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## 40k is 4-ucked up. We fix it! [JE/Koumei's ideas]

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Koumei
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Post by Koumei » Thu Sep 03, 2009 4:11 pm

Okay, now Witch Hunters. I basically decided to write most of it from scratch. While I was at it, I decided to add more Arbites stuff (they could almost get their own small codex now, so I then decided they can be taken as allies for any Inquisitorial force and maybe the Imperial Guard) and the Sisters of Silence.
Adepta Sororitas: all characters with this rule gain a 4+ save to be unaffected by any psykic power. Units with this rule roll once for the entire unit. All Adepta Sororitas also benefit from And They Shall Know No Fear, and may purchase Faith powers at the listed cost for the entire unit.
Faith Powers: these only affect the characters and units who purchase them. If a character joins a unit and only one of the two has the faith power, only they benefit from them. It is cost-effective to give these to large squads, and that's intentional.
Faith Powers:
Divine Intervention: 15 points
Every model with this power gains +1 Toughness and is immune to Poisoned weapons and similar things that always wound on a specific number.
Holy Might: 15 points
Every model with this power gains +1 Strength and the Rending special ability in hand to hand combat.
Righteous Rage: 10 points
Every model with this power becomes Fleet of Foot and gains the Counter Charge special ability.
Glorious Grace: 20 points
Every model with this power treats their shooting attacks as Rending, and has +2 Initiative.
Soulless:
Sisters of Silence are all psykic blanks, and have the Soulless rule. This makes them completely immune to all psykic powers, and additionally allows them to cause fear to nearby psykers: psykers must pass a Leadership test in order to fire upon or assault them (failure causes them to freeze in terror and do nothing for that phase).
HQ:
Heroine:
Canoness (50) WS 5 BS 6 S 3 T 3 W 3 I 4 A 3 (4) Ld 10 Sv 3+
Palatine (40) WS 4 BS 5 S 3 T 3 W 3 I 4 A 3 (4) Ld 10 Sv 3+
*Independent Character, Adepta Sororitas
*Equipment: Power Armour, Frag and Krak Grenades, Boltgun, Bolt Pistol, Power Weapon
*May take a retinue of 5-10 Celestians or, if equipped with a Jump Pack, 5-10 Seraphim
*Transport options: Rhino, Repressor, Valkyrie, Immolator, Land Raider Crusader, Land Raider Redeemer
Options:
Jump Pack +20
Artificer Armour +10
Cloak of St. Aspira +30 (grants an Invulnerable Save equal to their regular one)
Book of St. Lucius +5
Eviscerator +15 (replaces Power Weapon)
Blessed Weapon +20 (replaces Power Weapon, 2-H Masterwork Power Weapon that strikes at S 6)
Combi-Weapon +10 (Flamer/Stake Launcher/Melta/Plasma; replaces Bolter)
Inferno Pistol +10 (replaces Bolt Pistol or Power Weapon)
Digi Weapons +15 (re-roll failed rolls to Wound/Penetrate in HtH)
Melta Bombs +5
Pair of Flame Pistols +15 (replaces both Power Weapon and Bolt Pistol)
Holy Water +5 (disables any Daemon powers/gifts when charging into HtH)
Holy Incense +10 (counts as Defensive Grenades, and treats the WS of all foes in HtH as 1 lower)
Sarissa +5 (only for regular Bolters)
Smite +15 (against psykers: 36" S 9 AP 3 Heavy 1, No Invulnerable saves)
Excrutiatus
Excruciatus (65) WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 (4) Ld 10 Sv 2+
Cerberus Warhound (20) WS 6 BS 0 S 4 T 4 W 2 I 6 A 2 Ld 10 Sv 6+
*Independent, Soulless
*Equipment: Artificer Armour, Boltgun, Bolt Pistol, Power Weapon, Frag Grenades
*May take a retinue of 1-4 Extractors
*May be joined by a Cerberus Warhound (not Soulles or Independent, may not take upgrades. Armed with Rending teeth and a 1-use Flamer)
*Transport options: Rhino or Valkyrie
Options:
Rosarius +10
Power Fist +20 (replaces Power Weapon or Bolt Pistol)
Inferno Pistol +15 (replaces Power Weapon or Bolt Pistol)
Plasma Pistol +10 (replaces Power Weapon or Bolt Pistol)
Neuro-Whip +10 (replaces Power Weapon or Bolt Pistol. Power Weapon that adds +1 I and allows the wielder to re-roll failed rolls to Wound in HtH)
Eviscerator +15 (replaces Power Weapon)
Golden Halo +15 (immune to Instant Death)
Melta Bombs +5
Blessed Weapon +20 (replaces Power Weapon)
Chalice of Holy Flames +15 (re-roll all failed rolls to Hit in HtH)
Bionics +10
Frag Rounds +10 (Bolter may be fired as: 24" S4 AP- H2 Blast)
Inferno Rounds +5 (Bolter may be fired as: 24" S5 AP6 RF, no invulnerable saves)
Psyk-Out Grenades +15
Special Retinue Sisters:
Sister Hospitalier (25) WS 3 BS 4 S 3 T 4 W 2 I 4 A 2 (3) Ld 9 Sv 3+
*Added to a retinue, Adepta Sororitas
*Combat Drugs: grants "Feel No Pain" to her entire unit and any attached characters
*Equipment: Power Armour Bolt Pistol, Close Combat Weapon
Options:
Toxins +10 (HtH attacks always wound on a 4+)
Bolter +2
Storm Bolter +10
Hellfire Rounds +10 (Bolter/Storm Bolter/Bolt Pistol attacks always Wound on a 3+)
Sister Dialogus (30) WS 3 BS 6 S 3 T 3 W 1 I 3 A 1 Ld 9 Sv 2+
*Added to a retinue, squad or vehicle (as a pilot/gunner), Adepta Sororitas
*Equipment: Artificer Armour, Boltgun, Digi-Weapons
*The vehicle or squad she is attached to can use her BS
*Any unit or character within 12" may use the unmodified Ld of any other unit or character within 12"
Options:
Servo Arm +10
Auspex +5
Seeker Rounds +10 (ignore cover when shooting)
Digi-Hell Pistol +15 (get bonus attack in HtH that is resolved as a shooting attack at I 6: S 3 AP 3 Pistol)
Inquisitor Lord
Inquisitor Lord (45) WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 (4) Ld 10 Sv 3+
Retinue (varies) WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 (2) Ld 8 Sv 5+
*Independent, Iron Will, Psyker
*Must take a retinue of 3-9 followers
*Equipment: Boltgun, Power Armour and two close combat weapons
*Transport options: Rhino, Chimera, Valkyrie, Land Raider (any), Thunderhawk (Apocalypse only), Aquila Lander
Options:
Storm Bolter +5 (replaces Boltgun)
Hell Pistol +5 (replaces a CCW)
Plasma Pistol +10 (replaces a CCW)
Inferno Pistol +10 (replaces a CCW)
Flamer +10 (replaces Boltgun)
Melta Bombs +5
Rosarius +15
Bionics +5
Vortex Grenade +25
Psycannon Rounds +10 (Bolter weapons fire as AP3, no Invulnerable saves)
Nightvision Goggles +5 (Acute Senses/Nightvision)
Inquisitorial Mandate +20
Power Weapon +10 (replaces a CCW)
Force Weapo +30 (replaces a CCW)
Stake Launcher +20 (24" S 3 AP 2 A2, wounds Psykers on a 2+; replaces Boltgun)
Power Stake +15 (2-handed, Power weapon, Wounds Psykers on a 2+; replaces a CCW)
Belligerent Throne +50 (+1 T, +2 A, Sv 2+, Relentless, may have a Rocket Launcher for +10)
Retinue Options:
*all have light armour, a CCW and a las pistol, and frag grenades
Acolyte +8 (may take any wound for the Inquisitor Lord before rolling saves, even ignoring the usual allocation rules, may purchase a power vice for +5 points (subtracts 1 A from a foe in base-to-base contact) and Power Armour for +10 points)
Chirugeon +10 (bestows Feel No Pain to the unit. If two are in the retinue, one unsaved Wound per round is automatically converted to a successful save, even if no saves are allowed. If three are in the retinue, the Inquisitor gains +1 T)
Familiar +5 (each allows 1 more power to be taken by the Inquisitor, and if at least one is taken, the Inquisitor gains +1 I. They are automatically removed if the Inquisitor is, and are equipped with a single Las Pistol. For +5 points this may be upgraded to a Hell Pistol.)
Sage +8 (the Inquisitor gains +1 BS. If there are two, the whole unit may re-roll failed rolls to hit in ranged combat. If there are three, the Inquisitor gains the Crack Shot special rule)
Warrior +10 (WS 4 BS 4, equipped with a Bolter or Shotgun + Krak Grenades or Hell Gun, as well as Carapace Armour (4+ save). May be upgraded to have a Plasma Gun, Flamer, Melta Gun or Grenade Launcher for +10, or a Sniper Rifle for +5. One per retinue may have a Plasma Cannon for +25, a Multi Melta for +20 or a Heavy Bolter for +15. Alternatively they may have a Power Fist for +15 or a Power Weapon and Suppression Shield (4+ Invulnerable save, counts as another CCW) for +10. Grants the Inquisitor +1 WS, if there are two the entire squad gains Counter Charge)
Priest (does not occupy a slot)
Priest (20) WS 4 BS 3 S 3 T 3 W 1 I 3 A 2 (3) Ld 9 Sv -
Mob (3) WS 3 BS 2 S 3 T 3 W 1 I 2 A 1 Ld 6 Sv -
*Must be attached to a squad (any)
*Zeal: suffers/benefits from Rage, any attached squad also is affected by this and re-rolls failed rolls to hit when they charge into close combat.
*May take a special retinue, a mob of 0-20, which is also attached to the unit or may be considered a unit itself
*Equipment: Las Pistol and CCW (mob: 1 CCW and Frag Grenades)
Mob Options:
Mob may take Las Pistols for +1 point each
Priest Options:
Frag and Krak Grenades +5
Carapace Armour +10
Power Armour +15
Eviscerator +20 (replaces CCW)
Flamer +10 (replaces Las Pistol)
Plasma Pistol +15 (replaces Las Pistol or CCW)

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Judging__Eagle
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Post by Judging__Eagle » Thu Sep 03, 2009 7:01 pm

Looks good.
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Koumei
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Post by Koumei » Fri Sep 04, 2009 7:52 am

ELITE:
Celestians
(1 Veteran Superior and 4 Celestians, unit cost: 80)
Veteran Superior WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 (3) Ld 9 Sv 3+
Celestian WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 (2) Ld 9 Sv 3+
*Adepta Sororitas
*Equipment: Power Armour, Frag Grenades, Boltgun, Bolt Pistol and CCW
*Transport options: Rhino or Repressor
Options:
+1-5 more Celestians (14 points each)
Frag Rounds for bolters +10 each
Krak Grenades +2 each
Sarissa +5 each
1 Imagifer +20 (all Bolters in the unit are fired with 1 additional shot, so 3 to 12" or 2 to 24" when standing still)
Up to two models may take a Heavy Flamer (+10 each), Melta Gun (+10 each) or Storm Bolter (+5 each)
Veteran Superior Options:
Auspex +3
Eviscerator (replaces CCW) +15
Plasma Pistol (replaces CCW or Bolt Pistol) +10
Repentias
Mistress and 4 Repentias, unit cost: 100
Mistress WS 5 BS 3 S 4 T 4 W 1 I 4 (5) A 2 (3) Ld 9 Sv 4+/4+
Repentia WS 5 BS 3 S 4 (8) T 4 W 1 I 4 (1) A 2 Ld 7 Sv 4+/4+
*Adepta Sororitas
*Invulnerable (Dodge)
*Fleet, Rage, Furious Charge
*Mistress Equipment: Carapace armour and 2 Neural Whips
*Repentia Equipment: Eviscerator
*Transport Options: Land Raider Crusader or Land Raider Redeemer
Options:
+1-15 Repentias (15 points each)
Up to 1 Exterminator (single-use Flamer) per 5 models +5 each
Extractor Squad
Unit of 5 Silent Extractors, unit cost: 90 points
Silent Extractor WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 (3) Ld 9 Sv 3+
*Soulless
*Equipment: Power Armour, Frag Grenades, Boltgun, Bolt Pistol and CCW
*Transport options: Rhino
Options:
Melta Bombs +20 for the entire unit
Any models may replace their bolt pistol or CCW for a Power Weapon +5
or a Power Fist +10
Any model may wear Artificer Armour +10 each
0-4 models may replace their bolter with a Flamer (+6), Storm Bolter (+5), Plasma Gun (+10) or Grenade Launcher (+10)
0-3 Cerberus Warhounds may join the unit at +20 each
Death Cultists
1-3 may be taken as one Elite choice, but deployed separately
Death Cultist (40) WS 5 BS 3 S 3 T 4 W 2 I 5 A 2 (3) Ld 9 Sv 4+/4+
*Invulnerable (Dodge)
*Independent, Fleet, Fearless, Infiltrate
*Equipment: two Power Weapons
Options:
replace a power weapon with a Ripper Pistol +15
Inquisitor
Inquisitor (30) WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 (3) Ld 9 Sv 3+
Retinue: as Inquisitor Lord
*Independent, Iron Will
*Equipment: Power Armour, Boltgun, 2 Close Combat Weapons
*Psyker (0-1 powers)
*May take a retinue of 1-5
*Transport Options: Rhino, Chimera, Land Raider
Psykic Powers:
Hammerhand +10
Scourging +10
Distortion +15
Terror +10
Mental Smite +10
Options:
Storm Bolter (replaces boltgun) +5
Hell Pistol (replaces CCW) +5
Psycannon Bolts +10
Inferno Pistol (replaces CCW) +10
Flamer (replaces bolter) +10
Plasma Pistol (replaces CCW) +10
Rosarius +15
Bionics +5
Auspex +3
Power Weapon (replaces CCW) +10
Melta Bombs +5
Goggles +5
Inquisitorial Mandate +20
Force Weapon +30
Power Stake +15
Officio Assassinorum Executive
For the regular four, no change.
Mechanicus Assassin (120)
*Equipment: Bionics, Goggles (Night-vision/Acute Senses), 2 Rending Blades, Melta Gun, Servo Arm and a Twin-Linked Hell Pistol
*Crack Shot, Immune to Poison
And, because I forgot, the Psykic Power list for Inquisitor Lords:
Hammerhand +10 (in close combat, can only attack with bare hands, gaining +1 A and doubling the user's S, but not ignoring Armour or changing the order of Initiative.)
Hammer of the Emperor +15 (in the shooting phase, the nearest enemy psyker must pass a Ld test or randomly lose 1 psykic power they have. If they pass/have no powers to lose, the next closest is targeted, and so on until someone is affected or none are left.)
Scourging +10 (fired as a shooting weapon: 18" S5 AP 1d6 Assault 4)
Distortion +15 (The psyker is constantly granted a 4+ cover save, always counts as being in cover when assaulted, and counts as being shrouded in darkness - foes must test for range when shooting at the Inquisitor or their unit.)
Terror +10 (the Inquisitor may use this power when charged in the assault phase. The foe must pass a Ld test. If they fail, they are unable to assault or otherwise act in that phase.)
Weight of Thought +20 (this is used at the beginning of a close combat phase. One enemy unit in combat with the Inquisitor suffers -1 WS, S, I and Ld, and is unable to pursue anyone who flees.)
Mental Smite +10 (this is a shooting attack: 30" Assault 1, the target must make a Ld test or flee, as though they had suffered 25% casualties.)

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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Post by Koumei » Fri Sep 04, 2009 2:43 pm

TROOPS:
Battle Sisters
9 Battle Sisters and a Sister Superior, for 120 points
Sister Superior WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 (3) Ld 9 Sv 3+
Battle Sister WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 (2) Ld 8 Sv 3+
*Adepta Sororitas
*Equipment: Boltgun, Power Armour, Bolt Pistol and CCW
*Transport options: Rhino or Repressor
Options:
Up to 10 more Sisters +11 each
Frag Grenades +1 per model
Krak Grenades +2 per model
1 Imagifer +20 (whole unit gains a 5+ Invulnerable save)
Up to one in five models may have a Storm Bolter +5, Flamer +6 or Melta +10 (any of these replace the bolter)
Up to one in ten models may have a Heavy Flamer +12 (replaces bolter)
Up to one in five models may have a Burning Brazier (replaces CCW) +4
One Hellfire Bombardment may be purchased for +10. As long as even a single member of the squad is alive, on the board and not fleeing, the unit may call this down instead of shooting in the shooting phase. Place a flamer template anywhere within 48" of any model in the unit. All models under the template take an automatic S5 AP4 hit that allows no cover saves.
Sister Suprior Options:
Melta Bombs +5
Eviscerator (replaces CCW) +20
Plasma Pistol (replaces BP or CCW) +15
Combi Weapon +10 (replaces bolter)
Battle Sister Novices
9 novices and one Sister Superior for 90 points
Sister Superior WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 (3) Ld 9 Sv 3+
Novice WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 (2) Ld 7 Sv 5+
*Adepta Sororitas
*Mesh Robes, Bolt Pistol and Chainsword
*Sister Superior also has Power Armour and a Bolter
*Transport options: Rhino
Options:
May take up to 20 more Novices for +8 each
Frag Grenades +1 each
1 per 5 models may replace their CCW with a Brazier or Great Weapon (2-H weapon that adds +1 to S) for +5
1 per 10 models may take a Heavy Stubber for +10 or a Flamer for +6
Sister Superior Options:
May replace her bolt pistol and CCW with 2 Neural Whips +20
If she does, she may grant the Furious Charge and Counter Attack abilities to the entire unit for the whole game for +10
May take Righteous Prayers for +20 (once per game, the Novices use the statline of Battle Sisters for a single round)
Sisters of Silence
9 Sisters of Silence and 1 Sister Superior for 140 points
Sister Superior WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 (3) Ld 9 Sv 3+
Sister of Silence WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 (2) Ld 8 Sv 3+
*Soulless
*Equipment: Power Armour, Bolter, Bolt Pistol and CCW
*Transport options: Rhino
Options:
Frag Grenades +1 per model
Krak Grenades +2 per model
Up to two models may take a Flamer for +6 (replacing their bolter), a Plasma Gun for +10 (replacing their bolter) or a pair of Lightning Claws for +10 (replacing their Bolt Pistol and CCW)
The whole squad may be transported in a Drop Pod, which is proceeded by a Lance Strike to the same destination, for +60 points.
Sister Superior Options:
May replace her BP or CCW with a Power Weapon +10
May replace her BP or CCW with a Power Fist +15
May replace her Bolter with a Combi-Weapon +10
Inquisitorial Storm Troopers
As per the regular codex, Hellguns using the Hot-Shot Lasgun statline from Codex: Imperial Guard (18" S3 AP3 RF)

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Judging__Eagle
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Post by Judging__Eagle » Fri Sep 04, 2009 4:29 pm

Ok, so Fast Attack, and Heavy Support left.
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Koumei
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Post by Koumei » Sat Sep 05, 2009 9:31 am

FAST ATTACK:
Seraphim Chorus
1 Seraphim Superior and 4 Seraphim, for 100 points
Seraphim Superior WS 4 BS 4 S 3 T 3 W 1 I 5 A 2 (3) Ld 9 Sv 3+
Seraphim WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 (2) Ld 9 Sv 3+
*Adepta Sororitas, Hit & Run, Deep Strike
*Equipment: Power Armour, Jump Pack, 2 Bolt Pistols, Frag and Krak Grenades
*Transport options: Valkyrie
Options:
Up to 5 additional Seraphim +18 each
Melta Bombs +4 per model
Remove Jump Packs -3 per model (lose Deep Strike and Hit & Run, may take a Rhino or Repressor as a transport)
Up to 2 models may replace their twin bolt pistols with twin Hand Flamers +7 or twin Inferno Pistols +14
Seraphim Superior Options:
Replace 1 Bolt Pistol with a Power Sword +10
Replace Bolt Pistols with Lightning Claws +15
Replace Bolt Pistols with two Plasma Pistols +15
Halo of Light +20 (squad re-rolls failed Wounds when charging, all friendly units within 12" may re-roll failed Ld tests)
Dominion Squad
1 Dominion Superior and 4 Sisters Dominion for 75 points
Dominion Superior WS 3 BS 4 S 3 T 3 W 1 I 4 A 2 (3) Ld 9 Sv 3+
Sister Dominion WS 3 BS 4 S 3 T 3 W 1 I 4 A 1 (2) Ld 8 Sv 3+
*Adepta Sororitas
*Equipment: Power Armour, Bolter, Bolt Pistol, CCW and Frag Grenades
*Must take a transport: Rhino, Repressor, Valkyrie or Immolator
Options:
Up to 5 additional Sisters Dominion +10 each
Any model may replace her Bolter with a Storm Bolter +5
Any model may replace her Bolter with a Flamer +9
Any model may replace her Bolter with a Heavy Flamer +14
Any model may replace her Bolter with a Melta +12
Dominion Superior Options:
May replace her Bolter with a Combi-Weapon +10
May replace her Bolter with a Grenade Launcher +15
May replace her BP and CCW with two Burning Braziers +15
Silent Vigilator Squad
1 Vigilator Superior and 4 Silent Vigilators for 85 points
Vigilator Superior WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 (3) Ld 9 Sv 3+
Silent Vigilator WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 (2) Ld 8 Sv 3+
*Soulless, Deep Strike
*Equipment: Power Armour, Frag Grenades, Bolt Pistol and CCW
*Transport options: Rhino, Valkyrie
Options:
Up to 5 additional Vigilators +15 each
Frag Rounds for Bolt Pistols +10 for the squad
Inferno Rounds for Bolt Pistols +10 for the squad
Penetrator Rounds for Bolt Pistols +15 for the squad (S4 AP2 Rending)
Signal Jammers +5 (anyone attempting to Deep Strike within 12" automatically scatters 3d6", even on a Hit, and anyone attempting to Outflank/Flank March within 12" comes in from the opposite table edge)
Hellfire Rounds for Bolt Pistols +15 for the squad
Tempest Rounds for Bolt Pistols +20 for the squad (targets will, in the Assault phase, strike at I1 if hit, and vehicles hit will automatically suffer a "Crew Shaken" result)
Vigilator Superior Options:
Replace a CCW or Bolt Pistol with a Plasma Pistol +15
Replace a CCW or Bolt Pistol with a Power Fist +20
Battle Sister Interceptors
3 Battle Sisters on Bikes for 60 points
Biker Sister WS 3 BS 4 S 3 T 3 (4) W 2 I 4 A 2 (3) Ld 9 Sv 3+
*Adepta Sororitas, 12" Charge
*Equipment: Power Armour, Bolt Pistol, CCW, Bike w/ Twin-linked Bolters
Options:
May take up to 6 more Sisters for +20 each
Defensive Grenades +3 per model
Preliminary Mine-Laying +10 (gain the benefits of the Minefield Stratagem, even in non-Planetstrike games)
Up to one per three models may replace her Bolt Pistol or CCW with a Power Sword +10, Plasma Gun +15 or Stake Launcher +15
One bike may have an assault carriage with a Heavy Bolter +15, Heavy Flamer +15, Multi-Melta +25 or Auto-Cannon +20
HEAVY SUPPORT:
Retributor Squad
1 Retributor Superior and 4 Retributors for 65 points
Retributor Superior WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 3+
Retributor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 3+
*Adepta Sororitas
*Equipment: Power Armour and Bolter
*Transport options: Rhino or Immolator
Options:
May have up to 5 more Retributors for +10 each
Up to 4 may take, in addition to their bolter, a Heavy Bolter +10, Auto-Cannon +15 or Multi-Melta +20
The entire squad may be given Frag Rounds for Boltguns and Storm Bolters for +10 or Penetrator Rounds for Bolters and Storm Bolters for +15
Retributor Superior:
May replace her Bolter with a Storm Bolter +5 or, with 1 spare Sister not firing and helping to aim and steady it, a Hurricane Bolter for +10 or a Thunderfire Launcher for +30
Oblivion Knights:
1 Oblivion Champion and 2 Oblivion Knights for 65 points
Oblivion Champion WS 4 BS 4 S 4 (8) T 3 W 1 I 4 (1) A 2 (3) Ld 9 Sv 2+
Oblivion Knight WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 (2) Ld 8 Sv 2+
*Soulless
*Equipment: Artificer Armour, Boltguns
*Oblivion Champion: Two Power Fists
*Oblivion Knights: Two Lightning Claws
*Transport Options: Rhino, Drop Pod
Options:
May take up to 3 additional Oblivion Knights for +20 each
Any model/s may replace their Bolter for a Plasma Cannon +20, a Multi Melta +20 or a Rocket Launcher +15
The squad may set up a circle of defensive mines when they deploy, though they will be deactivated if the squad moves more than 3". Any enemies who charge them while the mines are active take 1d6 S6 AP4 hits and strike at I1. The mines cost +15 points.
Exorcist Company:
1-3 Exorcists for 135 points each
*As per Codex: Witch Hunters
Options:
Holy Icon +10 (infantry within 6" are Relentless)
Extra Armour +5
Dozer Blade +5
Smoke Launchers +3
Interceptor Radar +20 (may fire as an Interceptor, can shoot Flyers with its normal BS)
Immolator Company:
1-3 Immolators for 60 points each
*As per Codex: Witch Hunters
Weapons:
Standard (Inferno): Twin-linked Heavy Flamers, Fast
Thunderer: Twin-linked Heavy Bolters +5
Eruption: Twin-linked Rocket Launchers +10
Hellstom: Inferno Cannon +15
Tempest: Thunderfire Launcher +15
Meltdown: Twin-linked Multi-Meltas +20
May take two Side-Sponsons (at the cost of the transport capacity) with:
Heavy Flamers +10
Heavy Bolters +15
Multi-Meltas +20
Options:
Holy Icon +10
Extra Armour +5
Holy Promethium/Blessed Ammunition +10
Laud Hailers +10
Smoke Launchers +3
Dozer +5
Hunter-Killer Missile +10
Storm Bolter +10
Penitent Legion (requires Priest or Heroine)
1-3 Penitent Engines for 100 points each
Penitent WS 4 BS 4 S 5 (10) I 4 Front 12 Side 11 Rear 10 A 1d6+1
*Walker
*Immune to Psykic Powers, and 6" aura of immunity
*Causes Fear
*Armed with two Dreadnought weapons w/ co-axial Heavy Flamers (fires as 1 Twin Hvy Flamer)
*Random Attacks
*Fleet
Options:
Extra Armour +5
Holy Promethium +10
Storm Bolter +10
Up to 2 Hunter-Killer Missiles +10 each
Frag & Defensive Grenade Launchers +20
The entire squad may be deployed in a blast of flame from the skies, as per the Deep Strike rules. Upon determining the landing point (after scatter), place the Large Blast Marker. This is resolved as a S9 AP3 Ordinance 1 weapon that allows no cover saves. Then place the Penitents within the blast. They suffer no ill effects for Deep Striking into enemies or difficult/dangerous terrain, and if they land in base-to-base contact with enemies, count as assaulting them that turn. This costs +25 points for the whole unit.
Vulture: as per Imperial Armour, requires a Heroine or Inquisitor/Lord
Orbital Bombardment: as per Codex: Witch Hunters, except if the Inquisitor/Lord can see the location, only roll 2d6 scatter, subtracting BS, and it does not scatter on a Hit.

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Koumei
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Post by Koumei » Sat Sep 05, 2009 1:34 pm

SPECIAL CHARACTERS:
Saint Celestine
(125) WS 5 BS 6 S 4 (6) T 4 W 4 I 5 A 3 Ld 10 Sv 2+/4+ I
*Independent, Adepta Sororitas, Fleet, Hit and Run, Deep Strike, HQ Choice
*Equipment: Artificer Armour, Jump Pack, MC Bolt Pistol with every ammunition type, Relic Blade with built-in Flamer
*Aura of Hope: all allies within 12" are granted +1 A
*When she dies, there is a S6 AP1 Large Blast centred on her, as brilliant light envelops her foes. This does not harm her allies.
Prioress Kasanja
(110) WS 5 BS 5 S 3 (6) T 3 I 5 A 4 Ld 10 Sv 2+/3+ I
*Independent, Adepta Sororitas, HQ Choice (may take a Celestian retinue)
*Equipment: Artificer Armour and Cloak of Flames (3+ Invulnerable), Digi-Weapons, Relic Blade, Gauntlet with built-in Heavy Flamer
*Lore of Fire and Teeth: all Flamers, Heavy Flamers (including Braziers and Hand Flamers), Inferno Cannons, Meltas, Inferno Pistols and Multi-Meltas fired from within 18" of Kasanja, fired by her allies, count as twin-linked. All Eviscerators used within 18" of Kasanja, by her allies, count as Master Crafted.
Famulus-Nunciate Etria
(80) WS 3 BS 5 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv 2+
*Adepta Sororitas, replaces a Sister Dialogus
*Equipment: Artificer Armour, Demo-Charge, Twin-linked Lascannon
*Scanner-Goggles: all allies within 18", Etria included, count as having the Crack Shot and Tank Hunter special abilities.
*For +25 points, Etria may be able to call down an Orbital Bombardment like a Master of Ordinance.
Mistress Despoena
(65) WS 6 BS 4 S 4 T 4 W 3 I 5 (6) A 3 (4) Ld 10 Sv 4+/4+ I
*Adepta Sororitas, Counter-Charge, replaces a Mistress
*Equipment: Carapace, Adamantine Lashes (Two MC Neural Whips with the Rending special ability)
*Cries of Conviction: the group of Repentias she is attached to gain the benefits of Counter-Charge, and always inflict Instant Death against psykers and daemons
*Tin Opener: when charging and destroying a vehicle, Despoena and her Repentias may immediately charge another target if within range, unless it was a transport and was carrying troops who survived. The infantry must immediately pass a Leadership test or flee (and risk being massacred). If they stand and fight, combat immediately takes place, with the Repentias counting as having charged.
STRATAGEMS:
Silent Prayer [Sisters of Silence, Defending, 2 points]
During any one game turn of the Defender's choice, the Attackers may use no psykic/daemon powers, and may not Deep Strike. Furthermore, they take a -1 penalty on Reserves rolls on that turn.
Wave of Turmoil [Sisters of Silence, Attacking, 1 point]
During the first game turn, the Defenders are unable to use psykic/daemon powers, deep strike Daemons onto the field, or use scanners, interceptors, jammers or warpsight.
Flight of Angels [Sisters of Battle, Defending, 2 points]
After the Firestorm, but before the first turn, the Defender may re-deploy all of their forces, including changing what is in Reserve, going to Deep Strike/Outflank etc.
Angelic Descent [Sisters of Battle, Attacking, 1 point]
Select one unit that is ready to come on when you declare this stratagem. It may now Deep Strike and assault regardless of whether or not it can normally Deep Strike. Additionally, for one game turn it gains a 4+ Invulnerable save.
Uprising [Sisters of Battle, Attacking, 2 points]
At the start of the game, every Defending unit inside a Bastion takes 1d6 S 4 AP 5 hits.

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Koumei
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Post by Koumei » Wed Sep 16, 2009 5:54 am

JE probably thought I wouldn't do this, but here's my attempt at Orks that are Orky but not broken and annoying. I make no claims to how balanced it actually is, as usual, because as with all else I'm going by my gut.
Rules regarding orks:
All orks (not Grots and Squigs) are Psykers, and affected as such. Whenever required to make a Ld test, they may substitute the number of orks in the unit for their Ld score if they wish. Doing so means they risk suffering Perils of the Warp. If they number more than ten, treat the Ld as ten but the orks are Fearless. They must still roll, just to see if they suffer Perils of the Warp. If a unit of orks does suffer Perils, a single ork (chosen by the Ork player) in the unit is killed and removed, with no save of any kind.
All Orks have Powerful Charge and Stupidity (unless stated otherwise, with "Not Stupid").
Stupidity: at the start of the turn, make a Ld test for every Stupid individual/unit that is not in a vehicle. If they fail, then all they do is radomly wander 1d6" (if a Hit is rolled on the scatter die, use the small arrow). If they bump into an enemy unit, they attack, but do not count as charging. If they bump into anything else, they stop moving. They may not shoot or assault when suffering from Stupidity. Vehicles have no Ld score so are never Stupid.
Squigs: a Squig may be released in the Movement Phase, or thrown in the Shooting Phase. If Thrown, it is hurled as a weapon with the following profile: 12" S7 AP4 Heavy 1 Large Blast. If released, it randomly wanders 2d6" on that turn and every following turn until either shot and Wounded, it rolls a 1 on a Dangerous Terrain test, or it gets within 1" of a unit (friend or foe). At that point, it explodes with the above profile, not scattering.
When a Hit is rolled in its movement, the Ork player may decide which way it moves. When it is still with the Orks, it is still there, so hits can be allocated to it and if caught under a template it counts as a hit. If it is killed while with the orks, it detonates. T 4 W 1 Sv -
HQ:
Warboss (60) WS 6 BS 3 S 5 T 5 W 3 I 4 A 3 Ld 8 Sv 6+
-Independent, Fearless, Not Stupid, Ork
-Shoota, Slugga and CCW, Flak Armour
-May take a retinue of 1-3 Nobz or 10-20 Boyz
-Transport Options: Trukk

Code: Select all

    May take a Bike &#40;+1 T, Relentless, Cavalry, 5+ Sv&#41; for +25 or Mega Armour &#40;+1 S, Sv 2+/6+I&#41; for +30
     Big Choppa &#40;Power Weapon&#41; +5
     Stikkbombs and Tankbombs  +5
     Power Field &#40;4+I to 6"&#41;   +15
     Big Shoota                +10 &#40;replace Shoota&#41;
     Power Klaw &#40;Mega-Armour&#41;  +20
     Gattladakka &#40;Ass Cannon&#41;  +20
     Backpack Gretchin         +10 &#40;fires a Twin Slugga every round&#41;
     Rokkithamma               +5  &#40;1-use S-10 Power 2d6 Pen AP1&#41;

Weirdboy (50) WS 4 BS 3 S 4 T 4 W 3 I 4 A 2 Ld 10 Sv 6+
-Independent, Fearless, Not Stupid, Ork
-Slugga, CCW, Flak Armour
-WAAAGH! (Psykic: Shooting phase: allow all Orks to Fleet)
-May choose up to 2 more powers

Code: Select all

     Better Armour &#40;4+ Sv&#41;     +10
     Big Choppa                +5
     Funny Choppa &#40;Force Wpn&#41;  +30
     Mushrooms &#40;+1 power/turn&#41; +20
     Spare Brain &#40;up to 2&#41;     +5 each &#40;1-use&#58; ignore a Perils result&#41;

     Fist of Gork              +5  &#40;Shooting&#58; 12" HtH charge&#41;
     Eye of Mork               +10 &#40;Shooting&#58; 18" S4 AP4 Assault 2d6&#41;
     Hammer Time               +15 &#40;Assault Phase&#58; re-roll Hit and Wound&#41;
     Jump to the Left          +10 &#40;Move Phase&#58; redeploy a unit within LoS&#41;

Mekboss (90) WS 5 BS 3 S 5 (10) Front-13 Side-12 Rear-10 I 2 A 3 (4)
-Independent, Fearless, Not Stupid, Ork
-Walker Vehicle
-2x Dread Weapon w/ Linked Shoota
-2x Rokkit Launcher

Code: Select all

     Replace Shoota w/ Skorcha +5
     Replace Rokkit w/ Deffgun +10
     Chest-mounted Big Shoota  +10
     Extra Armour              +5
     Unstable Core             +10 &#40;Destroyed&#58; roll 1d6, 5+ ignores, 4- explodes for S6 in 2d6"&#41;

Elite:
Flash Gits (50) WS 4 BS 2 S 3 T 4 W 1 I 3 A 2 Ld 6 Sv 5+
(5 Flash Gits)
-Orks
-Bulky Armour, Deffguns (24" S6 AP4 Assault 1d6)
-Psykic Power: Dakkadakkadakka (Shooting Phase: add +1 to the d6 rol to determine number of shots)
-Transport Options: Trukk

Code: Select all

     May have up to 5 more     +10 each
     May have up to 10 Boyz    +6  each &#40;may, instead of shooting, steady a Deffgun to fire at BS 3&#41;
     May have Ammo Runts       +10 for the unit &#40;adds +1 to the d6 roll to determine number of shots&#41;
     Very Loud Ammo            +10 for the unit &#40;when they fire, enemies must pass a Ld check to assault them&#41;

Big Nobz (45) WS 5 BS 2 S 4 T 4 W 2 I 4 A 2 (3) Ld 7 Sv 5+
(3 Big Nobz)
-Orks, Not Stupid
-Bulky Armour, Sluggas, Shootas, Choppas, Stikkbombs
-Transport Options: Trukk (no Bikes or Mega Armour)

Code: Select all

     May have Up to 3 more     +15 each
     May all take Mega Armour  +10 each
     May all take Bikes        +10 each
     May have up to 10 Boyz    +6  each
     May have up to 3 Squigs   +5  each
     Power Klaws &#40;Mega Armour&#41; +10 each
     Big Shootas               +5  each &#40;replace Shootas&#41;
     Skorchas                  +10 each &#40;replace Shootas&#41;
     1 Rokkit Launcha          +10      &#40;replaces Shoota; Free for a 6 Nob squad&#41;

Burnas (50) WS 4 BS 2 S 3 T 4 W 1 I 3 A 2 Ld 6 Sv 6+
(5 Burnas)
-Orks
-Flak Armour, Skorchas (Template S5 AP5 Assault 1 No Cover / Power Weapons)
-Petrol Fumes (foes are at -1 WS and I in HtH combat, except for Daemons, MCs and Vehicles)
-Transport Options: Trukk
-Psychic Power: BOOM (Shooting phase: place the large template on any 1 Burna. It doesn't scatter.
S is 5+Burnas (maximum 10) AP 4 Heavy = no. of Burnas, no cover, affects Burnas as well as anyone else)

Code: Select all

     May have up to 5 more     +10 each
     May take Stikkbombs       +1  each
     May take Goggles          +2  each &#40;Fearless, may fire into assaults/through their own troops&#41;
     Dangerous Fuel            +10 for unit &#40;re-roll to Wound with Skorchas, a 1 on the re-roll Wounds the Ork&#41;

Lootas (50) WS 4 BS 2 S 3 T 4 W 1 I 3 A 2 Ld 6 Sv 6+
(5 Lootas)
-Orks
-Flak Armour, Kustom Guns (Choose when fielding)
Kustom A: 18" S4 AP- Assault 1d6
Kustom B: 24" S6 AP5 Assault 1 Blast
Kustom C: 36" S8 AP3 Assault 1

Code: Select all

     May have up to 5 more     +10 each
     May have up to 10 Boyz    +6  each &#40;may, instead of firing, assist Lootas to fire at BS 3&#41;
     May have up to 3 Squigs   +5  each
     May take Gunshields       +5  each &#40;4+ save, Defensive Grenades, weapons become Heavy&#41;
     May take Long Barrels     +7  each &#40;+6" to the Kustom Gun&#41;
     May take Bigger Ammo      +10 each &#40;+1 S to the Kustom Gun&#41;
     May take Ammo Runts       +20 each &#40;double the rate of fire to 2d6/2/2&#41;

Troops:
Boyz (90) WS 4 BS 2 S 3 T 4 W 1 I 3 A 2 (3) Ld 6 Sv 6+
(15 Boyz)
-Orks
-Flak Armour, Shootas, Sluggas, CCWs

Code: Select all

     May have up to 15 more    +6  each
     May take Stikkbombs       +1  each
     May have up to 3 Squigs   +5  each
     Up to 1 Big Shoota per 10 +10 each
     Up to 1 Rokkit per 15     +15 each
     One may become a Nob      +10 &#40;+1 S, I, A and Ld&#41;
     Nob may take a Big Choppa +10

Grots (80) WS 2 BS 1 S 2 T 2 W 1 I 4 A 2 (3) Ld 5 Sv -
(20 Grots)
-Fleet, Move Through Cover, Stealthy, Stupid
-Slugga and CCW

Code: Select all

     May have up to 30 more    +4  each
     May have 1 Grotherd &#40;Nob&#41; +15 &#40;grants Furious Charge&#41;

Killa Kans (120) WS 3 BS 2 S 5 I 3 Front-12 Side-11 Rear-10 A 2 (3)
(3 Killa Kans)
-Walker, Ork, Vehicle
-2x CCW, Big Shoota

Code: Select all

     May have up to 2 more     +40 each
     May take Skorchas         +10 each &#40;replace Big Shootas&#41;
     May take Rokkits          +15 each &#40;replace Big Shootas&#41;
     Extra Armour              +5  each
     Faulty Wiring             +5  each &#40;any Destroyed result Explodes! for S4 in 2d6"&#41;

Fast:
Bikers (54) WS 4 BS 2 S 3 T 4 (5) W 2 I 4 A 2 (3) Ld 7 Sv 5+
(3 Bikers)
-Bikes, Sluggas, Shootas, CCWs, Flak Armour
-Orks
-Psychic Power: Nitro (Move phase: they may move 12-24" in a straight line, but must make a Dangerous test.)

Code: Select all

     May have up to 6 more     +18 each
     May take Dodgy Exhausts   +5  each &#40;5+ cover save when moving&#41;
     May take Ork Passengers   +5  each &#40;+1 BS, +1 Ork for the purpose of Ld tests&#41;

Rokkiteers (50) WS 4 BS 2 S 3 T 4 W 1 I 4 A 2 (3) Ld 7 Sv 6+
(5 Rokkiteers)
-Jump Packs, Flak Armour, Sluggas, CCWs, Stikkbombs
-Orks, Jump Infantry, Derp Strike
-Skydive: they may Assault when they Derp Strike, but suffer 1d3 automatic casualties when they do

Code: Select all

     May have up to 5 more     +12 each
     Up to 1 Rokkithammer      +10
     Up to 1 Power Klaw        +10

Koptas (45) WS 4 BS 2 S 3 T 4 (5) W 1 I 4 A 1 Ld 7 Sv 5+
(3 Koptas)
-Orks, Jetbikes, Deep Strike
-Kopters, Big Shooters
-Spin Out: when killed, a Kopter randomly scatters 2d6" and explodes as a S4 AP6 Heavy 1 Blast, Pinning

Code: Select all

     May have up to 3 more     +15 each
     May take Passengers       +15 for unit &#40;doubles number of Orks for purpose of Ld tests, +1 BS&#41;
     Up to 1 Rokkit Launcher   +10 &#40;replaces Big Shoota&#41;

Eavy:
Wartrukk (150) BS 2 Front-14 Side-13 Rear-12
-Vehicle, Transport: 20 (10 may fire from it, treating it as open-topped if they do)
-Smoke Launchers, Dozer, 2x Sponson with Big Shootas, 1 Hull-Mounted Rokkit Launcher and 1 Turret Kannon

Code: Select all

     May be Painted Red        +5  &#40;+1" movement, Psyker&#41;
     May take Skorchas         +10 &#40;replace Big Shootas&#41;
     May take Zzapguns         +15 &#40;replace Big Shootas&#41;
     May take Shokk Gun        +20 &#40;replaces Kannon&#41;
     Extra Armour              +5
     Deffrolla                 +15 &#40;1d6 S10 hits delivered to Tank Shocked infantry&#41;
     Deffball                  +5  &#40;1d6 S10 hits delivered to rammed vehicles&#41;
     Up to 4 Turrets           +10 &#40;with Long-Barrel Big Shootas&#41;
     Mobile Fortress Upgrade   +15 &#40;needs 4 Turrets&#58; add another level w/ 1 Kannon & Transport +10&#41;
     Additional Crew           +25 &#40;improve BS to 3&#41;
     Glowy Green Fuel Stikks   +5  &#40;any Destroyed is Explodes! for S6 AP 3 hit to 3d6". Also drops 1d3 S4 AP6 Small Blasts &#40;Pinning&#41; anywhere within 24" &#40;they scatter&#41;&#41;

Deffdread (90) WS 3 BS 2 S 5 (10) I 3 A 2 (3) Front-12 Side-11 Rear-11
-Walker Vehicle, Ork
-Dreadnought CCW x2 with Big Shootas
-Rokkit Launcher
-Skorcha

Code: Select all

     May take a Zzapgun        +5  &#40;replaces Rokkit Launcher&#41;
     May take Arm Skorchas     +5  &#40;replace Big Shootas&#41;
     May take a Shokk Gun      +15 &#40;replaces Rokkit Launcher&#41;
     Stikkbombs                +5
     May take Deffgun          +10 &#40;replaces Body Skorcha&#41;
     Eye of Mork               +10 &#40;on a 1 for Number of Attacks, 1 Glancing hit is suffered. For Snake Eyes, a Penetrating hit.&#41;

Flakkadakka Trukk (120) BS 2 Front-12 Side-10 Rear-10
-Vehicle, Open Topped
-Big Shoota, Flakkadakka Kannon (48" S8 AP4 Heavy 4 Anti-Aircraft (can be fired at ground targets too))

Code: Select all

     Explosive Shells          +10 &#40;may instead fire as 48" S8 AP4 Heavy 2 Blast or Heavy 1 Large Blast&#41;
     Gun Shield                +10 &#40;extra armour, not open topped&#41;
     Extra Crew                +10 &#40;BS 3&#41;
     Lots of Ammo Runts        +5  &#40;normal fire is Heavy 6 until the first Glancing or Penetrating Hit is suffered&#41;
     Red Paint                 +5

Bomba (100) BS 2 Front-11 Side-10 Rear-10
-Vehicle, Ork, Fast Skimmer
-Big Shoota, Rokkit Launcher

Code: Select all

     Up to 2 more Big Shootas  +10
     Or Rokkit Launchers       +20
     6 Bombs                   +10 &#40;dropped within 6" &#40;before scatter&#41; of anywhere it moved across&#41;
     Or 6 Bomb Squigs to Drop  +15 &#40;as above. Always explodes upon landing&#41;
     Or 2 Mega Big Bombs       +10 &#40;as above, S6 AP3 Ordinance Barrage X Large Blast&#41;

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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Post by Koumei » Fri Sep 18, 2009 12:57 pm

APOCALYPSE:
Witch Hunters:
-Hellhammer: +50 points, BS 4, Holy Icon and Blessed Ammunition/Holy Promethium, may take Laud Hailers for +10 points
-Stormlord: +60 points, BS 4, Holy Icon, may take Laud Hailers for +10 points and Blessed Ammunition for +25 points (applies to VMB)
-Shadowsword: remains unchanged
-Titans: remain unchanged
Orks:
-Stompa: +50 points, Psykic
-Mega Stompa/Gargant: +100 points, Psykic, Eye of Gork/Mork is a Psykic power. A 1 rolled for Strength deals a Penetrating hit to the Stompa.
-Bigga Betta Battlewagon: 550 points
Structure Points: 3
Transport: 30(open-topped)
BS 2 Front-14 Side-13 Rear-12
-Deffrolla, Defball, Painted Red
-Two Side-Sticky-Out-Bits with Twin-linked Big Shootas and Zzap Cannons
-Hull-mounted Rokkit Launcher
-Turret Kannon
-Turret Mega Kannon (double range, 7" blast, Ord 1)
-Roof-mounted Gatling Mortar (1d3 Mortars fired each time)
-4 towers with Rokkit Launchers (can upgrade to Zzap Cannons for +5 each)
-May purchase up to 4 more Side-Sticky-Out-Bits for +25 each.
-May add another level on top of the towers for +100. Adds Transport +10, 1 Structure point and another Kannon. May then purchase 4 more towers for +25 each.
-May purchase Turbo Boosters for +20 (allows for a 12" move in a straight line, no Ordinance weapons may be fired if doing this, ceases functioning if a Drive Damaged result is rolled on vehicle damage)
-Kaboom: if it is reduced to 0 Structure Points, do not roll on the Catastrophic Damage chart. Instead, it explodes in a 1d6+6" radius, inflicting a Destroyer hit on everything in the area. Furthermore, if it had a second level, this gets launched into the air by the blast, and strikes the ground like a meteor. The Ork player selects the landing point, and must roll 3d6" for scatter, with no re-rolls or corrections. Once it lands, everything in a 7" blast area takes 1d3 S10 AP1 hits. Place suitable wreckage in the area.

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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Post by Koumei » Thu Sep 24, 2009 11:53 am

ARBITERS: allies for Imperial Guard or any Inquisition. Could just about be an army of their own.
HQ choices:
Arbites Lt. (35 points)
WS 4 BS 5 S 3 T 3 W 2 I 4 A 3 Ld 10 Sv 4+
*Independent
*Equip: Carapace Armour, Shotgun, Bolt Pistol & CCW
*Must take an Arbiter Squad as a retinue
*Transport Options: Rhino, Repressor
Frag Grenades +1
Krak Grenades +2
Melta Bombs +5
Power Armour +15
Boltgun +2 (replaces Shotgun)
Double-Barrelled Shotgun +10 (Twin-linked)
Riot Shield +20 (replaces CCW or Bolt Pistol, Power Weapon, 5+ Inv.)
Stun Baton +15 (replace CCW or Bolt Pistol, Power Weapon, always wounds on 4+)
Execution Rounds for Shotgun +15 (24" S4 AP3 Assault 1 No Cover)
Inferno Rounds for Shotgun +10 (Template S3 AP6 Assault 1 No Cover)
Undercover Agent (25)
WS 3 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 5+
*Independent Character
*Up to 3 may be taken, not taking up HQ slots
*Equip: Mesh Armour & 2 Bolt Pistols
*Stealth, Scout, Infiltrate
Frag Grenades +1
Melta Bombs +5
Defensive Grenades +5
Auspex +3
1 Demo-Charge +10
Web Pistol +20 (Template S- AP- Assault 1, everyone makes a Pinning test, -1 to the save per model hit after the first)
Informant (30)
WS 4 BS 4 S 3 T 3 W 2 I 4 A 3 Ld 10 Sv 4+
*0-1 may be taken
*Independent
*May take a gang as a retinue
*Equip: Carapace, Bolt Pistol & CCW
*Transport Options: Rhino or Chimera
Frag Grenades +1
Krak Grenades +2
Replace BP/CCW with Hell Pistol +5 or Plasma Pistol +10 or Power Weapon +10
Take a Shotgun +1 or Boltgun +4 or Storm Bolter +10 or Grenade Launcher +15
Climbing Kit (treat Impassable Terrain as merely Difficult) +5
May be a member of one gang:
-Esher +20 (+1 WS & I, Counter Attack, may take a Plasma Gun for +15 or Plasma Grenades for +5 (Launch with Launcher or throw 6", S7 AP2 Assault 1 blast))
-Cawdor +20 (+1 WS & +1 A, Furious Charge, may take a Flamer for +10 or an Eviscerator for +15)
-Van'Saar +15 (+1 I & +1 BS, Crack Shot, may take a Sniper Rifle for +5 or a Long Barrel Hellgun (30" Rapid Fire) for +15)
-Goliath +20 (+1 S, +1 T & -1 I, Slow & Purposeful, may take a Heavy Stubber for +10 or a Heavy Bolter for +15 or a Missile Launcher for +20)

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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Post by Koumei » Thu Sep 24, 2009 12:03 pm

Elite:
Arbites Assault Unit (60)
5 Assaulters: WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 (3) L 8 Sv 4+
*Equip: Carapace, Frags, CCW & Bolt Pistol
*Transport Options: Rhino or Repressor
May take up to 5 more Assaulters +12 each
Any model may take:
Shotgun +1 each (Executioner Rounds +4 each)
Riot Shield +5 each (replaces CCW)
May be joined by 0-1 Cyber-Mastiffs +10
WS 4 BS - S 4 T 4 W 1 I 5 A 2 Ld - Sv 5+ Fearless, Feel No Pain, Rending
Dog Pack (55)
1 Handler WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
4 Cyber-Mastiffs WS 4 BS - S 4 T 4 W 1 I 5 A 2 Ld - Sv 5+
*Handler: Boltgun and Carapace, Fearless when 1 or more Cyber-Mastiffs are present
*Mastiffs: Fleet, Feel No Pain, Rending
*All: Fleet, Move Through Cover
May take 0-1 more Handlers +10
May take 0-5 more Mastiffs +12 each
Mastiffs may be equipped with Breachers (2d6+4 Pen, even against Monoliths) for +4 each

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

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Post by Koumei » Thu Sep 24, 2009 12:27 pm

Troops:
Arbiter Squad (100)
10 Arbiters WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 (2) Ld 8 Sv 4+
*Equip: Carapace, Shotgun, 2 CCWs & Frags
*Transport Options: Rhino, Repressor or Chimera
Krak Grenades for entire squad +20
Up to 2 may replace their Shotgun with a Flamer for +5 or a Grenade Launcher for +10 or a Melta for +10
Up to 1 may take Executioner rounds +5 or Inferno rounds +10 or replace their Shotgun with a Sniper Rifle +5
Up to 1 may replace their Shotgun with a Heavy Stubber for +5 or a Rocket Launcher for +10
0-1 Cyber-Mastiffs may be taken for +10
Planetary Guard Regiment (100)
20 Planetary Guard WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 6+
*Equip: Flak Armour + Lasgun
May swap Lasguns for Shotguns at +1 each or Las Pistols & CCWs for free
May swap their armour for Frag Grenades for free
May take 0-30 more Guard for +5 each
May convert the entire regiment to a penal legion for +3 each, giving explosive collars to all: at any point, even on their opponent's turn, the controlling player may activate them, as a Barrage weapon with a number of blasts equal to the number of penal legionnaires, at S5 AP5. Remove the entire squad as casualties after this.
Inducted Gang (80)
10 Gangers WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 (2) L 8 Sv 6+
*Equip: Flak Armour, Lasgun, Auto Pistol & CCW
*Transport Options: Rhino or Repressor
*Must be the same gang type as the Informant, if an Informant is taken
0-3 may replace their Lasgun with a Shotgun for +1 each or a Bolter for +2 each
The gang may be of a specific type:
-Esher +10 (Counter Attack, Fleet, 0-2 may replace their Lasguns with Plasma Guns for +10 each, 0-1 may take a Plasma Cannon for +20)
-Cawdor +10 (Fleet, Frenzy, Rending, 0-2 may replace their Lasguns with Flamers for +5 each, 0-1 may take a Heavy Flamer for +10 or an Eviscerator for +10)
-Van'Saar +10 (Crack Shot, 0-3 may take Sniper Rifles for +5 each, 0-1 may take a Lascannon for +20 points)
-Goliath +15 (Furious Charge, Slow & Purposeful, 0-2 may take Heavy Stubbers for +5 each, 0-1 may take a Heavy Bolter or Power Fist for +10)
If the gang takes a Chimera, it may be modified based on their gang:
Esher: may replace Hull Weapon with a Plasma Gun for +10, may replace the Turret weapon with a Twin-linked Plasma Gun for +10 or a Plasma Cannon for +15
Cawor: may add a Pintle-mounted Flamer (instead of Storm Bolter or Heavy Stubber) for +5, may add a Streetsweeper to the front (deals 1d6 S6 hits when tank-shocking, -2 to the Ld test) for +10
Van'Saar: the Turret Weapon may have a long barrel for +10 (double range), the Hull Weapon may be replaced with an Assault Cannon for +15
Goliath: the armour may be strengthened to Front 13 Side 11 Rear 10 for +15 points, the Turret Weapon may be replaced by a twin-linked Rocket Launcher for +15 points

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
  Serious Badass
  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

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Post by Koumei » Thu Sep 24, 2009 12:56 pm

Fast Attack:
Mobilise Assault Squad (45)
3 Arbiter Bikers WS 3 BS 4 S 3 T 3 (4) W 2 I 4 A 1 L 8 Sv 3+
*Equip: Bikes, Carapace Armour, Shotguns
Frag Grenades for entire squad +1 per model
Any may replace Shotguns with Bolters for +2 each
1 model may take a Grenade Launcher for +10
May take 0-6 more Bikers for +15 each
Street Sweeper (65 points each)
1-3 Street Sweepers BS 4 Front 12 Side 11 Rear 10
*Fast Vehicle
*Carries up to 5 infantry
*Dozer, Smoke Launchers, Searchlight
*Turret: Twin-linked Blast Shotgun (18" S3 AP- Assault 2 Blast)
*Hull: Twin-linked Gatling Mega Shotgun (18" S4 AP- Assault 2d3)
*2 Side Sponsons: Twin-linked Shotguns
May take a Pintle-mounted Heavy Stubber for +10
May upgrade Sponsons to Hurricane Shotguns for +10 or Hurricane Bolters for +15
Heavy Support:
Heavy Weapon Squad
(Just like the Heavy Weapon Teams of Imperial Guard Regiments: 3-10 Weapon Teams per Squad)
Land Raider Ares (300)
BS 4 Front 14 Side 14 Rear 14
*Vehicle
*Cupola/Hull: Twin-linked Ass Cannons
*Sponsons: Twin-linked Heavy Flamers
*Hull: Siege Shield, Dozer and Demolisher Cannon
*Carries up to 6 models
May take a Pintle-mounted Multi-Melta for +15
Smoke Launchers +3
Extra Armour +10
Assault Bus (180)
BS 4 Front 13 Side 13 Rear 12
*Vehicle (Transport)
*Carries up to 30 models
*Extra Armour, Frag Launchers, Spotlight, 2 Roof-mounted Storm Bolters
*Repair (as per Rhino, works on a 5+)
*Turret-Mounted Interceptor Quad-Gun
*2 Side-Sponsons with:
-Hurricane Shotguns (free)
-Hurricane Bolters (+5)
-Heavy Flamers (+5)
-Mortars (+10)
-Twin-Linked Heavy Stubbers (+15)
May take 2 more Sponsons with the same weapons for +20 points

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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