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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
Seems far overpriced for what he brings. He's a Phaeron, yet his stats are worse than a standard Overlord. Fewer wounds, lower toughness, and you've missed out the attacks stat.
"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
Cool. Now, I almost never say this about homebrew characters, but I'm saying it here: this guy needs to be way more over the top. To live up to his awesome fluff, let him be eternally on fire and do damage every turn to non-Tzeentch models in base contact, or something. Give all his attacks Soul Blaze. Make his breath equivalent to a Heavy Flamer.
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.
"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
Cool. Now, I almost never say this about homebrew characters, but I'm saying it here: this guy needs to be way more over the top. To live up to his awesome fluff, let him be eternally on fire and do damage every turn to non-Tzeentch models in base contact, or something. Give all his attacks Soul Blaze. Make his breath equivalent to a Heavy Flamer.
Perhaps give him the option to use arcane methodologies on his Bolt Pistol that makes unlucky sods who die from it turn into S 5 AP 4 blast templates with Soul Blaze and Ignores Cover? Or a blessing that makes all enemies within 8'' inches treat it as Dangerous Terrain? A psyber-familiar that he can unleash as a 10'' S 4 AP 3 Assault 1 Soul Blaze shooting attack?
The possibilities here are numerous!
As a small note, I should make a custom wargear thread.
This message was edited 1 time. Last update was at 2015/05/18 00:19:30
The thing about 40k is that no one person can grasp the fullness of it.
Steven the Parasite Engine
Functions as a Cronos Parasite Engine, in addition to the following rules:
Tender Embrace: Steven's St increases by 2 everytime that his unit wins a round of close combat. At the end of the close combat, these bonus St are removed.
"I Wuv Swaghter!": Whenever a close combat Steven is in finishes, Steven may immediatley move 6" in any direction, in search of new prey.
(Btw, Steven is painted like a bumblebee)
Shasfowd wrote: Steven the Parasite Engine
Functions as a Cronos Parasite Engine, in addition to the following rules:
Tender Embrace: Steven's St increases by 2 everytime that his unit wins a round of close combat. At the end of the close combat, these bonus St are removed.
"I Wuv Swaghter!": Whenever a close combat Steven is in finishes, Steven may immediatley move 6" in any direction, in search of new prey.
(Btw, Steven is painted like a bumblebee)
Would probably want to be +20pts.
Also, something easier to do, and clearer would be 'At the end of each turn, for each wound caused that turn, Steven gains 1 Strength, until the end of the next turn'
So it'd be rolling bonus turn to turn.
i.e. - causes 3 wounds, +3S. Next turn causes 2 wounds, so in now +2S, then causes 4 wounds and is +4S, then following turn isn't in combat and so reverts to +0S.
Warlord Trait: Senshado Veteran - All tanks in Darjeelings detachment count as scoring units
Weapons:
Coaxial Heavy Stubber - Mounted along side the main 75mm cannon. If a target is hit by a coaxial weapon then any weapons mounted in the same mounting gain the Twin Linked special rule when shooting at that target for the rest of the turn
Hull mounted Heavy Stubber
75mm OQF cannon - HE Shells: R 72" S 8 AP 3 Heavy1, Large Blast OR AP Shells: R 72" S 8 AP 2 Heavy1
Wargear:
Tea - The girls of Saint Gloriana's Academy revere tea, and are known to drink it even in the heat of battle. This unit has a 6+ Invulnerable save (included in profile)
Armoured Tracks - This tank may ignore any Immobilised results on a role of 4+
Special Rules:
Churchill - Renown for its capability to cross difficult terrain the Churchill was nicknamed 'The Climbing Tank' by the Germans when they first encountered it in Tunisia. The Churchill may re-roll all failed Difficult and Dangerous Terrain checks.
Senshado Team - Darjeelings detachment counts all non dedicated transport tank units as troop choices as well as well as their usual type.
Orders - Darjeeling may use any any Tank Commander order.
Options:
May take a Pintle Mounted Heavy Stubber - 10PTS
Any other tank in the same detachment may be upgraded to Veteran status giving them +1 BS - 12PTS per model
Any other tank in the same detachment may be upgraded to a Saint Gloriana's tank giving them the 'Tea' special rule - 10PTS per model
This message was edited 3 times. Last update was at 2015/05/20 11:56:44
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
The Rainbow Warriors are Ultramarine successors, though both Prism and Ultramar would deny this connection on principle due to the sheer divergence from the latter's fabled Codex Astartes. For one, the Rainbow Warrior's organization is far different than mandated by that tome.
The 1st Company is the Tezcalotl, composed almost solely of those Veterans who have exited either of the two warrior-cults that serve as the Chapter's Sternguard and Vanguard- seeking to abandon the monomaniacal attitude towards combat that pervades both. These hardened warriors are almost exclusively mounted on the massive feral reptilian beasts referred to as the Cold Ones by the human natives of Prism. Charging forth into the enemy lines, they slaughter the foe with naked steel and the mighty claws of the Cold Ones.
The leader of this order is Eyes-of-Smoke, who serves as the Winged Jaguar of the Chapter. This position is roughly equivalent to that of Chapter Master, and the holder share the same responsibilities. Eyes-of-Smoke ascended when the previous Winged Jaguar, Fist-of-Black, fell in battle to a Word Bearers warband's leader during the Blood Star Campaign. Since then, he has led a war of revenge against the traitors- with the Tezcalotl never too far behind.
Rules
Spoiler:
Unit Type Cavalry (Character). Cold One is Beast.
Unit Composition 1 (Unique)
Wargear -Power Armour -Bolt Pistol -Macua
This ornately crafted power weapon is quite unusual: instead of one blade, it distributes the blue cutting haze across multiple prismatic blades at once. In the hands of a trained user, a Macua can shred flesh and armor with a single blow. However, it's great weight means one must take time to lift and swing it.
The Macua is based upon ancient weapons used during the savage past of Prism, used for killing the various and terrible creatures of that world in ritual combat.
Range - S +2, AP 3 Melee, Unwieldy
-Cold One Mount
The Cold One is a massive reptilian predator that lives within the jungles of Prism, preying on both the various smaller reptiles that inhabit them and even the human inhabitants of Prism. For a Rainbow Warrior to tame and mount a Cold One is a show of great bravery and strength, demonstrating their dominance over the dark places of all Prism.
To ride a Cold One is to attempt to cage and control a mass of scales and sinew, and to become one with the savagery inherent in the environs of Prism. As thus, the riders are often less dominating the beast than dominated by it's relentless savage urge for blood and death.
Models with a Cold One Mount change their unit type to Calvary. In addition, all close combat attacks made by a model with a Cold One Mount have the Rending Special Rule.
Special Rules -Acute Senses -And They Shall Know No Fear -Independent Character -Counter-Attack -Preferred Enemy (Chaos Space Marines)
Warlord Traits -Angel of Death
Options -May take up to two Cold Ones, 20 ppm.
Stats -Eyes-of-Smoke WS 5 BS 4 S 5 T 4 W 2 I 5 A 2 LD 9 SV 3+ -Cold One WS 4 BS 0 S 4 T 4 W 1 I 5 A 2 LD 5 SV +6
This message was edited 6 times. Last update was at 2015/05/23 00:11:24
The thing about 40k is that no one person can grasp the fullness of it.
Unit Composition: Ignavus, 4 Royal Guards, 1 Royal Guard Champion
Options: May purchase up to 5 additional Royal Guards for his unit. 6ppm
Stats:
Ignavus: WS 3, BS 3, S 3, T 3, W 1, I 4, A 1, Ld 4, Sv 3
High Born Royal Gaurds: WS 4, BS 3, S 3, T 3, W 1, I 5, A 3, Ld 4, Sv 4
High Born Royal Gaurd Champion: WS 4, BS 3, S 3, T 3, W 1, I 5, A 4, Ld 4, Sv 4
Equipment: Power armor (I only), Power sword (I and Champ only), Plasma Gun (I only), Master Crafted Chain Swords, Carapace armor (Guards and Champ only)
Special Rules: MOS, Cowardly (I only), High Born Wealth (I only), Loyalty to One (Champ and Guards), FNP 4+
Loyalty to One- While Ignavus is part of the unit Champ and Guards are fearless and if he leaves they must take a leadership test, if failed they fall back to Ignavus and rejoin him, also look out sirs on Ignavus must be taken when applicable
Cowardly- This character CANNOT accept challenges, and must use his own leadership when determining LD tests
High Born Wealth- One unit may be given master crafted on all of their CC weapons
Description: He is a Chaos Cultist Hero with a Reunite of Guards
Notes: Low leadership on guards is meant to represent that they don't actually care at all about the battle and their only objective is to protect Ignavus, so don't get the idea that they are cowardly. This unit is meant to be an incredibly strong unit for points cost until a few men drop dead (albeit that will be tough to accomplish) then it begins to break apart.
This message was edited 10 times. Last update was at 2015/05/25 20:54:45
[Khorne Daemonkin Warband] 4/4/0
2015/05/30 09:20:24
Subject: Subject:Your Own Unique characters in 40K
Shuriken Pistol
Singing Spear
GhostHelm
Runes Of Warding
Runes Of Witnessing
Plasma Grenades
Remnants of Glory:
Ancient Rune Armour *
The Phoenix Gem **
Warlord Trait: Fate's Messenger
Special Rules:
Spirit of Beil-Tan ***
Hijack ****
Flametender *****
Ancient Doom
Battle Focus
Fleet
Independent Character
Psyker (Mastery Level 4) [Generates from Runes of Fate, Pyromancy, Diviniation and Telepathy]
Notes:
* Ancient Rune Armour gives Elfric a 3++ invunerable save.
** One use only. Immediately before Elfric is removed as a casualty, place a large blast marker over him.
Each unit suffers a number of S4 AP 5 hits equal to number of models at least partially under the template.
If at least one unsaved wound is caused, Elfric remains in play with one wound left. If none are caused, he is removed.
*** Any friendly Aspect Warriors within 12" of Elfric have +1 WS and BS.
**** One use only. If Elfric or his unit destroy a vehicle, roll a 2d6. On a 7+, the vehicle becomes a Hijacked Vehicle.
WS: - (3 if Walker)
BS: 3
S: - (4 if Walker)
Armour:
S: 11
F: 10
R: 10
HP: 3
Unit Type: Same as Vehicle Hijacked
Special rules: Same as Vehicle Hijacked
***** Elfric automatically knows the Pyromancy Primaris. This does not prevent him from gaining the Primaris bonus from having all his powers generated from one discipline.
Background:
Spoiler:
Elfric was once just a normal Farseer of Beil-Tan, famed for his aptitude with machinery, from his time as a Bonesinger. However, during an attack on a Chaos temple constructed on a Maiden World, Elfric found the Phoenix Gem. This came in handy when the Daemon Prince the Cultists had summoned collapsed the roof on him. However, the Phoenix Gem resurrected Elfric, albeit after a few years. When this happened however, Elfric snapped. Now he is a madman, obsessed with the Phoenix Gem, and Psychic might. He leads a bloody quest of genocide against those he feels have wronged him in the past, be it rightly or wrongly. You can know if Elfric leads an army if the Aspect Warriors fight more strongly, either out of fear or respect, for the Lord of Lightning
Colonel Bradtford, the Terror of Lionshead- 85 pts
Among the ranks of the Cadian Shock Troopers, the 124th Company is renowned for their high amount of well-trained marksmen and experience in guerilla warfare. But none of these men are more storied than their commander, Colonel Bradtford- whose reputation derives primarily from the Battle of Lionshead. When the Chaos Champion Auramagma attempted to invade the Forge World of Lionshead, it was a Great Company of the Space Wolves who responded- along with the 124th.
Bradtford lead from the front, leading the 124th's men in destroying enemy supply lines, taking out high-value targets and preventing the traitors from resting easy. The 124th seemed to strike from each and every direction, with Bradtford's unerring Long-Las fire covering them the entire way. By the time the battle was over, the traitors knew to fear the dark...
One Company Command Squad in your army may replace it's Company Commander with Colonel Bradtford.
Unit Type Infantry (Character)
Unit Composition 1 (Unique)
Warlord Trait -Aura of Discipline
Special Rules -Independent Character -Senior Officer -Infiltrate
Built upon a Mars-pattern Long Las, Purging Light is Bradtford's personal weapon- sending beams of deadly laser light towards his target with almost unerring precision.
Range 25'' S 5 AP 4 Heavy 1, Sniper, Master-crafted
Stats WS 4 BS 5 S 3 T 3 W 3 I 3 A 2 LD 9 SV 5+
This message was edited 2 times. Last update was at 2015/06/03 14:33:02
The thing about 40k is that no one person can grasp the fullness of it.
I like the concept of a "cold sniper" Guard hero. 95 points is way too much for him as an upgrade to the standard CCS, though. And he needs more range on that custom long-las! Also Stealth, Split Fire, and maybe Move Through cover to reflect his fluff.
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.
I would either give his custom long-las sniper, or make it S:5. Should be taking out charactors with it. Also the suggestions Sydney made would be good. Maybe:
-Purging Light
Built upon a Mars-pattern Long Las, Purging Light is Bradtford's personal weapon- sending beams of deadly laser light towards his target with almost unerring precision.
Range 30'' S 5 AP 4 Heavy 1, Precision Shots, Master-crafted
or
Range 30" S X AP 2 Heavy 1, Precision Shots, Master Crafted, Sniper
Or
Range 30" S 3 AP 3 Heavy 2, Precision Shots, Master Crafted
It just seems to need a good boost for the points.
This message was edited 1 time. Last update was at 2015/06/03 13:01:49
"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+
Also, I would like to suggest considering making it an upgrade to a PCS instead of CCS. This would make them more expendable and allow the player to be more aggressive in its deployment.
This message was edited 1 time. Last update was at 2015/06/03 13:26:49
Warlord Trait - Mass Assualt (All units assualting gain 2+ to their attack when Jhon is in your army)
Spoiler:
Backround
Chapter Master Jhon Lang was a Regimental Commander of the 221st Death Korps Of Krieg Regiment,
Having served in the Regiment since its founding days he quickly rose through the ranks in the 15 years in service.
Inquisitor Crutiz met privately with Jhon on matters ~Error Error~
Another 15 years later the Warriors Of Krieg were created from the 5,000 man regiment
Automatically Appended Next Post: Librarian Martin
Backround
Librarian Martin is the the head Librarian of the Warriors Of Krieg chapter. When fighting against Ahriman He was severely wounded in the right hand, in the end Ahriman was defeated and retreated to a unknown location, to this day Martin has had his hand made into a Augmetic as a reminder of his vow to kill the Heretic once and for all.[/spoiler]
Stats (Let me know if hes to OP)
WS-6
BS-5
S-7
Mastery Level- 4
I-8
L-11
T-6
2++
Wargear
Force Axe - AP 5
Storm Shield
Hurricane Bolter AP 6
Melta Bombs
Terminator Armour
Special Rules
Fearless
Mass Assault - All models within 12 inches of Martin gain 2+ attack when charging
Slow and Purposeful
(Let me know for anything else
This message was edited 4 times. Last update was at 2015/06/03 15:22:40
Well it looks like I finally found the right place to post the Dirty Dozen, Gongaga, and the Entropic Eleven. I'll start with the Dozen.
You see, my brothers got the idea for these guys after we saw some special rules for Colonel Shaeffer and his Last Chancers. The idea of an elite team of soldiers operating on their own and destroying entire armies was rather appealing to us, and thus, back around 2001, my brothers started making our own teams of super-elite soldiers meant to take on entire armies and win. Thus, these guys were made back in the days of 3rd and 4th edition, so their rules are heavily out-dated, but still, I felt like I should post them.
The Dirty Dozen were imperials that had committed some rather bizarre crimes, but, like the Last Chancers, their skill was such that they were much too valuable to execute. The result is that they are frequently sent on potential suicide missions. We have such things here as a psychic vindicaire assassin, a commissar that gives even Kharn the Betrayer the heebie-jeebies, a fireproof space marine, and a weapons team that fires a tactical nuke and summons swarms of giant rabbits to maul people. Shall I post these guys then? I will provide a short explanation of each, and then give a complete rundown of their stats, weapons, gear, and special abilities. The key thing to remember about these guys is that if you use them, it's just these dozen against an entire army.
The Entropic Eleven, meanwhile, are the chaos counterpart, and feature such gems as a Khorne berzerker that follows Khorne's martial facet instead of bloodlust, a noise marine that turns units into mosh pits, and a Tzeenchian Word Bearer that imbued his lascannon. That should give you a good idea of just what sort of shenanigans this group is involved with.
And finally, there's Gongaga, the Broiler of Planets, who is not so much a who as he's more of a what. Namely, he is wildfire incarnate, a literal force of nature that burns everything in front, around, or behind him with his flamethrower, the Roaster of Worlds. His most dreaded ability however, is the ability to kill a model with a stare that could freeze beer. Don't ask me how the spirit of wildfire has an icy stare, I'm not the one that made it. XD
Anywho, shall I post these guys? If I do, it will be three or four at a time, behind spoiler tags so as to not clog up the board. If/when they are posted, feel free to comment on them.
EDIT- the reason for asking whether I should post the lot of them or not is because of just how many posts I'll be pumping out. Anywhere from six to eight, depending on how many characters I put in per post, and each one has a full profile and rules.
This message was edited 1 time. Last update was at 2015/06/05 21:25:24
Post away! Spoiler tags are your friend. I've gotten 33 units and a bunch of wargear items in one post that way.
Also, @ Veteran Veteran: Mastery Level four, on a human? Yes, you're right, that is a bit much.
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.
Hmm, now that you mention it, I might be able to get the entire Dozen in that way, plus Gongaga. So without further ado, here is the Dirty Dozen. One thing to remember about these guys as you read them is that if they are on the tabletop, then it is just the twelve of them and their transport vs an entire army. It could potentially play out like one of those action movies from the 80's. The other thing to remember is that these guys were written back in 3rd and 4th edition, and their rules reflect that.
First up, we have Zambesi Jack. He was relegated to the Dirty Dozen after he took part thwarting a chaos infiltration. He was put there in case he fell to chaos. His stats are as follows.
Weapons
Master-Crafted Power Weapon
Needle Pistol- Range 24" Strength-* AP-2 Assault 1 (Always wounds on a 2+, functions like a Dark Eldar Stinger)
Vortex Grenades- Range 12" S-* AP-* Assault 1 small blast (If grenade hits, place small blast on top of target unit. Models in the blast are instantly killed on a 4+, no saves allowed. Vehicles sustain D3 penetrating hits. The blast scatters 1d6 inches the following turn and d6 turns after.
Special Rules
Invisible- Zambesi Jack cannot be attacked at all unless he's in base contact with an enemy unit. His shadowy form gives him a 3+ invulnerable save.
Backstab- Zambesi Jack may backstab the first enemy unit he attacks in close combat. If he hits, the hit is at double strength.
Next up, we have HBC, or Hot-Bread-Cut, a heavy bolter-toting space marine that joined the Dirty Dozen to come along for the ride. He wears black artificer armor with his initials on one of the shoulder pads.
Spoiler:
HBC Ws-7 Bs-5 S-5 T-5 W-4 I-6 A-3 Ld-10 Sv-2+
Weapons
Heavy Bolter
Wargear
Artificer Armor
Bionics
Frag Grenades
Loading Speed Regulator- Allows HBC to kick his heavy bolter into high gear, changing its profile to the following- R- 12" S-5 AP-4 Heavy 6
Special Rules
And They Shall Know No Fear
Fireproof- HBC is immune to any and all fire-based weapons and attacks, including but not limited to flamers, scorchas, burnas, and inferno cannons.
Steady Hand- HBC may move and fire his heavy bolter in the same turn, provided he hasn't kicked it into high gear.
Calm Under Fire- HBC cannot be pinned and ignores the effects of frag grenades when defending in CC. In addition, any enemy unit charging into close combat with HBC must resolve six heavy bolter hits before they reach him, provided HBC has not moved in the previous turn.
Fighting Retreat- If HBC is forced to fall back from CC, he may fire his heavy bolter at the unit which forced him to retreat.
Next, we have Clint Eastwood, yes that Clint Eastwood. Like HBC, he's just along for the ride.
Weapons
Master-Crafted Power Weapon
Extremely Dangerous Pistol (Range- 24", Strength 7, AP 2, Assault 3, counts as a pistol in close combat)
Wargear
Heavy Armor (3+ armor save)
Frag Grenades
Special Rules
Cold yet lusty eyes: Enemy units charging into close combat with Clint Eastwood lose all attacks for charging and extra close combat weapons. Furthermore, if Eastwood inflicts any casualties on them in close combat, they must immediately fall back.
Close Combat Master: Enemy units suffer -1 to hit Eastwood in close combat, while he gains +1 to hit them. He may also reroll his first round of close combat misses.
Greatness: Clint Eastwood receives a 4+ invulnerable save. Also, if he is reduced to zero wounds in some way, he gets a 3+ save against death. If this save is made, he continues fighting. If he fails, he is removed as a casualty.
Next up, is Techmarine Metallus Lucullus Cicero Funkhauser IV, or MLCF. He was assigned to the Dirty Dozen after he upgraded a crusader-pattern land raider with alien technology and a nitro booster. In this case, the alien tech was a wave serpent energy field.
Spoiler:
Techmarine Metallus Lucullus Cicero Funkhauser IV Ws-4 Bs-4 S-4 T-4 W-2 I-5 A-3 Ld-9 Sv-3+, Absorption Field
Weapons
Master-crafted Plasma pistol
Master-crafted Power axe
Wargear
Servo-Arm
Signum
Frag grenades
Melta bombs
Absorption Field (Confers a 4+ invulnerable save. However, when it has aborbed (ie passed against) 5 attacks, whether shooting or close combat, it becomes a 3+ invulnerable save. After absorbing 10 more attacks, it becomes a 2+ invulnerable. If the 2+ invulnerable is ever failed, however, it resets to a 4+ invulnerable save, and so the cycle continues.
Special Rules
And They Shall Know no Fear
Master of the Servo-Arm: MLCF hits on a 3+ with the servo-arm instead of a 4+, and repairs immobilized vehicles on a 4+ instead of a 6. In addition, on a to-wound roll of 6 for the servo-arm, the enemy model is killed outright, no saves allowed.
And now the land raider cruader he tinkered with...
Spoiler:
Land Raider Crusader
Bs- 5
Front, side, and rear armor is 14
Type: Tank
Weapons: multi-melta, twin-linked assault cannons, 2 hurricane bolters, pintle-mounted storm bolter.
Vehicle Upgrades: Searchlight, Frag Assault Launchers, Nitro Booster, Energy Field, Nullifier Field.
Special Rules
Energy Field- This works just like a wave serpent field. (Ie all ranged attacks on the front and side of the land raider higher than strength 8 count as 8.
Nullifier Field- Any model, friend or foe, within 12" of the land raider cannot be affected by psychic abilities. Additionally, demons that come into range of the nullifier field must pass a leadership test or be destroyed.
Nitro Booster- Once per game, the land raider crusader may move up to 24" in the movement phase instead of 12". If it does so, it may not fire any weapons or unload troops that turn.
Now, next up, we have one of the two people there to keep the rest of the Dozen in line, namely Commissar Adler. My elder brother got the idea for one of his particular rules after running the normal commissar against a squad of Khorne Berzerkers and killed about 8 with no wounds in return.
Weapons
Master-crafted dueling pistol (R-12", S-5, AP-4, Pistol)
Iron Fist (Counts as a power fist. However Adler strikes with his normal initiative when using the iron fist.)
Saber (Close Combat Weapon, allows Adler to deflect one enemy attack per assault phase, treating it as a miss instead.)
Special Rules
Eagle Eye- An army which includes Commissar Adler will always go first. In addition, the entire army gets a free shot at enemy units infiltrating or deep striking in range and line of sight of their weapons.
Khorne's Bane- Khorne Berzerkers (and any other unit bearing the mark of Khorne for that matter) are not fearless when fighting Commissar Adler in close combat. Additionally, Khorne Berzerkers, Khorne daemons, Khornate chaos lords, chaos marines bearing the mark of khorne, and Kharn the Betrayer suffer a -2 penalty to leadership when fighting an army that includes Commissar Adler.
And now, Chaplain Vesuvius, the other guy that keeps the Dozen in line. His faith in the Emperor is so strong that it manifests in ways that probably make the Sisters of Battle blush. I mean, how often can you bring people back from the dead? So without further ado, here's the Chaplain.
Heroic- Friendly models within 12" of Chaplain Vesuvius add +1 to their attacks.
Terrifying- Enemy models automatically suffer -1 leadership when fighting an army which includes Chaplain Vesuvius. Enemy units within 12" suffer -2 to leadership, while those within 6" suffer -3. Finally, enemy units with models in base-contact suffer -4 leadership and must take a leadership check each turn or fall back.
Prayers of the Faithful (originally Priest Spells)- Vesuvius is allowed to use these once per turn, and only one prayer may be used at a time. They are used in the shooting phase and do not require a psychic test.
-Cure wounds: roll 3d6. On a 4+, Chaplain Vesuvius may restore 1 wound to a friendly model within base contact. Multiple models may be healed in this manner, although not beyond their original total of wounds.
-True Resurrection: Name one friendly model that has just died in this turn or the last, and roll a d6. On a 3+, the model returns to life with full wounds within 6" of Chaplain Vesuvius. This power may be used on your turn or your opponent's.
-Purge Psycher- This functions exactly like Mind War in the eldar codex, but it only affects psychers and units with the sorcerer ability.
This next guy is Azathoth, the Master Assassin. He is feared by many, and was placed with the Dirty Dozen due to hiding his psychic nature when he was in the assassin temple. He combines the skills of a vindicaire assassin with a highly-capable psycher, and is a truly frightening foe to face.
Spoiler:
Azathoth, Master Assassin Ws-8 Bs-5 S-4 T-4 W-4 I-7 A-4 Ld-10 Sv-3+(invulnerable)
Weapons
-Heavy Exitus Rifle (R-48" Strength-X Armor Piercing-2 Heavy 1)- Always wounds on a 3+, strength 2d6 (10 max) against vehicles.
-Master-Crafted Force Axe-
Wargear
-Frag Grenades
-Melta Bombs
-Vindicaire bullets
-Shadow Armor (Grants Azathoth a 3+ Invulnerable save. In addition, anyone wishing to shoot at Azathoth must first check to see if they can spot him using modified night fighting rules (2d6x3 inches)
Psycher Powers (No test required)
-Mind War- As per Eldar codex.
-Smite- As Space Marine codex
-Displacement- This power is used in the assault phase, and displaces Azathoth's image to somewhere that he is not. As a result, after using this power, on the next enemy turn, any attacks aimed at Azathoth, be they ranged or close combat, will only score hits on a roll of 6.
-Dominate- As Mind War, except that for every point that Azathoth wins by, the enemy character is possessed (under your control) for one turn.
-Disintegrate- Nominate one enemy model within 24," then roll 1d6. If you roll higher than the opposing model's toughness, or if you roll a 6 no matter what their toughness is, that model is instantly slain outright, no armor or cover saves allowed. Vehicles are glanced on a 4 and penetrated on a 5+.
-Lightning Bolt- All models within an 18" straight line starting at (but not with) Azathoth take one automatic Strength 5 AP 5 hit.
Special Rules
-Marksmanship
-Fearless
Next up, we have Arthur O'Bower, an aspiring inquisitor that was placed in the Dozen due to his powerful battle rages that happen, referred to as him breaking his band. He is meant to be a melee bruiser who can turn into a total juggernaut if you roll a 6 at the exact right time, as you shall see below in his profile.
Weapons
-Master-Crafted Bolt Pistol
-Chainsword of the Mighty (Master-Crafted power weapon that re-rolls first round of failed to-wound rolls, also acts as an Eldar Biting Blade)
Special Rules
-Fearless
-Break Band- At the beginning of each round of close combat that Arthur O'Bower is a part of, roll 1d6. On a 6, Arthur O'Bower has broken his band! Double his strength, toughness, and attacks for the rest of the close combat. The effects wear off at the end of close combat, unless Arthur O'Bower makes a sweeping advance into another enemy unit.
Alrighty, we're two-thirds of the way through, so here's Lieutenant Breckenridge, an Imperial Guard Lieutenant that was assigned to the Dirty Dozen for suspicions of alien taint that arose after he replaced his right hand with an eldar one to enable him to use an ancient Eldar sword. His fighting style was also characteristically un-Imperial, emphasizing a great investment in speed.
Special Rules
-Disciplined: Lieutenant Breckenridge has the benefit of the "And They Shall Know no Fear" special rule and will never fall back off the table.
-Flying Leap: Lt. Breckenridge may use this power once per assault phase, after charging but before rolling to hit. Breckenridge may leap out of base contact of whatever enemy model(s) he is fighting and into base contact with another enemy model within 6 inches.
-Incredible Speed: Lt. Breckenridge has enhanced his already incredible reflexes to the point that they are easily on par with the operatives from the Officio Assassinorium. His reflexes thus grant him a 4+ invulnerable save, and he may only be hit on a 6 in close combat. In addition, he gains +d6 attacks for charging and has a 3d6 pursuit and fallback move.
Now, we progress to probably the strangest pair of the Dirty Dozen, Scott and John. Their crimes are preaching about how Gongaga, a being of wildfire incarnate, would come to roast everybody. Plus, their strange abilities made people think they were unsanctioned psychers. The two of them act as a weapons team, with scott carrying the bazooka, and john carrying his ammunition.
Weapons
-Missile Launcher (For missile payloads, see special rules)
-Laspistol
-Master-Crafted power sword
Wargear
-Sigil of Invictus (This sigil marks that the bearer is not going to be laid low by outside circumstances so easily. In the case of Scott, it confers a 4+ invulnerable save and prevents him from being killed outright, whether it's by wraithcannons, Abaddon's daemon sword, attacks that are at twice his toughness, and so on. They are treated as dealing one wound instead.)
-Carapace Armor
-Frag Grenades
Special Rules
-I'll get you for that! (Those that afflict Scott with harm have a strange tendency to meet a nasty end not long afterwards. When Scott is slain, set him down on his side. The unit that slew him takes D6 automatic wounds, with no armor saves allowed. Furthermore, any enemy units coming within 12" of his body takes another D6 wounds with no armor saves.)
-Can I call 'em or what? (Scott shows remarkable precision and insight with how to aim and call down artillery strikes and deep strikes. To represent this, any army he accompanies does not have to roll scatter dice for weapons that typically use scatter dice, nor are scatter dice rolled for deep striking units.
-Rocket Payloads- Scott's missile launcher fires the standard frag and krak missiles, but may also load choke gas missiles. The stats are as follows: R- 48" S-X AP-X Heavy 1 5" blast. Units that are caught in the blast of a choke gas missile must roll a leadership test or fall back. Additionally, once per game, Scott may chamber up and fire a guided tactical nuclear rocket. The stats are as follows: R-48", S-10, AP-1, Heavy 1 5" blast, 2d6 for armor penetration against vehicles. As the missile is guided, the enemy that Scott is firing at does not have to be in his line of sight.
Now, here comes John, and his unusual connection to rabbits.
Spoiler:
John John
Ws-5 Bs-4 S-4 T-3 W-3 I-4 A-3 Ld-9 Sv-4+, 4+ (invulnerable)
Wargear
-Carapace Armor
-Frag Grenades
-Sigil of Invictus
Special Rules
-Ammo Bearer- John is Scott's ammo bearer, and as such always stays within at least 2" of him.
-Speed-loading- John has drilled the routine for reloading Scott's missile launcher into his head to the point that he practically has it down to an art form. After firing the first missile that round, John may choose to, instead of firing his weapons or summoning rabbits, to rapidly reload Scott's missile launcher. When he does, roll a d6. On a 4 or more, he is able to swiftly pop a fresh missile onto the launcher, allowing Scott to fire another rocket immediately. After this second shot, another speed-load may be attempted, but it will only succeed on a 5+. If that one succeeds, then the next speed-load attempt that turn only passes on a 6. No more speed loads may be attempted that turn if an attempt fails.
-Inconspicuous- John is an easy person to overlook, rarely, if ever, drawing attention to himself. To represent this, any unit attempting to shoot at John must first roll to see if they can spot him, using night fighting rules (2d6x3 inches).
-Synapse Creature- When rabbits are within 6" of John, they become fearless.
-Rabbits!- John has a strange connection with rabbits, and has manifested the ability of summoning abnormally large ones with rapid frequency. Once per turn in the shooting phase, if he has not fired, speed-loaded Scott's missile launcher, or is in the middle of a close combat, he may roll three dice. On a 1-2, nothing happens, while on a 3-4, a brown rabbit is summoned, and a 5-6 summons a white rabbit. If he rolls triple 4's, 5's, or 6's, then he creates an especially powerful manifestation of rabbit-kind, the Great Rabbit Kubulux. He may have no more than five rabbits on the board at a time, not including Kubulux. If rabbits are summoned, place an ordnance blast marker around John and place the rabbits within its radius. The stats for the rabbits and Kubulux are below
Brown Rabbit Ws-3 Bs-0 S-3 T-4 W-3 I-3 A-2 Ld-7 Sv-5+ (I)
Special Rules
-Invulnerable- These rabbits are a manifestation partly of John's connection to rabbits, and to reflect their decidedly abnormal origins, they are a bit harder to kill than mundane creatures. To represent this, they have invulnerable saves.
White Rabbit Ws-4 Bs-0 S-4 T-3 W-2 I-4 A-3 Ld-7 Sv-5+ (I)
Special Rules
-Invulnerable- These rabbits are a manifestation partly of John's connection to rabbits, and to reflect their decidedly abnormal origins, they are a bit harder to kill than mundane creatures. To represent this, they have invulnerable saves.
Kubulux the Great Rabbit Ws-6 Bs-0 S-6 T-6 W-4 I-5 A-3 Ld-10 Sv-4+ (I)
Special Rules
-Invulnerable- Kubulux, in addition to his abnormal origins, is of tremendous size and vigor. This in turn grants him an invulnerable save
-Monstrous Creature- Kubulux is a mighty rabbit that towers over even a space marine terminator, and possessing enough strength to tear the sides off a tank with little effort. To represent this, Kubulux is therefore a monstrous creature, and thusly ignores armor saves in close combat and rolls 2d6 for armor penetration in close combat against vehicles.
-Synapse Creature- All rabbits within 6" of Kubulux are fearless, automatically following the directives of the Great Rabbit without hesitation, and passing any morale and pinning tests that they might have to take.
-Escape- If Kubulux is reduced to 0 wounds, roll 3d6. If any of them roll a 4+, then Kubulux is removed from play but may be re-summoned later. If none of the dice roll a 4 or more, then Kubulux is gone and may no longer be summoned for that battle.
And finally, we have the most powerful, and easily the most dangerous, member of the Dirty Dozen: C.S. Lewis. His crimes include refusal to worship the God-Emperor of Man, and the unsanctioned use of artifacts. We got the idea for his armor save after noting how some weapons and abilities had an armor piercing value of 1, but nobody had a 1+ armor save. We decided to have some fun and change that... So without further ado, here he is...
-Black Blade of Storms (Master-Crafted power weapon, this grants +4 strength and attacks to CS Lewis, and confers to him 4 special powers that may be used once per game. No more than one power may be used per turn, and are used in the shooting phase instead of shooting.)
(Lethal Bolt-Pick one enemy model or vehicle. That model or vehicle takes a single Strength 10 hit, no saves of any kind allowed. Vehicles take the hit against their rear armor.)
(Lightning Storm- All enemy units on the board take 2d6 Strength 6 AP4 hits, while enemy vehicles suffer 1d6 glancing hits. All infantry so affected automatically test for pinning, regardless of being fearless or not. Fearless units will automatically leave their pinned status on the opponent's next move phase, however.)
(Blinding Flash-All enemy units and vehicles suffer -2 to hit C.S. Lewis in ranged or close combat on their next turn.)
(Thunderclap- All enemy vehicles suffer a crew stunned result on the vehicle damage table, while all enemy infantry units cannot shoot on their next turn, and if they move, have to roll dice to determine movement as if they were in difficult terrain.)
Wargear
-Armor of Light (Terminator armor, confers a 1+ armor save and a 4+ invulnerable save. Additionally, Chaos, Chaos Daemons, Dark Eldar, Necrons, and Tyranids suffer -1 to hit C.S. Lewis in ranged or close combat.)
Special Rules
-Inspiring- All friendly models gain +1 to their leadership scores and may re-roll failed morale checks.
-Fearless
-Holy Smite- C.S. Lewis may use this power in the shooting phase instead of shooting.
Its stats are as follows: R- 24" S-* AP-d6 Assault 4. Strength is equal to C.S. Lewis's wounds.
-And They Shall Know no Fear
And there you have it: the most powerful penal squad ever assembled.
We probably have room another one of the loony creations of my brothers. This time it's Gongaga, the Broiler of Planets. Gongaga, to put it simply, is a literal force of nature personified. In this case, it's wildfire. He is represented on the tabletop by a catachan jungle fighter toting a flamethrower, wearing a bandanna, and throwing a stare that could probably freeze beer. Yes, the spirit of wildfire has an icy stare. Don't ask me how, but he does. Anyways, here are his stats.
Weapons
Roaster of Worlds- This eldritch flamethrower is how Gongaga spreads his fiery will across the planet. It consumes anything it touches in flames that match the flares of the stars themselves.
Its stats are as follows: R-Flame Template S-9 AP-1 Assault 1, 2d6 for armor penetration against vehicles.
Icy Stare- The other, and just as greatly-feared power of Gongaga is his power to kill with a stare. It only works on single models, however, and may never be used against vehicles.
It's stats are as follows: R-Line of Sight, S-*, AP-1, Heavy 1. The Icy Stare always wounds on a 4+. Any models wounded by it are instantly killed. (Originally he had no saves of any kind allowed against it. I dropped that because let's face it; instantly killing something with no saves of any kind from any range on the board is OP, even for a force of nature.)
Wargear
Sigil of Invictus- This works much like Scott and John's sigils, granting him immunity to all forms of instant death, instead suffering a single wound. Unlike theirs though, his does not grant a 4+ invulnerable save.
Frag Grenades
Bandanna- The bandanna Gongaga wears is the source of his protection, and what, along with his unnatural toughness, helps stave off most injuries. As a result, instead of rolling an armor or invulnerable save against wounds, Gongaga instead takes an unmodified leadership test. If the test is passed, then his bandanna shields him from harm and he shrugs off the damage.
Special Rules
Monstrous Creature- Gongaga is merely a force of nature in the shape of a man, and as such is able to exert incredible strength. To represent this, he ignores armor saves in close combat, and rolls 2d6 when rolling for armor penetration against vehicles.
Unearthly Speed- Being a supernatural entity of great power, Gongaga is not bound by the mortal limits of physical exertion, and is able to run at much greater speeds than mortal foes of similar size. To represent this, Gongaga may move 12" in the movement phase and has a 12" charging distance in the assault phase. Furthermore, he does not have to roll when crossing through difficult terrain, and rolls 3d6 for determining pursuit and fall-back distance.
And there you have it. A penal squad, a souped-up land raider, and a force of nature. The next time I post, I will have their chaos space marine counterparts, the Entropic Eleven. Feel free to comment on these guys. I always enjoy a good chat.
This message was edited 7 times. Last update was at 2015/06/06 19:05:52
Well, I thought I'd wait to see if anybody had any comments for the Dirty Dozen and Gongaga before popping out the Entropic Eleven. Quite a spot of time has passed without comment, so I'll pop the Eleven down now. And sorry in advance if I'm committing a faux pas by doing this.
Well it's time to post the Dirty Dozen's Chaos Space Marine counterpart, the Entropic Eleven.
Originally, they were simply the Terrible Ten, before I added a slaaneshi member, a noise marine to be exact, to their number. The group is comprised of eleven unique soldiers and a heavily souped-up land raider. At present, the makeup includes five Khornate marines, one Nurglite, two undivided, two Tzeenchian, and one Slaaneshi.
Okay, so first up, we have Hermann DiBergi, the noise marine that cranked things up to eleven in more ways than one. One of his special rules reflects that aspect of him, as you'll soon see. He's primarily a ranged combatant, but if people get close to him? Well, things are gonna get messy...
Equipment- Sonic Blaster, power sword, doom siren.
Wargear and Gifts- Mark of Slaanesh*, Daemonic strength*, Daemonic resilience*, Daemonic Armor, Demonic Aura, Frag grenades, Krak grenades (* means bonus applied already)
Special Rules
The Power of Rock- When DiBergi is within 18 inches or less of an enemy squad, he may choose to do this instead of firing his sonic blaster. If he does, then he starts rocking out with his sonic equipment, causing nearby enemies to potentially turn into mosh pits with guns. He may only target one unit at a time with this ability, and may not move in the assault phase if he has rocked out in the shooting phase. When a squad is targeted, it takes a leadership test. If they pass, then they are able to shake off the power of DiBergi’s heavy metal. If they fail, though, the unit immediately turns into a mosh pit, with several fights breaking out among the unit. Essentially, the unit has all of its models attack each other in close combat. The effected squad also cannot move or fire that turn, regardless of whether it is fearless or not. This has no effect on imperial guard squads with commissars attached, Sisters of Battle, tyranids in the range of a synapse creature, or necrons; any chaos or orks on the receiving end of this take a -4 penalty on their check, as they are especially susceptible to the Power of Rock. The unit that has been moshing must roll a leadership test on their next turn, with all associated penalties, or continue moshing. Any units approaching DiBergi while he is rocking out must also roll leadership if they get within 18” of him, or also start moshing. If he is successfully wounded in either ranged or close combat, his concentration is interrupted and all moshers come to their senses, although they may not shoot that turn or charge.
Up to Eleven- Once per game, DiBergi can supercharge his sonic blaster to nigh-impossible levels, nearly ripping the area to shreds with massive sonic vibrations. He must declare that he is cranking his blaster up to eleven before the shot is taken, and if it misses, then the attempt is wasted. The stats are as follows.
Range-36 inches, Strength-11 (yes, 11), AP value-1, Type- Heavy 1-5" Blast
If DiBergi rolls a 1 to hit with his cranked-up sonic blast, then it has backfired horrendously, and the blast is centered on him instead, likely with messy consequences.
Next up is one of the less complicated folks, a Khornate Word Bearers Chaos Lord named Widow Maker. He is best described as a walking blender in close combat. Here's his stats.
Upgraded Plasma Pistol- Range- 12” Strength 8, AP 1, Pistol, does not overheat, Master-crafted.
Gifts of Chaos & Wargear
Daemonic Armor, Daemonic Essence, strength, & toughness (all applied), Collar of Khorne, Daemonic Rune, Frag Grenades, Melta Bombs, Mark of Khorne (bonus applied), Spikey Bits, Rage of Khorne (+d3 attacks for charging instead of +1), Feel No Pain (May make a check against wounds that get through his armor. On a 4+, the wound is ignored. May not be taken against weapons that cause instant death or close combat weapons that allow no save)
Chaos Field- This is a swirling field of chaotic energies that protect the bearer, giving him a 4+ invulnerable save.
Special Rules
Heightened Rage- Widowmaker is known for his ferocious battle rages, often rivaling that of Kharn. Due to this, he rolls +d6 attacks for charging instead of +D3, and his feel no pain save works on a 3+ instead of 4+.
Bull Rush- At the start of your assault phase, if Widowmaker is in close combat, you may have him perform a bull rush attack, wherein he picks a model within 4” of himself and charges towards him in a straight line, dealing a strength 6 hit to all models in that line between him and the target model. Since he is not using his Axe of Khorne during his charge through the ranks, normal armor saves apply. Once he reaches his target, he may attack as normal.Only one bull rush attack may be done per close combat, though if a sweeping advance is performed into an enemy unit, Widow Maker may do a bull rush the next turn, assuming the combat is still going.
And next up, we have The Gunman, an obliterator. He maintains the role of heavy ranged support, but with a bit more mobility than usual, courtesy of Boltgun Bob, the team's mechanic.
Additional Body Weapons- The Gunman is an obliterator that has committed quite a few weapon designs to memory, and is thusly able to manifest them from the list in his weapons profile. As with standard obliterators, he may change what he is equipped with in each phase, so he could open fire with a heavy flamer in the shooting phase, and then morph on a pair of chain fists in the assault phase. In addition, all ranged weapons he morphs on count as twin-linked. If he morphs on a chain fist, it is assumed to be a pair, gaining an extra attack (and already factored into his stats profile.)
Fearless
Slow and Purposeful- The Gunman is huge and ponderous. He advances in a methodical manner, laying down a steady stream of fire from his body weapons. As such, he always counts as stationary, even if he has moved. However, his lack of impetus when charging means he gains no bonus attacks for doing so.
Advanced servo-motors- These were integrated into the Gunman’s armor by Boltgun Bob, taking care of the more major problems associated with the Gunman’s ponderous gait. As such, while he still counts as in difficult terrain at all times, he rolls 3d6 when determining his move distance. He is also able to strike in close combat using his normal initiative. He still may not perform a sweeping advance however.
Next up to bat is Boltgun Bob, the mechanic of the bunch and de-facto leader. Not because he's the strongest, but because he's the most level-headed. It would seem that sanity, relatively speaking anyways, has its advantages. It also doesn't hurt when you're the one that keeps everyone's equipment up and running. Anyways, his model is a Night Lords chaos marine sporting a double-rig of bolters. This guy's rules were difficult to write up, and his repairs rule was altered after I learned that editions had moved on to include structure points, so his ruleset reads a bit... odd.
-2 master-crafted bolters (modified, range 24", strength 5, AP 5, assault 2)
-Master-crafted bolt pistol
-Master-crafted power axe
Wargear/Gifts
-Ancient Artificer Armor (Applies a 2+ armor save)
-Force field (A 3+ invulnerable save is granted to Boltgun Bob and his grease monkeys)
-Heavy melta bombs (strength 10+2d6 on vehicles, if a vehicle is penetrated, consult the ordinance damage table)
-Mark of Chaos Undivided
Special Rules
Mechanical Genius- Boltgun Bob was a former senior technician for the Night Lords chaos marines. His advanced technical knowledge allows him to repair nearly anything short of something that has been utterly annihilated. In order to do repairs, he must be within base contact of the vehicle, and may not fire or assault that turn, though he may defend himself in an assault. While he is repairing, roll 1d6 and consult the repair table. Wrecked vehicles may be repaired, but not destroyed or annihilated ones, and neither can walkers or skimmers. If Boltgun Bob has repaired a wrecked vehicle, take him and his grease monkeys off of the table, as they are crewing the newly-repaired piece of machinery. If the vehicle is destroyed again, the whole crew survives. In the case of a catastrophic explosion, each person gets to roll with Boltgun Bob’s 3+ invulnerable save. (Note: since Boltgun Bob and his grease monkeys are protected by power armor, any vehicle they repair that was formerly open-topped does not count as such while they are driving it.) The repair table is below.
1- A catastrophic failure. Boltgun Bob has an accident and detonates the vehicle. Everyone within 1d6 inches takes an automatic wound with saves allowed. The vehicle also now counts as destroyed instead of wrecked or damaged.
2- Domino Failure- subtract 1 from the result the next time Boltgun Bob tries to repair the vehicle
3- Progress- Add 1 to the result next time Boltgun Bob attempts to repair the same vehicle.
4- Vehicle is no longer Immobilized (If vehicle is not immobilized, then a weapon is repaired). If neither is the case, then a structure point is healed.
5- Weapon mount repaired (if no weapons are destroyed, then immobilized result is repaired instead. If neither is the case, then a structure point is healed.
6- Vehicle is fully repaired (Ie, as if it had never taken any damage in the first place.)
Gunfighter- Boltgun Bob has a recoil-control system built into each of his bolters, allowing him to fire each with one hand at the same time with accuracy. Why yes, this means he can fire four shots at any targets in range.
Hellfire Penetrator munitions- Boltgun Bob uses unique ammunition that he developed himself; it allows for increased armor penetration and lethality. To represent this, no hits made with his boltguns will ever have a to-wound roll of worse than 4+, regardless of relative strength and toughness values.
Grease Monkeys- Boltgun Bob is always accompanied by these three assisting marines. Their stats are below.
Weapons- Each of the Grease Monkeys have a bolt pistol and Close Combat weapon. In addition, Melta Gun Murphy is armed with a melta gun, Plasma Gun Pete has a plasma gun, and Flamer Frank is armed with a heavy flamer.
Wargear- Daemonic Aura, Frag Grenades, Melta Bombs, in addition, Flamer Frank carries a heavy demolitions charge that may be used once per game:
(R-12”, S-10, AP-1, Ordnance 1)
Special Rules
Assistants- These three are Boltgun Bob’s grease monkeys, and as such carry spare parts, tools, and power packs for him whenever they are on the battlefield. As such, they may never stray more than two inches from him. In addition, each Grease Monkey adds 1 to the result on Boltgun Bob’s repair rolls. As long as Boltgun Bob is alive, they may use the 3+ invulnerable save from his force field. If he should somehow kick the bucket before they do, they will be forced to rely on their daemonic aura saves if their power armor cannot help them.
Thunderous Belch- Once per game, Plasma Gun Pete may unleash an earth-shaking belch from his mouth with the following stats: R- Flame template, S-1d6+4, AP 4, Assault 1
Melta Sweep- Meltagun Murphy sports upgraded power cells on his melta gun. This makes him able to hold down the trigger and sweep the weapon like a flamethrower. If he does so, his melta gun has the following stats: R-Flame Template, S-8, AP-1, Assault 1.
Okay, so that takes care of those three, but wait, there's more! One final thing before we move on to the next entry, and that is the Entropic Eleven's Land Raider. As befits a mechanic, Boltgun Bob has more or less gone nuts with outfitting it, incorporating an all manner of nasty toys onto it. So without further ado, here's their ride. Of special note is what DiBergi is able to do in conjunction with this thing thanks to the warp amp...
Spoiler:
The Entropic Eleven's Chaos Land Raider
Bs-5, Front Armor-14, Side Armor-14, Rear Armor-14
Crew- Chaos Space Marines
Weapons- Two Twin-Linked Lascannons, Twin-linked Heavy Bolters, Demolisher Cannon, Havoc Missile Launcher
Upgrades- Blasphemous Rune (A hand giving the finger), Warp Amp, Extra Armor, Searchlight, Smoke Launchers
Special Rules
Energy Field- An energy field generator that was salvaged off of a Wave Serpent transport, this protects the Land Raider from especially unpleasant attacks. Attacks against the front and side arcs of the vehicle count as strength 8 if their strength is more than 8.
Crystal Targeting Matrix- This is an elder targeting system that replaced the targeting systems inside the land raider. This allows the land raider to shoot in its movement phase, allowing it to move, shoot, and then finish its move, though the standard restrictions for weapons fire while moving apply.
Rock Amp- If Hermann DiBergi is within shooting range of the land raider with his sonic blaster, he can use the warp amp on the land raider to boost the noise and extend the range, adding the range of the warp amp’s effects to the range of his sonic blaster. If he does this, then the warp amp’s standard effects are nullified for the turn, or the duration of DiBergi’s rocking out if he is using the Power of Rock. If the land raider or DiBergi leave the range of his sonic blaster, these effects are cancelled and the standard effects resume.
Transport- The Land Raider is capable of carrying all members of the Entropic Eleven within its compartment.
Whew. That guy and the Lord of the Arcane have to be the two most complicated guys on this group. This next guy we got the idea for after my brother posed a Khorne Berzerker in such a manner that he was diving sideways through the air with a double rig of bolt pistols. Thus was born Matrix Man, the Eccentric Purple Khorne Berzerker. He's a bit like Lt Breckenridge on the Dirty Dozen, in that he's the annoying avoidance melee tank.
Wargear & Gifts
Frag Grenades
Melta Bombs
Mark of Khorne
Daemonic Strength and Resilience (applied)
Special Rules
Bullet Time- Matrix Man sees everything in “bullet-time,” and is thusly able to dodge almost anything sent his way. To represent this, any and all ranged attacks that hit him must roll to wound against his initiative (they attack in his general direction, but he evades at the last second). His toughness is still used to determine whether he can be instant-killed or swallowed whole. His reflexes also prevent him from being hit in close combat except on a to-hit roll of 6, along with a 4+ dodge save that can be taken against any non-flame template weapons, as well as C’tan attacks and Necron Warscythes.
Speedy- Matrix Man has a 9” move in the movement and assault phases, and a 3d6 pursuit and fall back move. He also ignores difficult terrain.
Eccentric- Matrix Man is a highly-unusual Khorne Berzerker, worshiping only the martial prowess aspect of Khorne, and thus is not prone to the usual psychotic rages typical of his brethren. As such, he is not subject to the effects of the “blood frenzy” granted by the Mark of Khorne.
So this next guy is supposed to be, close-combat-wise, the big cheese of the bunch. A Khorne terminator with some nasty artifacts that carry the Blood God's blessing, and a souped-up suit of terminator armor and combi-melta. So without further ado, here's Jothax.
Weapons
Khorne’s chains of wrath (counts as two chainfists, strikes with normal initiative, during each round of close combat, declare whether it ignores armor saves or invulnerable saves, as the chain blades shift and warp to blow through either armor or whatever other defenses the enemy may have.)
Enhanced Combi-Melta (Melta stats- R- 18” S-8 AP 1, Assault 1, has no limits on its usage)
Wargear
The Blood God’s Raiment of Rage- This special suit of terminator armor has been bathed in the ocean of blood at the base of Khorne’s throne of skulls, granting it many powerful properties to the faithful of Khorne that wears it. In the case of Jothax, it makes it so that any wound he takes is rolled against his leadership, with passed tests indicating a negated wound. The save is armor and invulnerable.
Daemonic Rune, Daemonic Essence (applied), Daemonic Strength (applied), daemonic resilience (applied), Spikey bits, Feel No Pain, Rage of Khorne, Collar of Khorne, Mark of Khorne (Applied)
Special Rules
Khorne’s Favor- Khorne has bestowed great favor on Jothax, who is one of his mightiest champions, possibly on par with Kharn himself. This favor is in the form of Jothax being healed by pain. Whenever his ‘Feel no pain’ save is made, Jothax draws energy from the warp and gains a wound (up to his starting 5). Of special note is that this also works against the life-draining attacks of the C’tan.
Enhanced Servo-Motors- Jothax’s armor had its servo-motors and wiring upgraded by Boltgun Bob. This allows him to chase after fleeing opponents with bursts of speed that one normally would not find in a suit of terminator armor. This allows Jothax to roll 2d6” for pursuit distance when an enemy unit falls back, and if possible, he may also do a sweeping advance into other enemy units.
Melta-Sweep- The upgraded power cells on Jothax’s combi-melta allows him to hold down the melta trigger for much longer than one normally would be able to, allowing him to sweep the weapon in an arc in front of him, likely vaporizing anybody stupid enough to be there at the time. If Jothax fires his melta-gun, he may do so with the following profile. R- Flamer Template, Strength-8, AP-1, Assault 1.
Note that if he sweeps the combi-melta, he may not roll 2d6 for armor penetration at half-range, as the melta's blast does not stay in one place long enough to effectively melt through the vehicle armor.
Okay, so that takes care of this lovely gent. Next up is Moses, a chaos marine that is super-sneaky and surprisingly agile with his power fist. Jothax got a free pass on the initiative thing due to his chainfist being a relic of Khorne, but Moses? His is all reflex.
Weapons
Master-Crafted Power Fist
Master-Crafted Bolt Pistol (silenced)
Wargear & Gifts
Daemonic Armor, Daemonic Resilience, Strength, & Essence (all applied), Daemonic Rune, Mark of Khorne (bonus applied), Tainted Rosarius (4+ invulnerable save), Feel No Pain
Special Rules
Agile- Moses uses his normal initiative in close combat when striking with his power fist, due to his incredible reflexes.
Silent Killer- When killing an opponent in close combat, Moses will only raise the alarm on a roll of 6 due to how stealthy he is, even when using something as unsubtle as a power fist.
Head smash- Moses has taken up a habit of going right for the kill with his power fist, often aiming to squeeze someone’s head until it pops like a rotten tomato. To represent this, when he inflicts a wound in close combat, if the to-wound roll was 5 or more, treat the result as inflicting instant death if a save cannot be made against it (invulnerable save naturally. After all, that power fist will blow through just about any armor).
Bull Rush- At the start of your assault phase, if Moses is in close combat, you may have him perform a bull rush attack, wherein he picks a model within 4” of himself and charges towards him in a straight line, dealing a strength 5 hit to all models in that line between him and the target model. Since he is not using his power fist during his charge through the ranks, normal armor saves apply. Once he reaches his target, he may attack as normal. Only one bull rush attack may be done per close combat, though if a sweeping advance is performed into an enemy unit, Moses may do a bull rush the next turn, assuming the combat is still going.
Sneaky- Moses has a bad habit of creeping up on people and smashing their heads in at the worst possible moment, whether it be after a sentry just showed a picture of his kitten, or a couple of folks are smoking a cigarette after a quickie in the bushes. Basically, he is very very sneaky. To represent this, units attempting to shoot at Moses must roll to see if they can spot him using night fighting rules. If night fight rules are already in effect, then the spotting distance roll will be halved after the results are determined. Furthermore, he counts as being in cover when he's charged, as he'll frequently slink off to the side, only to spring up behind those that dared to charge at him.
Alrighty, next we come to another chaos lord, this one being a Nurgle-worshipper named Zeus. As befits a servant of Nurgle, Zeus is one tough goon to put down, and has a nasty tendency to give things far worse than a run-of-the-mill VD to the enemy around him. He's so repulsive, in fact, that Boltgun Bob had to install a special negative pressure system into his armor so that he kept all the plagues and diseases inside to himself! Charming character, ain't he?
Nurgle’s Favor- Zeus is one of the greatest champions of Father Nurgle, and bears some of the Lord of Decay’s most powerful blessings. To represent this, no weapon may wound him on any less than a result of 5 or more on the to-wound rolls. Weapons that always wound on a certain number, such as agonizers and sniper rifles always wounding on a 4+, ignore this.
Pressurized Miasma of Plague- Zeus's armor was modified by Boltgun Bob to exploit the workings of negative pressure, keeping the many plagues Zeus holds within the armor and away from the rest of the Entropic Eleven. He does, however, have control of the vents, and will frequently reverse their flow to target the enemy. As a result, only enemy units need to roll for Nurgle’s Rot when Zeus nears them. Furthermore, he may unleash the plagues in the shooting phase instead of shooting by reversing the pressure on his armor vents, blasting those around or in front of him with a horrific miasma of plagued air. If he is using a directional blast, then the stats are as follows: R-Flame Template, S-*, AP-4, Assault 1. The plague blast always wounds on a 3+. If he is using the omni-directional blast, then place the ordnance blast marker over Zeus. All models completely or partially-covered by the template are wounded on a 3+ with an AP value of 4. Due to its corrosive nature, this attack will still affect things such as the Necrons.
Okay, so this next guy is a replacement I cooked up a while back. Originally, his place was taken up by a dreadnought that did not fire frenzy or blood rage, and ignored shaken and stunned results on the vehicle damage table. Well, I realized it was a bit silly to have a dreadnought like that along, especially considering the Land Raider they were riding around in. So I came up with a chaos raptor instead. Normally, they can't have the Mark of Khorne, but since when have I let normality get in the way of making these nuts? So without further ado, here's Bloodwing.
Spoiler:
Bloodwing, Airborne Champion of Khorne
Ws-6 Bs-5 S-5 T-4(5) W-3 I-6 A-4 Ld-10 Sv-2+, Shroud of Blood
Weapons
Master-Crafted Plasma Pistol
Wrath Axe (As Axe of Khorne, but when rolling to wound against models with more than 1 wound, a to-wound roll of 6 will inflict another wound as well. It will also never have to roll higher than a 4+ to cause a wound.)
Wargear & Gifts
Daemonic Armor, Daemonic Strength*, Daemonic Resilience*, Daemonic Visage, Daemonic Flight, Mark of Khorne*, Collar of Khorne, Rage of Khorne, Feel No Pain, Spiky Bits, Frag Grenades, Melta Bombs
Special Rules
Jetpack mastery- Bloodwing has mastered the use of his jump pack, often using it to aid in his charges into the enemy line. As such, in addition to the normal benefits of the daemonic flight gift, he also has a 12” assault move.
Goomba Stomp- Bloodwing is noted for charging into a battle by using his jump pack to take him up to a great height before firing the jets, slamming into the ground and crushing those he lands on under the weight of his armor and the force of his impact. To represent this, when Bloodwing does a charge, he may declare a goomba stomp. This may not be used on vehicles. When the goomba stomp is declared, place a small blast marker on the unit, provided the marker is within 12” of Bloodwing. All models under the template are automatically hit by a single strength 10 hit, while partially-covered models suffer the hit on a 4+. Due to the sheer weight and force put behind this maneuver, armor saves are not allowed.
Shroud of Blood- Bloodwing is often shrouded in a miasma of blood, obscuring his form and making him difficult to target, granting him a 4+ invulnerable save. Whenever he slays a foe in close combat, their blood is pulled from their body and joins the cloud surrounding him, thickening it. After slaying fifteen models in close combat, the save converts into a 3+. After slaying another 15 models, it converts into a 2+. If the 2+ save fails, it resets back to a 4+ invulnerable save, and thus continuing the cycle.
Next up is Anubis Blacksun, the sniper of the group. Originally known as Lascannon Man when I couldn't think of a better name for him. He was originally a Nurgle marine before I got my mitts on the 4th edition Chaos codex. We then changed him to a Tzeenchian and had some fun with it, deciding that he had imbued his lascannon with some special warp trickery. What resulted is, well... terrifying, and possibly utterly gamebreaking if used right.
Weapons
Lascannon with night-vision scope (Ignores night-shoot rules)
Bolt Pistol w/Inferno shells
Master-crafted Force sword of warp focus
Wargear & Gifts
Daemonic Armor, Tainted Rosarius (4+ invulnerable save), Mark of Tzeench, Daemonic Strength, Resilience, & Essence (all appied), Talisman of Tzeench
Psycher Powers
Lightning Storm (range 36” Strength 1d6+2, AP 1d6, Heavy 1 5” blast)
Displacement (The user is only hit on a 6 in ranged and close combat. This power is used in the assault phase and lasts until the next one on your turn.)
Special Rules
Marksman- Anubis is able to pick out individual targets among squads, as he lines up his target in the crosshairs rather than firing in the general direction.
Steady- Anubis has had millennia of experience of moving while firing with his lascannon. This allows him to line up his targets with ease, enabling him to fire after moving. This does not apply to special shots, as he has to take time to charge it up to higher-than-normal levels, and cannot do so on the move.
Special shots-Anubis is able to crank up the charge on his lascannon bolts, resulting in one of two things. He either fires an overcharged shot or a “chain-fire” shot. The overcharge bolt has the following stats- Range- 60 Inches, Strength 10, Armor Piercing 1, Heavy 1 blast, 2d6 for armor penetration rolls on vehicles.
Chain-fire shots have the following stats- Range- 60 inches, Strength 10, Armor Piercing 1, heavy 1. When a chain-fire shot wounds its target, it “chains” over to the nearest model in the squad. Each time the shot “chains,” it is at -1 strength to the previous shot. If the shot fails to wound at any time or penetrate armor, the chain shot ends.
After performing either special shot, Anubis may not fire his lascannon on the next turn, as he needs extra time for the weapon to recharge. He may still move, assault, and fire his bolt pistol or use his psychic powers.
And now, we have the last guy, a sorcerer by the name of the Lord of the Arcane, and hoo boy does he have some tricks up his sleeve. If he and Ahriman were to get in a scuffle, I dare say I'd put my money on this guy.
Spoiler:
The Lord of the Arcane, Master of Forbidden Sorcery Ws-7 Bs-5 S-6 T-4(6) W-4 I-5 A-4 Ld-10 Sv-2+, 4+(I)
Weapons
Bolt pistol w/inferno bolts
Sword of Chaos (Warp-focused bedlam sword, +1 strength and toughness)
Wargear & Gifts
Chaos Field, Daemonic Armor, Daemonic Essence, Daemonic Strength, Daemonic Resilience (all applied), Mark of Tzeench, Talisman of Tzeench, Daemonic Rune, Eye of Tzeench
Psychic Powers
Flames of Tzeench (range 48” S-9, AP-2, Heavy 1)
Magic Missile (range 24” S 3, AP 5, Assault 5, never misses, no cover saves allowed)
Fireball (Range 36” S 6, AP 4, Heavy 1 5” blast)
Dominate (Pick a model within 18 inches. Have that model and the Lord of the Arcane roll 2d6 and add their leadership value to the result. If the Lord of the Arcane wins, then the losing model is put under his control for the amount of turns equal to how much the Lord of the Arcane won by.)
Warp Vortex -Pick a point within 24 Inches. After rolling a scatter die, place the ordinance blast marker where it indicates. Anything underneath, with partially-covered models being hit on a 4+, are killed instantly, with no armor or cover saves allowed. Vehicles that are hit sustain d3 penetrating hits. On the next turn, roll a scatter die and move it in the direction and distance indicated, and after checking for dead models or hit vehicles, roll 1d6. On a 4+ the vortex persists and continues its rampage, but on a 3 or less, it withers away and the warp breach shuts itself. The next turn, it persists on a 5+, and a 6 after that, finally withering away on the turn after. (So it will move three times at the most.) The Lord of the Arcane may only use this ability once per game.
Special Rules
Combat Casting- The Lord of the Arcane is a psycher with over ten thousand years of practice channeling the arcane and eldritch energies of the warp, enabling him to rapidly fire one power after another. When using a major psychic power, roll a d6. On a 4+, he may use another major power that turn, even the one he had just used. Another combat cast check can be made after this power, but will only work on a 5+. The combat casting check after that, should the 5+ roll succeed, will only pass on a 6, and no more combat casting checks may be made after that one. If a combat casting check is failed, then the Lord of the Arcane may not use any more major psychic powers for that turn.
Warp Sight- The Lord of the Arcane tracks beings by more than just normal sight. He is able to see the enemy by channeling the warp into showing the light of their souls. This results in him ignoring the night fighting rules when targeting any units except for Tau and Necrons (due to them having little to no warp presence).
Summon Dragon- Once per game, the Lord of the Arcane may rip a major breach in the warp and coalesce the energy in the form of a powerful dragon. He promptly leaps onto the thing in order to wreck shop. Its stats and rules will be at the bottom of this document. All of the Lord of the Arcane’s special rules apply to the dragon as well.
Now, the rules for the aformentioned dragon.
Spoiler:
Warp Dragon, Summoned Beast of the Warp Ws-9 Bs-6 S-9 T-7 W-6 I-7 A-6 Ld-11 Sv-2+, 4+(I)
Mount- As soon as the dragon is summoned, The Lord of the Arcane jumps onto it and takes it into the sky. Thus, all of The Lord of the Arcane’s special rules apply to the Warp Dragon as well. If the Warp Dragon is killed, then the Lord of the Arcane climbs off the corpse and absorbs its evaporating essence. To represent this, when the warp dragon dies, place the Lord of the Arcane where he died, but restored to full wounds if he had lost any before the summons happened. The Lord of the Arcane is free to use his psychic powers while mounted on the dragon, but with the usual restrictions of doing them in the shooting phase instead of shooting, whether it's his bolt pistol or the dragon's breath.
Fearless
Wings- The Warp Dragon may move up to 12” in the movement phase, and has a charge distance of 12” as well. In addition, its sheer size allows it to ignore checks for when it lands in difficult terrain. It also has a 3d6” pursuit and fall back move.
Terrifying: The Warp Dragon is a horrifying creature of great power that has never been seen before by any warrior of the 41st Millennium. As such, enemy units facing it in close combat suffer a -3 to leadership. In addition, the combined presence of the dragon and the Lord of the Arcane makes the dragon count as 20 models when resolving close combat.
Monstrous Creature
Daemon- The Warp Dragon is a creature borne of the Warp, and as such is vulnerable to the same weapons that prove effective against the creatures of Chaos, including but not limited to: Daemonhammers, psycannons, and the Codex of True Names.
And so at long last, I'm done with these loonies. Read, enjoy, discuss, have a good laugh while examining these guys, and remember: if these guys are on the table, they are all the guys you have, while the other one has an entire army at their call. All in all, it makes for an entertaining fight.
This message was edited 3 times. Last update was at 2015/06/13 02:14:31
Isomelean Vhalerian, Chief Librarian of the Flesh Eaters
The Flesh Eaters are not only a dying chapter, but one nearly devoid of Librarians to guide their forces through the ever-shifting tides of the Warp. The training of new Librarians and the protection of the chapter from the soul-rending forces of the Immaterium falls to their Chief Librarian- one Isomelean Vhalerian. Luckily for the chapter, Vhalerian can reliably counted upon- being not one of the most powerful psykers, but of the ones who has mastered the power given to him.
On the battlefield, Vhalerian channels forth the spirits of the long-past IX Legion to augment his own psychic power. Constructs of blood splash into the foe with devastating force and pressure, launched from his hands. Blasts of golden light descend upon the enemy, slicing them to ribbons.
Unit Type Infantry (Character)
Unit Composition 1 (Unique)
Special Rules -And They Shall Know No Fear -Furious Charge -Independent Character -Psyker (Mastery Level 2)
Psyker: Vhalerian always know the Blood Dragon psychic power. In addition, he may generate a additional power from the Sanguinary and Biomancy disciplines.
Blood Dragon...Warp Charge 2
Summoning forth a massive dragon-shaped construct of boiling blood, Vhalerian sends it flying into the enemy's ranks with a single unspoken word of power. The mere presence of this construct sends a wave of chilling terror into the heart of the foe, breaking any resolve they may have.
Blood Dragon is a focused witchfire power with a range of 36'''. The Target must take a Fear test with a -2 modifier to leadership; if said test is failed, the target loses a single Wound with no saves of any kind allowed.
Growing up as a ward of the lord of the Reichsberg fortress, overlooking the plain of bones the young Elise Grauler grew hardened to the horrors of war at an early age. Shrieking spectres, mobs of undead and worse things where frequently fought off by the army of the keep. Elise joined up at the age of 12, old enough to begin training with the militia and to learn the basics of combat. It was here she would have stayed if it where not for her exceptional talents and her knack for finding secrets which eventually drew the attention of the Secret Service to her.
Elise was recruited at the age of 15 in to the training of the Secret Service and by the age of 16 was a fully trained junior in the organisation. After a series of brutal missions and impressive results Elise began her rise in the ranks, going from Private to Corporal, Sargent and eventually reaching Lieutenant within the next two years of service. Eventually she was assigned to off world missions, taking small units and leading them on deadly raids before reporting back to her base. Elise, now Lieutenant Grauler, had gained the reputation for getting the job done no matter what and along with this a reputation amongst the armies of Khantonia as a brutal and ruthless leader whom was quite happy to sacrifice men and women to get her job done.
On her 18 birthday Elise was promoted to Captain and a year later she reached the rank of Major. As a gift to celebrate her old lord sent Elise a powerful pistol, created by the finest weapon smiths. The number of missions she has been sent on has grown, as has her reputation amongst the army and Secret Service. Now, aged 20 Major Elise Grauler leads constant and continuous raids against vital objectives controlled by the enemies of Khantonia.
Unlike most officers of her rank Elise has no command. Instead she has free reign to select the forces she chooses and pull them from wherever she likes in order to complete her mission. Whilst this does seem odd it allows Elise the flexibility she requires to complete her missions in the most efficient ways possible.
WSBS S T W I A LD S
5 5 3 3 3 4 3 10 4+/5++
Wargear:
Archeotech pistol - R 12" S 6 AP 3 Pistol1
CCW
Carapace Armour
Augmitter and Null gear - Enemy units may not arrive from Deepstrike within 12" of this model by any means including Droppod Assault. If an enemy unit Deepstrikes and scatters to within 12" of this model then they are automatically placed back in reserves and may come in in a subsequent turn. Droppod Assault units that scatter within 12" of this model are placed back in reserve and may arrive next turn. They still count against the Droppod count.
Major Grauler and any unit she joins Deny The Witch on a 5+
Frag and Krak Grenades
Camo Gear
Special Rules:
Secret Mission - Before the game begins secretly select one enemy unit, vehicle, character or monstrous creature and write it down. If you manage to kill this target then you gain an additional victory point. If it is still alive/not destroyed/not wiped out by the end of the game then your opponent gains the victory point.
Stand Fast! - friendly units within 12" of Major Grauler are stubborn.
Stubborn
Summary Execution
Disciplined Volleys - a unit joined by Major Elise Grauler hit on a 5+ when overwatching.
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
Having led the beleaguered Flesh Tearers chapter since the death of their previous Captain, Nicholas Diocletian at the hands of the Tau, Tyrin ascended from the rank of Sergeant of the 1st Company's infamous "Jaws of Death" Tactical Squad Mortis. This storied squad broke through the Host of Engels's final redoubt during the Battle of Golgothix, tearing into the cultists within with a hail of chainsword strikes- turning the walls of the redoubt red.
In battle, Tyrin is a singularly powerful force- ripping through enemy lines with a single swing of his mighty Eviscerator, Jaws of Baal.
Unit Type Infantry (Character)
Unit Composition 1 (Unique)
Wargear -Power Armor -Hand Flamer -Frag Grenades
Relic of Baal
Jaws of Baal
A ridiculously large Eviscerator, the Jaws of Baal are rumored to have been wielded by the first High Warden of the Blood Angels, a rather large man by Space Marine standards. A blow from the Jaws sends the foe flying, making up for it's lack of a Power Field. In Tyrin's hands, it becomes a tornado of blows that impact with such force as to make the ground shake.
Range - S 5 AP 3 Melee, Two-Handed, Concussive, Shred
Special Rules -Fearless -Furious Charge -Rage -Independent Character
-Jaws of Death: An army which includes Vladimir Tyrin may take a single Vanguard Veteran squad armed entirely with Bolt Pistols and Chainswords as a Fast Attack choice.
Warlord Trait Red Rampage
Stats WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 LD 10 SV 3+
This message was edited 5 times. Last update was at 2015/07/01 12:29:00
The thing about 40k is that no one person can grasp the fullness of it.
Don't know if this is necro-posting or not, but here is my submission. I don't know if the points are right, this is my first home-brew, and my first character for my WIP home-brew Codex: Steel Legion
Colonel Gunther Raddick
The 119th Mechanized of the Armaggeddon Steel Legion is under the command of the aggressive Colonel Gunther Raddick. Raddick was conscripted for the defense of Armaggeddon in the second war, and has risen from the ranks, reaching the rank of colonel and commanding the 119th in the third war. Raddick has an affinity for armored warfare, and has used his regiment time and time again to break up larger Ork formations, either distracting them with fast-probing raids or with hammer blows applied precisely where they’re needed to break up the chaotic Orks into much smaller and easier to fight groups. His finest hour came when his regiment with the support of several other units including three companies of super heavies engaged an Ork force numbering in the tens of thousands in men and with close to sixty Stompas in the ash wastes of Armageddon Secundus. Raddick used his force to his best advantage, drawing groups of Orks out of position and massacring them. Finally the Orks sent their entire group at Raddick in a massive attack, and the two forces fought each other into a standstill, with Raddick leading repeated mass charges of armor into the rk lines, during which he engaged with the Ork Warboos. The Warboss almost killed him, but concentrated fire from half a dozen chimeras distracted him long enough for Raddick to shove his Power Sword through the Warbosses eye and kill him. That combined with the arrival of four regiments that had arrived in the Orks rear as part of the Imperium force, crushed the Orks. Colonel Gunther Raddick
Colonel Raddick is a 70 pt upgrade for your CCS. The CCS still has the normal options that it would normally have
Stats and Rules
WS 4 BS 4 S 3 T 3 I 4 A 2 W 3 Ld 9 Sv 5+/5++
Wargear
Refractor Field
Flak Armor
Power Sword
Refractor Field
Heirlooms of Conquest
Deathmark: Before his conscription into the Steel Legion Colonel Raddick was a dabbler in chemistry, and in the field applied his expertise using the toxic environment of Armaggeddon to modify an Autogun. Unfortunately the ammo is extremely hard to make and requires hand craftsmanship which is extremely hazardous, so Deathmark remains the only one of it’s kind. It’s nickname was given to it from members of the 119th because if Raddick hits someone with it, that person is not going to live.
R 30” S 2 AP 2 Assault 3, Fleshbane, Precision Shot, Master-Crafted
Warlord Trait
Mechanized Assault
The 119th has been fighting mechanized warfare throughout both of the wars of Armaggeddon and campaigns on other world to the point that they have become experts of firing out of moving vehicles. Once per Game drink your turn all non-heavy vehicles you control can move at cruising speed and can fire all weapons at full BS. Any passengers embarked in them can fire at full BS
Special Rules
Voice of Command
Senior Officer
Armored Commander: Colonel Raddick is an expert in fighting with a mechanized regiment, and he precisely arranges units under his direct control.
Any vehicle in Colonel Raddick’s Army can take a vox for 5pts. Any vehicle with a vox can receive orders from Colonel Raddick as if they were an infantry unit, and also get all the benefits of having a vox.
Full-Mechanized Army: The 119th is designed to be a fully mobile force, and it’s often said that the 119th spends more time on duty sitting down than walking.
Any troops choice in Colonel Raddick’s Army must take a Chimera as a Dedeicated Transport, and are allowed to even if they normally are not. So must Colonel Raddick’s squad
This message was edited 3 times. Last update was at 2015/07/18 20:09:18
A very cool character, and not over the top at all. I would have to say that his points seems a little low. Comparing him to Pask, another armour commander, his benefits out-weigh the others. Pask is a 70 point character, so I think 80 points, and maybe even 90 would still be worth using this guy. Being able to give tanks infantry orders, and the increase speed to nearly all vehicles are both huge. And giving Vendettas and Valkyries orders is a huge plus. Thre twin linked lascanons with ignores cover would destroy most transports and light hover tanks. Goodbye Dark Eldar. lol
"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+
Lord Blackscale wrote: A very cool character, and not over the top at all. I would have to say that his points seems a little low. Comparing him to Pask, another armour commander, his benefits out-weigh the others. Pask is a 70 point character, so I think 80 points, and maybe even 90 would still be worth using this guy. Being able to give tanks infantry orders, and the increase speed to nearly all vehicles are both huge. And giving Vendettas and Valkyries orders is a huge plus. Thre twin linked lascanons with ignores cover would destroy most transports and light hover tanks. Goodbye Dark Eldar. lol
Pask is also utterly crap outside of a Punisher, and even then he is debatable
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
Which is why I would price the above character above Prask. But there are some others, you pehaps being one, that are better at comparing points cost than I.
"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+
Sorcerer Lord Valathrex, Master of the Void Walkers Legion. 250 Points
Ws. Bs. S. T. W. I. A. Ld. Sv 6. 6. 4. 4. 4. 5. 3. 10. 3+
Head Quaters Unit
Unit type: Infintry (Character), Unique
Special Rules: Indepentdent Character, Psyker, Mastery Level 4, Void Walking, Eternal Warrior, Champion of Chaos, It Will Not Die, Fearless
Wargear: Aura of Dark Glory, Mark of Tzeentch, Power Armour, Frag & Krak Grenades, Darkfire Projector, Claw of the Void
Darkfire Projector: This ancient bolt pistol from the time before the Heresy has been the personal side arm of the Master of the Void Cult, a small group of the Alpha Legion. This bolt pistol has been blessed by Tzeentch for the bearer is one of his most favored mortal servants.
Range. Str. Ap. type
Template. 4. 5. Pistol, Specialist
Claw of the Void: The Masters of the Void Walkers legion had discovered in their time roaming Warp Space, an unsauly growth of Obsidion-like crystals growing along their ships. These cystals were harvested from the ships and used for the consteuction of weapons for the legion. Then they dicovered that these crystal synchronized well with those of psychic power, the more powerfull the weilder, the more efficient the weapon was. When Valathrex aquired such a weapon, the Obsidian cyrstals turned color to that of the deepest purple, thus cementing his place as Master of the Void Walkers.
Range. Str. Ap. type
Melee. User. 3. Specialist, Shred, Force
Voidwalking: Valathrex made decide to Voidwalk instead of normally casting psychic powers during each of your psychic phases. If you decide to use Voidwalking, Valathrex does not count his psychic mastery level for the purposes of determing how many warp charge dice you have. Instead keep his four dice to the side for his own personal use. You may spend Valathrex's warp charge dice to activate any number of the following abilities as long as the total amount the cost of the abilities in warp charges does not exceed how many warp charges Valathrex generates.
Name. Cost. Ability
Void Speed. 1-2 warp charges. If one warp charged is used for this power, Valathrex gains the jump infintry unit type, and +2 to his attacks and initiative values until the beginning of your next psychic phase. If two warp charges were use for this power, in addition gaining the benifit of spending one warp charge, any unit that Valatrex joins or is with, gains the jump infintry unit type and does not incur the -2 inch penalty to charging through difficult terrain until the beginning of your next psychic phase.
Void Armour. 2-3 warp charges. If two warp charges were spent on this power, until the begining of your next psychic phase, Valathrex rerolls all faild saving throws. If three warp charges were spent on this power, in addition to gaining the benifit of spending two warp charges for this power, any unit that Valathrex joins has Feel No Pain (5+) and Relentless until the beggining of your next psychic phase.
Void Sorcery. 4 Warp charges. At the begining of your next psychic phase, count Valathrex's psychic mastery level as 6 instead of 4, for the purposes of Voidwalking, replace "instead keep his four dice to the side for his personal use" to "instead keep his six dice to the side for his personal use". At the end of any psychic phase in which Valathrex uses Void Sorcery, roll a D6. If the result is a 3 or higher, there is no adverse effects of the powers of the void. On the result of a 1 or 2, Valathrex suffers one wound without any saving throws, Feel No Pain, or Lokk Out Sir! Rolls.
Void Empowered. 6 Warp charges. Unti your next psychic phase, Valathrex gains the maximum benifits of Void Speed and Void Armour. In addition, Valathrex and his unit gain the Fleet special rule, +2 to their Strength and Toughness or thei armour save improves by 1 ( so if you have a 3+ armour save, it becomes a 2+ armour save). At the end of all player turns that Void Empowered is active, each model in any unit that includes Valathrex must take a Power Within Test. A Power Within Test is a test a test that requires each model to roll three dice. If the result of the three dice is equal to or lower than that model's combined Leadership and Strength values, the model has been able to keep their power in check. If the result is higher than the modle's combined Leadership and Strength values, the model is removed from play (treat it as if a Destroyer Weapon rolled a 6 on the Destroyer Weapon Table.) Valathrex may choose to reroll any number of the dice for a Power Within Test because he is more accustomed to the powers of the void.
Warlord Trait
The Void Cometh and Can Taketh Away
Valathrex and his unit is never deployed on the table during normal deployment. After Infiltrators have been setup, and after Scouts have redeployed, you may choose to have Valathrex and his unit deploy anywhere on the board that is more than 12 inches away from an enemy unit. This ability applies to any vehicle that Valathrex is embarked on. Also, at the beginning of any phase, Valathrex and his unit, in addition to any vehicle he is embarked upon, can choose to be removed from the board and set into Ongoing Reserves, this can not be done if Valathrex and or his unit are engaged in close combat. When Valathrex and his unit arrive form ongoing Reserves from this warlorad trait, they can be set up anywhere on the board outside of 12 inches away from an enemy unit. Valathrex and his unit may charge the turn that they arrive from Ongoing Reserves. At the end of the game, roll a die for each of the following: Valathrex, any units
So this is my ideal 40k character for my Void Walkers Legion of Chaos Space Marines.
So this is my ideal 40k character for my Void Walkers Legion of chaos space marines.
This message was edited 4 times. Last update was at 2015/07/20 18:05:16
Admech: Lords of Jupiter
Custodes: Shadowkeepers
Astra Militarum: Jupiter pdf
Inquisition: Ordo Chronos
Tryanids: Hive Fleet Kraken
CSM: The Purge
Daemons: Garden of Nurgle
Cogito Ergo Sum
It is better to remain silent and be thought of the fool, than to speak out and remove all doubt.
Lord Blackscale wrote: A very cool character, and not over the top at all. I would have to say that his points seems a little low. Comparing him to Pask, another armour commander, his benefits out-weigh the others. Pask is a 70 point character, so I think 80 points, and maybe even 90 would still be worth using this guy. Being able to give tanks infantry orders, and the increase speed to nearly all vehicles are both huge. And giving Vendettas and Valkyries orders is a huge plus. Thre twin linked lascanons with ignores cover would destroy most transports and light hover tanks. Goodbye Dark Eldar. lol
Thanks, I'll adjust the points cost a little, and get some of his friends on this thread as well. I may make the Armoured Commander ground vehicles only as it matches with the fluff more, but at 80 pts he would be worth it, especially considering you need 5pt voxes anc chimeras for all of your troops madatory. But thanks for the feedback
Having been born on a Feral World lorded over by a World Eaters Warband, Gorlek's meteoric rise to the position of space-faring Champion is surprising to say the least. The World Eaters were in no way good stewards - occasionally going on orgiastic hunts for the world's various creatures, using his homeworld's inhabitants as bait. Gorlek was a mere smith of better-than average build, tasked with forging On the day that Gorlek was to lure in a Cold One, he snapped- charging towards the massive lizard-beast in a fit of blind fury. The result- a blood-splattered Gorlek escaping into the forest and a wounded Cold One.
After that day, Gorlek and the inhabitants of his world rose against the World Eaters, storming their fortress- drowning them in bodies, as Gorlek and the Chaos Lord fought on the battlements- with the Chaos Lord haughtily doffing his armor to fight what he perceived as a inferior. This would be his first and last mistake, with Gorlek relieving him of his Power Axe and putting to better use.
Now leading a Crusade against the outer fringes of the Imperium, he rides atop his mighty Steed of Brass, Torgham. The entirety of the Flesh Eaters 1st Company's has been deployed to deal with him and his forces, but the fate of a number of worlds still hangs in the balance.
And Gorlek's time is coming, for the world of Turisas contains a large hidden cache of Dark Age-era weaponry beneath it's surface. Weapons harnessing and weaving space-time themselves, all for the taking. If he can capture it and hold it from the Imperium, the sector is his...
Unit Type Cavalry (Character)
Unit Composition 1 (Unique)
Wargear
-Hell-plate
Thousands of interlinked plates of cursed thermoplas laden with runes of Khorne, Hell-Plate provides sufficient protection against small arms. However, it's real attribute comes forth in the form of a field that effectively denies sorcery.
Hell-Plate grants a +3 armor save. In addition, a model with Hell-Plate has a +1 to all Deny the Witch rolls.
-Bolt Pistol
-Power Axe
Artefacts of Chaos
-Torgham
The Brass Steed is a construct supposedly formed in the very depths of Khorne's realm- a growling monstrosity of brass fangs and claws that heeds every command Gorlek puts out. It's brass hide leaks the ruddy fires of the Brass Lord's great bone-forges, scorching the earth it walks upon.
A model with Torgham gains the Cavalry unit type and the Crusader special rule.
Stats BS 2 WS 4 S 4 T 3 W 2 I 4 A 2 LD 8 SV 3+
Special Rules -Mark of Khorne
-Fear
-Aura of the Sorcer-Breaker
Gorlek's foremost mutation is the presence of an aura that bends and snaps sorcerous weaves with ease, and it's presence is not merely limited to him. Those around him will find themselves bestowed with a similar aura. This miasma extends across his entire army, preventing those with psychic gifts from doing much in the grand scheme of things.
Units with the Mark of Khorne special rule within 12'' inches of a model with this rule gain a +2 to any Deny the Witch rolls. In addition, units within 5'' with a model with an Icon of Wrath gain this special rule.
This message was edited 11 times. Last update was at 2015/08/07 01:02:01
My attempt at an Ork Weirdboy character, trying to fill the void that Old Zogwort left.
Wortface "Da Unkillable (205 Points)"
The exact origins of the Weirdboy Wortface are unknown. The Orks under his command claim that he descended from deep space in the form of a shooting star sent by Gork and Mork themselves, eventually crashing on a Snakebite infested planet. Most Imperial scholars believe he was first encountered during Zagdakka's Weirdwaaagh! on Columnus, where a Commisar claimed he tore apart a Imperial Knight through sheer psychic might. Since then Wortface and his retinue have been traveling in their psychic-propelled space hulk Psyko Star, assaulting various Imperial outposts with psychic barrages and energy. Wortface is unpredictable in combat. It is not uncommon for him to spew a psychic power never before seen by the Orks and enemy alike, and for him to forget how he did it after the battle. He also (somewhat) keeps his wits intact in a fight, whereas other Weirdboys are merely gibbering messes. As his nickname "Da Unkillable" might suggest, he usually turns up again after supposedly deadly encounters. He has been reported to "die" on multiple occasions. The first was after taking a Salamander Captain's power sword to the chest, next was after getting blown apart by a Helbrute's multi-melta, and then after getting stomped on by one of his own gargants. After every death, he would simply reappear months later at the helm of another Waaagh! Most believe he somehow transfers his psychic essence shortly after death, extending his life. Other Orks apparently believe this too, saying Gork and Mork don't want one of their favored champions to go just yet and they keeping stuffing his soul in another Ork's body. Wortface often publicly discredits Ghazghkull Thraka, once infamously saying "Unless he's firin' bolts out his eyes, he ain't to prophet ta me! Only un' of us Weirdboyz can be da Prophet of Gork an' Mork!" This has obviously led to some bad blood, to the point where Ghazghkull sent several Kommando squads after him. Any survivors Ghazghkull would find were mumbling incoherently, speaking of green fire and lighting, and an ugly wart-covered face staring right at them. It is also believed that Wortface was a Squig beer drinking buddy with Old Zogwort. These two have a friendly rivalry with each other, though when they encounter each other this can often lead to spectacular battles. They often leave the surface of a planet scared, sometimes in the pattern of an Ork skull.
-Wargear: Blinky Staff
-Can only roll your Psychic powers from the Power of the Waaagh! discipline (see Psyko Powah!)
Spazzoid: Whenever Wortface generates more than 2 Warp Charges due to Waaagh! Energy, every model within 3" of him must take a Strength 2 hit with no armor or cover saves allowed.
Da Unkillable: If Wortface is removed as a casualty, you may pick one friendly Ork character within 18" of where he died at the end of the current phase. This character immediately becomes a Psyker (ML1) and only knows the Power of the Waaagh! Primaris. If Wortface is your Warlord and uses this rule, your opponent does not get Slay the Warlord and the character you nominate becomes your Warlord along with whatever Warlord Trait Wortface previously had. If Wortface's unit dies but he survives through this method, the opponent does not get any Victory Points for killing that unit, including First Blood. Once this character dies, he cannot possess another character. If there is no friendly Ork characters when Wortface dies, then remove him as a casualty and proceed as normal. Wortface cannot possess a friendly Independent Character.
Psyko Powah!:At the beginning of every friendly Psychic Phase, the player can choose to temporarily exchange one of Wortface's powers for another. If you choose to do this, pick a one of the listed Psychic Disciplines and roll for a power as normal, but you cannot choose to exchange it for the Primaris on the table. Wortface switches this power out for his old one at the end of the phase and the process begins anew next Psychic Phase. Wortface cannot gain Psychic Focus however, so he only knows 3 powers from the Power of the Waaagh! Discipline.
1. Biomancy
2. Divination
3. Piromancy
4. Telekinesis
5. Telepathy
6. * Santic Deamonolgy
*Wortface still Perils on any doubles when he selects a power from Deamonolgy as normal.
Blinky Staff This staff emits a raw psychic energy so potent that it'll melt the flesh off of anyone who cannot handle it's power. On the tip of the staff is the skull of a White Scars Librarian who Wortface decapitated when he sped towards him at full speed, thinking Wortface was down and unknowingly went in for the kill. The skull of the unlucky Librarian lights up in a green flash whenever Wortface gets riled up. As a side note, the staff always reappears in Wortface's hands whenever he reappears after supposedly dying. How he finds it again, no one is certain Range -" S+2 AP3 Melee, Two-Handed, Blind, Force
Having been born on a Feral World lorded over by a World Eaters Warband, Gorlek's meteoric rise to the position of space-faring Champion is surprising to say the least. Now leading a Crusade against the outer fringes of the Imperium, he rides atop his mighty Steed of Brass, Torgham. The entirety of the Flesh Eaters 1st Company has been deployed to deal with him and his forces, but the fate of a number of worlds still hangs in the balance.
And Gorlek's time is coming, for the world of Turisas contains a large hidden cache of Dark Age-era weaponry beneath it's surface. Weapons harnessing and weaving space-time themselves, all for the taking. If he can capture it and hold it from the Imperium, the sector is his...
Unit Type Cavalry (Character)
Unit Composition 1 (Unique)
Wargear
-Hell-plate
Thousands of interlinked plates of cursed thermoplas laden with runes of Khorne, Hell-Plate provides sufficient protection against small arms. However, it's real attribute comes forth in the form of a field that effectively denies sorcery.
Hell-Plate grants a +3 armor save. In addition, a model with Hell-Plate has a +1 to all Deny the Witch rolls.
-Bolt Pistol
-Power Axe
Artefacts of Chaos
-Torgham
The Brass Steed is a construct supposedly formed in the very depths of Khorne's realm- a growling monstrosity of brass fangs and claws that heeds every command Gorlek puts out.
A model with Torgham gains the Cavalry unit type and the Crusader special rule.
Stats BS 2
WS 4
S 4
T 3
W 2
I 4
A 2
LD 8
SV 3+
Special Rules -Mark of Khorne
-Fear
-Aura of the Sorcer-Breaker
Gorlek's foremost mutation is the presence of an aura that bends and snaps sorcerous weaves with ease, and it's presence is not merely limited to him. Those around him will find themselves bestowed with a similar aura. This miasma extends across his entire army, preventing those with psychic gifts from doing much in the grand scheme of things.
Units with the Mark of Khorne special rule within 12'' inches of a model with this rule gain a +2 to any Deny the Witch rolls. In addition, units within 5'' with a model with an Icon of Wrath gain this special rule.
I like it! Flesh out the backstory a little more and you've got a pretty good character!
This message was edited 5 times. Last update was at 2015/07/28 14:02:02