Heir of the Void Posted November 18, 2014 Report Share Posted November 18, 2014 (edited) I'll be posting units here whenever I manage to come up with halfway decent stats. Commentary and criticism are not only welcome but requested. And probably necessary.First up are Devastator Marines DustbringersCost: 100 Points.Unit Composition: 4 Dustbringers, 1 Dustbringer SergeantStats:WS: 4BS: 4S: 4T: 4W:1A: 1Ld: 8 (9 Sergeant)Wargear:Power ArmorBoltergunsBolt PistolsFrag GrenadesKrak GrenadesSignum (Sergeant)Special Rules:Immortal WordsBrotherhood of Psykers (Mastery Level 1)Combat SquadsPsyker: Dustbringer Squads generate their powers from the Pyromancy, Telekensis, and Dustbringer (Division/Friction) DisciplinesOptions: May take up to 5 additional Dustbringers...............20 pts/modelUp to 4 Dustbringers may take Weapons From the Heavy Weapons ListFor every 2 extra Dustbringers purchased, 1 additional Dustbringer may buy Heavy WeaponsThe Squad may upgrade to Mastery Level 2.........30 ptsThe Dustbringer Sergeant may take melta bombs.FreeThe Space Marine Sergeant or Veteran Sergeant may replace his boltgun with achainsword ............................................................FreeThe Space Marine Sergeant or Veteran Sergeant may take items from the MeleeWeapons and/or Ranged Weapons lists................FreeThe unit may select a Drop Pod, Rhino, or Razorback as a Dedicated Transport.Special Rules: Immortal Words: Not really sure what this will do yet, but it needs to replace Chapter Tactics and And they Shall Know No Fear, so it better be pretty good.Dustbringer Powers (Under Construction):1. Spatial Funnel (Warp Charge 1): Channeling the power of Division to split space, a tunnel is created that make it easier to aim weapons at range. Increases the units Ballistic Skill by one, and increases the range of its shooting attacks by 50%.2. Divide and Burn (Warp Charge 2): Shooting Witchfire. May use either of 2 fire modes listed below. For every 3 (or 4) models in the squad, an additional shot is fired using the same profile.• Blaze: Assault 1 S5 AP3 Large Blast 24'' Range• Lance: Assault 1 S10 AP2 36'' Range Edited November 18, 2014 by Heir of the Void Link to comment Share on other sites More sharing options...
Heir of the Void Posted November 24, 2014 Author Report Share Posted November 24, 2014 Windrunners (Assult Marines) - 110 Points Jump Infantry Sargent is Jump Infantry (Charater) Stats: WS: 4BS: 4S: 4T: 4W:1A: 1Ld: 9 (10 Sergeant) Wargear:Power ArmorBoltergunsBolt PistolsFrag GrenadesKrak Grenades Special Rules:Immortal WordsBrotherhood of Psykers (Mastery Level 1)Combat Squads Bulky Psyker: Dustbringer Squads generate their powers from the Biomancy, Telekensis, and Windrunner(Gravity/Pressure) Disciplines Options: May take up to 5 additional Windrunners................................................22 pts/model The Squad may upgrade to Mastery Level 2..........................................30 pts May upgrade the Space Marine Sergeant to a Veteran Sergeant...........10 pts Up to two Winrunners may replace their bolt pistols with one of the following:- Flamer...................................................................................................5 pts/model- Plasma pistol.........................................................................................15 pts/model The entire squad may remove their jump packs, changing their unit type to Infantry.The Space Marine Sergeant or Veteran Sergeant changes his unit type to Infantry(Character) instead. They may then take a Drop Pod or Rhino for free as a DedicatedTransport. Windrunner Powers (UNDER CONSTRUCTION):1: Gravity Charge: Increases Charge Distance by d6 inches, and the squad gains Hammer of Wrath, +1 Attacks, and +1 initiative. 2: Full lashing: This unit gains +3 initiative and during the Fight Sub-phase (NEEDS MORE BENEFITS) 3: Reverse Lashing: All shots fired at this unit this turn are Snap Shots. A template that would cover the squad scatters an extra 2''. Link to comment Share on other sites More sharing options...
Screwloose Posted November 24, 2014 Report Share Posted November 24, 2014 Looks good so far, maybe limit their powers to just the ones from their order so that they fit the theme a bit better. Related: here's my current Space Marine commander, Brother Captain Kaladin (the dots on his forehead are supposed to be the Ork glyph for slave) Link to comment Share on other sites More sharing options...
Heir of the Void Posted November 24, 2014 Author Report Share Posted November 24, 2014 Looks good so far, maybe limit their powers to just the ones from their order so that they fit the theme a bit better. Related: here's my current Space Marine commander, Brother Captain Kaladin (the dots on his forehead are supposed to be the Ork glyph for slave) Looks awesome. As for limiting their powers, I considered that, but given that Taticals, who are squires who have not yet chosen an order, roll on the basic tables in the BRB, I though that it would make more thematic sense for them to have the option to roll of the general tables. However, I'm trying to configure the power tables for each order such that you would want to roll on them at least once, because you're garrenteed to get a useful power; for example, Spatial Funnel is always useful to Dustbringers, as they should be trying to shoot every turn. I'm also trying to create the power charts for each order, if you missed the association thread, this is how the orders corrspond to the roles in a Space Marine force: Truthwatchers: Apothecaries Skybreakers: Bikers Lightweavers: Chaplains Elsecallers: Librarians Stonewards: Terminators Willshapers: Scout Commanders Dustbringers: Devastator Marines Windrunners: Assault Marines Edgedancers: Vehicle Commanders Pilots Bondsmiths: Techmarines If you have any ideas for powers for any orders, please post them. Link to comment Share on other sites More sharing options...
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