Switch Theme:

The Apex Twins (a Lord of War super psyker unit)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Shrieking Traitor Sentinel Pilot







Ok, so a while back I read a piece of fluff somewhere about the Apex Twins. I can't for the life of me find it again, but I'm 99% sure it was from an official source (White Dwarf? GW's old website? if anyone else has read this, please let me know!). The Apex Twins are a pair of twin girls who are currently the most powerful human psykers alive. Unfortunately, they're also completely insane and tend to eviscerate thousands of people for looking at them funny, or for no reason at all. They resemble children, but have actually been around for hundreds of years, and have appeared and disappeared on various worlds across the galaxy without any explanation. I like this fluff a lot. It's creepy and fitting for the setting, but also hearkens back to the good ol' days of 40k when everything was a cheesy reference (in this case, to the creepy twins from The Shining and hip hop musician Aphex Twin). Being the lunatic that I am, and because GW decided to throw superheavies into the game with Escalation, I decided to have a go at making stats for these ridiculously powerful beings. I don't really have much frame of reference for this, as there isn't really a unit like this in the game currently. Also, the new edition came out, and like everyone else, I'm not very experienced with the new rules. I'm sure there'll be plenty that needs tweaking. Let me know what you think! Also, these rules could be used for Ravenor, or another Alpha plus plus plus psyker pretty easily.

The Apex Twins- 500 pts



The Apex Twins are squad of two. They may never be joined by characters and may not join units. They each have the following stat line and rules, and take up a Lord of War option in an Imperial Guard, Inquisition, Chaos Space Marine, or Chaos Daemon army.

WS 2
BS 4
S 2
T 8
W 2
I 5
A 1
Ld 8
Sv 2++

Unit Type: Jump Infantry (they levitate)

Wargear: None

Special Rules: Beyond Human, Lifelink, Broke the Scale

Beyond Human: The Apex Twins have the Feel No Pain(5+), Eternal Warrior, Hit and Run, and Fearless special rules, and cause Fear.

Lifelink:[b] If one Apex Twin is still alive at the end of a turn, both Apex Twins are returned to full wounds (even if the other twin was killed!). The Apex Twins also count as a single psyker when using psychic powers (so below).

[b]Broke the Scale:
The Apex Twins count as a single level 5 psyker. This means they generate 5 warp charges per turn, have 5 psychic powers, etc. In addition, The Apex Twins may pick from ANY of the disciplines except Sanctic in the main rulebook (picking a different discipline for each power is allowed). In addition, they may take a single power from the Apocalypse discipline below. The Apex Twins may choose their psychic powers each game, instead of determining them randomly. The Apex Twins may use the same psychic power multiple times in one psychic phase. The Apex Twins may select up to two separate targets for their powers during the psychic phase. Finally, The Apex Twins manifest on a 3+ instead of 4+ and may reroll any Perils of the Warp result they suffer, but the second result always stands.

Spoiler:
Apocalypse Psychic Table:

Primaris Power:
Titan’s Bane (Warp Charge 4) - The entire raw psychic power of the psyker is brought to bear against a single target, blending the Warp and reality in a furious storm and tearing the target apart. Even the most powerful foe is often destroyed in the onslaught. Titan’s Bane is a witchfire power with the following profile:
Range: 36” Strength: D AP: 2 Assault 2

1-2: Gravity Shift (Warp Charge 4) - Place the Large Apocalyptic Blast Template over an area within 36” of the psyker. If any enemy units are covered, the opponent may attempt a Deny the Witch Roll. If successfully cast, roll D3:
1-2. Weightless- All units under the template immediately scatter 3D6 inches in a random direction. If a hit is rolled on the scatter dice, the unit doesn’t move (they floated straight up and then fell back down). Regardless of whether they scatter or not, all units that were under the template must regroup in their next movement phase. Regrouping is automatic, no test is required. Units that scatter off the table’s edge are treated as though they fled off the table’s edge. Any vehicle that is not a skimmer or a flyer also takes an automatic S 10 hit against their side armor upon landing. Skimmers and flyers are unaffected by Weightless.
3-4. Crippling Weight- For the next turn, all units under the template move as though they were in difficult terrain. If a unit is already in difficult terrain, it moves at ¼ normal movement. Units with Move Through Cover still suffer this penalty. Jump pack and flying units are grounded for the turn. FMC's must take a Grounding test, and any flyer under the template must roll 2+ or Crash and Burn.
5-6. Crushing Weight- Same as Crippling Weight. In addition Each model under the template suffers an automatic S 3 hit with no armour saves and each vehicle suffers an automatic S 8 hit against their side armor.

3-4: Wave of Annihilation (Warp Charge 5)- Wave of Annihilation is a Witchfire power with the following profile:
Range: 36” Strength: 6 AP: 4 Heavy Apocalyptic Barrage

5-6: Mind Control (Warp Charge 4)- Mind Control is a witchfire with a range of 24” that targets an entire unit (MC's, FMC's, walkers, and vehicles each count as their own units). Roll a D3 for the unit being controlled to determine the result. This power may be refreshed by spending 4 Warp Charges during the next psychic phase, with no manifestation roll necessary.
1-2: Paralyzed- If the unit immediately becomes pinned and loses any special rules (ex: Fearless) that would prevent it from being pinned. The unit remains pinned until it passes a pinning test on 3D6. If the test is passed and the power is refreshed, the unit must pass another pinning test on 3D6 or be pinned again.
3-4: Puppet Strings- The unit immediately makes a shooting attack as if it was one of your own units (the unit cannot target itself). If the power is refreshed, the unit will immediately make a shooting attack again, but is otherwise still under its original player's control.
5-6: Complete Control- The unit is under your control until the start of the next psychic phase. If this unit charges an opponent's unit, the opponent's unit may pass a leadership test on 3D6 and choose not to attack in CC against this unit. If the test is failed, the unit's survival instinct kicks in and it must fight back with its full number of CC attacks. If the mind controlled unit is in CC when it reverts back to its original player's control, move it 1" away from any friendly units it was in combat with. It is no longer in CC.

This message was edited 4 times. Last update was at 2014/06/15 16:17:42


40k is 111% science.
 
   
Made in us
Longtime Dakkanaut




Houston, Texas

This isn't really worth 500 unless I missed something.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in us
Shrieking Traitor Sentinel Pilot







Well, I was trying to err on the side of too pricey rather than not pricey enough. The Psychic Apocalypse table has a bunch of powers that could be pretty damaging, but maybe I overestimated it. What do you think would be a better price? Or is there something that would make the psychic powers nastier that would make it worth it? One thing I toyed with was letting the player pick which psychic powers the Apex Twins get, instead of rolling randomly, which would make them a good deal meaner. I decided not to do it until I got people's opinions.

40k is 111% science.
 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

They seem very easy to kill for 500pts, i would instead make them 2 separate models with a 2++ each, but count as a single Psyker and form a unit they cannot leave. Then, to give them a little injection of character you could pull a Sisters of Twilight idea, were if both Sisters are not dead by the end of the phase both return to full wounds, no matter what. This may sound over powered, but say they have 2 wounds each at a 2++, they are still only toughness 3. How many Archons have you killed, this is just as easy.

As for the Psyker powers, i like them choosing their powers, it just makes sense. I would also lose the Skyfire Interceptor but instead let them Manifest on a 3+ instead of a 4+ due to all their high WC powers. I also like the Apoc chart, but i would make Titian Bane assault 2 or lower WC to 3, compare it to Vortex of Doom. Gravity Shift seems a little weak for 5 Wc's, maybe for the weightlessness none Skimmers take an automatic Glancing hit that ignores cover? Maybe have Crippling Weight cause Flying Monstrous Creatures to take Ground tests as well, and any flyer under the template must roll a 2+ or Crash and Burn? Crushing Weight would be the same, but causes the str 3 hit and an auto pen on vehicles.

Wave seems fine, but might make this one 5 WC's. Mind Control is awkward, 4 WC's for a chance to control a unit IF they fail a Leadership Test? Nah. Mind Control could be like mixing Hallucination with Puppet Master, 1-2 That unit is yours until your next Psyker phase. The power can be refreshed by spending 4 WC's next turn, no manifestation needed. 3-4 The Twins can force every model in the unit to shoot at their comrades, basically like puppet master. 5-6 and the unit loses fearless and is pinned, and stays that way until it passes a Leadership on 3d6.

These Girls are meant to be one of the number 1 threats to the ENTIRE IMPERIUM, lets give people a reason to fear little girls again!

**EDIT** Also Boost their Ballistic Skill, they will be worthless if half of their shots miss all the time.

This message was edited 1 time. Last update was at 2014/06/08 22:36:20


 
   
Made in us
Shrieking Traitor Sentinel Pilot







 ALEXisAWESOME wrote:


**EDIT** Also Boost their Ballistic Skill, they will be worthless if half of their shots miss all the time.


I don't know about THE #1 threat. They've got lots of competition there. Still, I've edited quite a few things. I like your suggestion about the squad of 2 that return to full wounds if one of them survives the turn, so I've made them 2 separate models and added the Lifelink rule, which does exactly that. This also made It Will Not Die a bit redundant, so I removed that. This effectively doubles their wounds, plus making the regeneration more potent, so it should give them a little more survivability. The attacks on the basic statline have been dropped to 1 and the BS has been raised to 4. They can also pick their psychic powers instead of having them be determined randomly. Titan's Bane has had its WC lowered by 1, as has Gravity Shift, which has also been beefed up a bit. I didn't give it auto glances and pens, but non-flyer/skimmer vehicles now take a S 10 hit on a Weightless result, since they're effectively getting THROWN across the battlefield. FMC's now have to take a Grounding test and Flyers have to roll a 2+ or Crash and Burn on a Crippling or Crushing Weight result. Each vehicle also now suffers a S 8 hit under crushing weight as well. Mind Control now works more like Puppet Master by way of Hallucination, with a chart, and can be refreshed each psychic phase. That opened up another can of worms for how the refreshed powers worked, so I clarified that on the D3 chart. Hopefully we're getting closer to what the unit should look like.

This message was edited 1 time. Last update was at 2014/06/09 00:14:47


40k is 111% science.
 
   
Made in us
Preacher of the Emperor






They are pretty fething terrifying. No idea about costing, though. If I weren't about to get on a plane I'd say something more insightful but that'll have to wait a bit...

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Texas

Bolters would laugh at this. 4 T 3 wounds? Hah.

4000+ Points
Tau: 1500ish



[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Preacher of the Emperor






Toughness 9. That's what these girls need.

Glory Warrior's right, with human stats the Twins are a glass cannon: tremendous offensive power that will die to the first round of small arms fire, because 2++ and Feel No Pain will eventually let a few shots through.

Give them T:9, though, and all of a sudden they reflect the Scary Psychic Children out of apocalyptic anime, striding through horrific fireballs without a scratch. You can fluff it as a psychic forcefield that shimmers just above their skin or leave it unnervingly unexplained.

"Yes, my Lord Inquisitor, they're little girls who take battle cannon rounds to the face and laugh. No, my Lord Inquisitor, we don't know how they do that."

"Welp, let's unleash 'em on those heretics anyway."

"Uh...."

"I believe you mean, 'yes, sir, Lord Inquisitor.'"

"Yes, sir, my Lord Inquisitor."

This message was edited 1 time. Last update was at 2014/06/13 21:30:10


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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Lets see how many bolters it takes to down these Girls shall we? 2++ means you need 6 saves to cause a wound with every 3rd wound being ignored by FNP, so to do 4 wounds you need to do 30 wounds (4x6+6 due to FNP negating a wound), so 30 wounds means 45 hits (2/3 wound), with 1/3 of the shots missing so that's over 60 shots directed into these two girls to wipe them off the table.

Then consider they always have access to Invisibility, Iron arm or god help you, Precognition, and they are FAR more survivable then you'd think. As 2++ re-rollables usually are...

I truly like these girls, they quite adaquately show how powerful Alpha Level Psykers are, while not being uncountable. And while they do pack a massive wallop with those Apoc powers, they all cost 4+ WC, which means at least 7 or 8 dice thrown at it, and after that they won't be able to attempt much due to Warp Charges running out.

 
   
Made in us
Shrieking Traitor Sentinel Pilot







I'm inclined to agree with AlexisAWESOME, that the girls are more durable than you might think at first glance. I'm actually going to be playing a bit tomorrow, so if the guys I'm playing with are cool with it, I may give the twins a test run. The problem with making them T9 is that they turn into a unit that's basically good at everything and has no weaknesses. Those type of mary-sue units are rarely well received, especially if their house rules. To make it fair, I'd probably have to crank up the points cost considerably, and it's already a quarter of the standard army! All in all, I'm reluctant to raise their toughness. As it is, yes they can fall to small arms fire, but it's going to take A LOT of it to hit, wound, get through their saves, and cause at least 4 wounds in one turn. Keep in mind, if you don't land 4 wounds on them in a single turn, they completely regenerate, and it was all for naught. With most Apoc psychic powers having 36" range and them being jump infantry, it shouldn't be too hard to stay out of rapid fire range.

40k is 111% science.
 
   
Made in us
Killer Klaivex




Oceanside, CA

 SisterSydney wrote:
Toughness 9. That's what these girls need.
Give them T:9, though, and all of a sudden they reflect the Scary Psychic Children out of apocalyptic anime, striding through horrific fireballs without a scratch. You can fluff it as a psychic forcefield that shimmers just above their skin or leave it unnervingly unexplained.

My Dark Eldar are liking that idea. It might take 2 whole venoms to kill them.
With no ability in combat, and no ability to get out of combat, all you have to do is charge them with ANYTHING, and they are done for the game.

Oh, I'd make the Wave power a Hellstorm Torrent. Seems more wave like to me.

-Matt


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Shrieking Traitor Sentinel Pilot







Alright, having actually gone onto the battlefield, I can now say that those who said the twins needed more buffing were correct. I've made some edits that should help with the flaws:
Toughness has been raised to 8. Anything below Strength 5 can't hurt the twins at all, and S 5 or 6 can only wound on 6's, plus having to get through 2+ invul and regenerating wounds. This should significantly reduce the effectiveness of small arms fire (Tau and GK's with psybolt ammo are the only ones I know of who can bring S 5 basic guns). The twins are also now initiative 5 and have Hit and Run. They can still be killed in CC by power fist, thunder hammer, or poison troops, but it's no longer a guarantee, because they can leave combat after the enemy assaults. That was a big flaw for a 500 point unit. The Broke the Scale rule now allows them to use the same psychic power multiple times in a psychic phase, hopefully making their psychic powers even more useful. Finally, Titan's Bane has been increased to 4 WC's but is now Assault 2, making it more damaging. I was also debating whether to drop the points to 400 to make it comparable to the Knight Titan. Waddaya think? Better now?

40k is 111% science.
 
   
Made in gb
Hallowed Canoness





Between

Immortal-based Necron armies bring plentiful S5 as well.

For their close-combat vulnerability, I would alter Gravity Shift a little.

Let them cast it as a Nova power, affecting everything except themselves, and let it be cast while locked in close combat with the effect that it hurls everyone within 3d6" directly away from the caster, including a hit on each model thrown with a S equal to half the distance thrown (2d6).



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
 
Forum Index » 40K Proposed Rules
Go to: