arthos was promoted to to Marshal. And the rest is history..
Base Cost: [175 pts]
Marshal Arthos:
Ws 6
Bs 2
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+
Rules:ATSKNF, Chapter Tactics (Black Templars), Independent Character, Orbital Bombardment, Leader of the Charge
Wargear: Artificer Armour, Iron Halo, Frag + Krak Grenades, Ragnarok
Leader of the Charge Arthos no longer charges into everything like a lunatic, but he cannot pass up the chance of a good duel If Arthos and his unit find themselves to be within 12" of (and have LOS to) an enemy Warlord's unit, they must attempt to charge the unit in that turn.
Ragnarok Ragnarok is the sword retrieved from the nameless world, the blade is 6 feet long and made of a strange kind of red metal. Lighter at the tip of the blade, and almost black at the hilt. The handle of the sword indicates it was intended for use by something of Space Marine size, as a two-handed weapon. It is said by those who witness Arthos in battle, that each kill of an unworthy opponent lightens the colour the blade, and that each kill of a supposedly worthy opponent renders it a darker shade of red. In-game, Ragnarok is treated as a Relic Blade.
Options: Arthos must take one of the following, but not both:
-Bulletmaster [+5 pts]
Arthos has the aiming skills of an Ork, luckily Armageddon taught him that quantity can often make up for quality. "Bulletmaster" is a storm bolter that has been modified to produce a much greater rate of fire. When wielding this weapon, Arthos is considered to have a Bs of 5 for all purposes.
-Defender of Terra [+50 pts]
When burning witches, purging xenos and crucifying a heretic's testes on an enormous sword, Arthos sometimes likes to keep his 10,000 year-old armour clean. Thus, on promotion to Marshal, the chapter's armoury gifted him this shield. For all intents and purposes, this is counted as the Chapter Relic: The Shield Eternal.
Costing:
Spoiler:
My reasoning for the costing on this one, is that it's pretty much a chapter master with fluff tacked on Yes, he starts out with a Bs of 2, but without taking the Bulletmaster, he won't ever use it.
Yes, the Bulletmaster grants +3 Bs, but that just brings him back to normal.
Once merely a small-time ganger in the Hive City of Morality's Respite, the man who become Galenius was conscripted as a initiate into what would later become the Night Lords legion. Under the tutelage of his poison sink-derived brothers, he learned the ways of the "Night's Children" with unmatched eagerness- almost unsettling eagerness. Slitting throats, garroting high value targets and sowing terror all came to him as if they were inborn traits.
And when the Legion descended into the Eye of Terror, Galenius followed with the same psychotic eagerness that had earned him his reputation- only without any form of restraint. Taking hold of a small cadre of Night Raptors, he struck out into the warp on a singular Strike Cruiser- and seemingly disappeared into the capricious flames of the Empyrean.
But this was not the case at all, for Galenius and the Night Raptors had undergone a startling transformation that shaped their forms similar to the unlucky souls who had become Warp Talons- servants of a cruel and unknown entity of the Warp that transformed Galenius into it's champion.
When Galenius and his newly born 6th Claw unit burst back into realspace, it was the 41st millennium- and the hated Raven Guard was advancing into the Eastern Fringe. Leading a warband derived from his former brothers, Galenius brought fire and sword to the newly formed Dusk Talons chapter in a orgy of unmatched brutality.
Stats
Spoiler:
Unit Type Jump Infantry (Character)
Cost 260 Points
Special Rules -Daemon
-Chaos Champion
-Independent Character
-Deep Strike
-Herald of the Talon
-Herald of the Talon Immediately after Galenius has arrived from reserve by Deep Strike, all enemies within 4 inches count as having been hit by a weapon with the Blind Special Rule.
A lowly gretchin that started his career manning weapons for Battle Wagons, Dakkasnag Grotsnik developed the tendencies that would make him famous during a battle on Endemor III during a conflict with the Imperial Guard. The grot's vehicle was targeted and quickly destroyed by Knight Commander Pask mounted in a Leman Russ Vanquisher. The Battle Wagon exploded, but the combination of detonating munitions and sheer luck saw Grotsnik catapulted from the burning wreckage before he was consumed by the blast. The experience has left him paranoid in the extreme, and he has made sure that future conflicts would not be his last. His aim has grown excellent by gretchin standards, and he modifies the vehicle he will occupy before battle to ensure survivability, though sometimes to the displeasure of a nearby Mek. His appearance in various battles combined with his sheer inability to die, instead scampering from one wrecked vehicle to another operational one, has earned him the moniker "dat pesky lil' git" from the numerous Ork crews he has encountered.
Knight Kommander "Pesky" starts the game in a Battle Wagon or Trukk with the following profile modifications: +1 to BS for a single weapon, +1 to side and rear armor values. The nominated weapon counts as having Grot Riggers. He also has an infantry profile: WS2 BS3 S2 T2 W1 I3 A1 Ld8 Sv6+/5++ Wargear: Close combat weapon
Infantry Special Rules: Independent character, Fleet, Stealth, Too Puny Ta Krump
Too Puny Ta Krump: If "Pesky" is in a unit using its Boss Pole special rule, he can never be targeted, as krumpin' a puny grot would not instill any degree of fear amongst the Orks in the unit.
Vehicle Special Rules: Krackshot: "Pesky" receives a +1 modifier for To Wound rolls as well as armor penetration rolls. His chosen weapon suffers no shooting or BS penalties incurred by the vehicle moving at Combat Speed or Cruising Speed, but other penalties such as Crew Shaken and Crew Stunned apply normally.
Ejekshun Seat: In emulation of his first battle, "Pesky" installs a seat primed with a small explosive charge. If the vehicle suffers a Wrecked or Explodes! result, or a Weapon Destroyed result that has affected his nominated weapon, place "Pesky" (any gretchin model would suffice) within D6" of the vehicle's hull, then roll for scatter on 1D6. If he scatters back onto the vehicle, he takes a S4 AP- hit and is placed in base contact with hull. This hit is not cumulative with taking a hit from an Explodes! result. Because "Pesky" had been launched with great speed, enemy units may only make Snapshots at him for the remainder of the turn. During the next controlling player's turn, "Pesky" may act normally.
Wot You Doin' in Here, Ya Pesky Git?: If "Pesky" is on foot, he may embark in any vehicle if he ends his movement (including running) within 3" of its hull. Nominate a single weapon on the vehicle for "Pesky" to control. He may fire in the next appropriate Shooting Phase (i.e. he may not run into a vehicle then shoot), or he may substitute his shooting attack with the following actions: The new vehicle gains the Ejekshun Seat rule on a 4+, OR The new vehcile gains +1 to Rear Armor and Side Armor on a 5+ After either of these tests passes, it may not be performed again on the same vehicle.
If you've read all this, what do you reckon, 40 or 45 points? I think it'd be quite funny to see a little guy running around the tabletop, hopping into vehicles until they, too, are eventually destroyed.
Automatically Appended Next Post:
Co'tor Shas wrote: This is one I made a while ago. It's made for 6th edition though.
Codex: Tau Empire
Unit: Kal'rian the Hawk and three X-39 experimental sniper drones
Kal’rian the Hawk
Z-71 Rail Sniper 48" S:6 AP:1 Heavy 1, sniper.
Weapons with the Sniper special rule are automatically Strength X and wound on 4+, regardless of the target's toughness value, by the way. This would make the weapon kinda ineffective against vehicles.
This message was edited 4 times. Last update was at 2015/04/19 18:27:08
Co'tor Shas wrote: This is one I made a while ago. It's made for 6th edition though.
Codex: Tau Empire
Unit: Kal'rian the Hawk and three X-39 experimental sniper drones
Kal’rian the Hawk
Z-71 Rail Sniper 48" S:6 AP:1 Heavy 1, sniper.
Weapons with the Sniper special rule are automatically Strength X and wound on 4+, regardless of the target's toughness value, by the way. This would make the weapon kinda ineffective against vehicles.
Yeah, but this one works a bit different. I didn't feel like writing a special rule, so I just wrote how it works in the explanation. It just uses whatever is best. It has rending + pinning, and auto wounds on a 4+, but it can also wound on a 3+ and 2+ if the toughness is low enough. And it gives it the ability to go after vehicles, especially with rending.
Homosexuality is the #1 cause of gay marriage.
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sebster wrote: Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
BaronIveagh wrote: Basically they went from a carrot and stick to a smaller carrot and flanged mace.
"I burn- as you will. As we all will, for the glory of Tzeentch!" - Auramagma, before purportedly consuming the Wolf Lord Sven Ruddyhanded in a torrent of Warp-borne flames during the Battle of Lionshead.
Once the Captain of the 8th Fellowship of the Thousand Sons, Malagor Auramagma's overconfidence got the best of him as he dared to challenge Leman Russ in battle- sending a blast of psychic flame towards the Primarch, only for Russ's armor to reflect the blast as if it was a mirror. Auramagma was seemingly consumed in his own flames, burning inwards and outwards as he fled the battlefield in agony.
But in the millennia since, rumors of a ever-burning Champion of Tzeentch become louder and louder among the Thousand Sons- with some wondering whether Auramagma died at all.
Rules
Spoiler:
Unit Type Infantry (Character)
Warlord Trait -Flames of Spite
Special Rules -Champion of Chaos -Mark of Tzeentch -Psyker (Mastery Level 2)
Psyker- Auramagma generates his powers from the Pyromancy discipline.
Wargear -Power Armour -Bolt Pistol -Inferno Bolts
Chaos Artefact The Burning Conduit
Crafted from the teeth of several Screamers and wrapped in the flesh of innumerable Psykers, this powerful Force Staff burns with the psychic flames of it's bearer- sending them to a utter fever pitch as Auramagma focuses his vast psychic powers through it.
S+2 AP 3 Force, Melee
Stats WS 4 BS 4 S 4 T 4 W 2 I 4 LD 9 SV +3
This message was edited 2 times. Last update was at 2015/05/08 01:30:02
The thing about 40k is that no one person can grasp the fullness of it.
Kloytekh, Phaeron of the Burning Dynasty - 230 pts
Background
Spoiler:
Once devoted servants of the C'tan Nyadra'zatha, the Burning Dynasty still retains traces of that ancient servitude. In battle, their legions strike out of nowhere and walk across the field shrouded in sheets of flame.
This army is led by Kloytekh, whose preference for close combat leads him into the thick of battle. Wreathed in lambent fire, he strikes down all who dare oppose him and his dynasty.
Rules
Spoiler:
Unit Type Infantry (Character)
Wargear -Hyperphase Sword
Artefact of the Aeons
-Gauntlet of Nyadraen Glory
This ornate close combat weapon takes the form of a armored glove, it's length crackling with fire and smoke. It incorporates a weapon that, while barely understood, appears to resemble a Imperial Flamer in basic function- launching a stream of coruscating flames at the foe.
--Primary Weapon: Gauntlet-- Range - S User AP 4 Melee
--Secondary Weapon : Nyadraen Petard-- Range Template AP 3 Pistol, Blind
Special Rules -Reanimation Protocols -Independent Character
Warlord Trait -Eternal Madness
Stats WS 4 BS 4 S 5 T 4 W 2 I 3 LD 10 SV +3
This message was edited 1 time. Last update was at 2015/05/10 21:20:31
The thing about 40k is that no one person can grasp the fullness of it.