BlackDuck
25th March 2004, 13:57
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The Beginning
In the beginning God created the heavens and the earth. Earth was formless and empty, Darkness ruled over the surface of the deep and the water.
And God said, "Let there be Light" and there was light. God saw that the light was good and separated Darkness from the light. And God called the light Games Workshop and Darkness was alone.
And God said "Let there be an expanse between the Light and Darkness" and those that moderate were created, but they were ruthless and un-just and the people hid from them.
And God said "Let the animals walk amongst us" and the ducks that fly and the moose that walk were created. And they spoke unto the populace with one voice:
"The light may look full of awe and the light may seem beautiful but those that moderate in the light are ruthless and un-just. Run from the light unto Darkness and you will be saved."
And the people did run from the light unto Darkness, who did welcome them with open arms, and did create an expanse for the people to congregate in, away from the blinding light. This expanse was named Forumnii and the people loved it. And the people joined Darkness and the animals under its banner. The people ran from the light unto Darkness, and he was crowned Administratum.
But the light was not pleased that Darkness had gathered the people to him, and they did plan war against him. The forumni legio were not defenceless, and they did create there 'moderators' and they did look across the expanse for mercenaries and those that answered the Administratum's call were the mighty expalphalog, the gnome: Vivi, Lastchancer, and the other moderators.
The First Forum War
The Forces of the Light did march toward the people's expanse, and with mighty roars did shake the walls of the Forumnii. But the only the walls shook, Darkness stood firm with his friends and his allies and his banners did ripple in the holy wind that blew around them.
And the 'Moderators' of the Forumnii waited for the Light to surround them, and the Light did. But the people were not afraid, for they knew that Darkness would prevail against this enemy. But a huge foe did step from the hordes of the Light, its shinning armour resplendent in the Light that played across the metal. In its right hand a silver pair of shears and in its left a silver shield. And the figure did call out to the forces of the Forumnii:
''See our might! You cannot win! If you stand you will die! Bow to us now and you may join the Light!''
But Darkness stood and not even a soul wavered, for they were the Legio Forumnii, they would prevail, for Darkness was on their side. And then Darkness spoke thusly:
''Forces of the Light, have you not grown weary of the hardships and cruelty you must endure, have you not grown tide of the arrogance and the rules of your Games Workshop? I ask you, will you not join us, under our banner, will you not join us and leave the hardships behind?''
And the forces of the Light began to waver, many considered the statements that Darkness had offered to be true, but were afraid to flee to the Forumnii. The 'Moderators' of Darkness saw this and spoke with one voice:
''Forces of the Light, you are afraid! You have grown weak under the rule of the Light! Take but a single step and we, the Forces of Darkness will be your guides and your protection. Take but a single step and you will be saved!''
And then, from amongst the forces of Light came the enlightened, and they did stand next to the forces of Darkness, their shoulders touching the shoulders of the very beings they had been sent to destroy. And the huge figure shook with anger and screamed with rage, and it gave the order for the forces of the Light to attack the forces of Darkness.
And the forces of Darkness saw the attack and closed in together. The enemy closing in on the ranks of the Forumnii, and as they did so they tempted the Forumnii forces, but the forces remained strong willed, and took the charge on strong shields. And then the Forumnii 'Moderators'' chose to attack back, each one causing mighty blows to land upon their enemies, and each blow leaving less and less enemies to fight.
And the fighting did continue until only a single adversary stood, and it was the huge foe, his chest heaving. Darkness began to stride toward his last adversary, but another moderator, Deathforce, cried out for Darkness to stop, and he did.
And Deathforce was deemed the mightiest of the moderators, and his exploits during the battle were to become legendary, and so he faced the huge foe confident of his skills. And Drawing his great blade once more Deathforce leapt into the fight against the sole remaining enemy.
His blade flashing Deathforce whirled in a dance of death around the huge foe, and none could follow his movements. And yet every stroke seemed to be blocked by the silver shield or the silver sword of his foe. The battle went on, into the night, the sun setting and rising again, and still Deathforce could not land but a single blow. And he was tiring.
And the Foe began to strike with his own blade, each swing drawing blood, and each blade sapping strength, and under the gaze of the first light of dawn Deathforce dropped his sword and sagged to the floor.
And the huge foe did stand over the body of Deathforce and howl into the light of the day, still clutching his silver weaponry. And the moderators and Darkness were distraught, none had thought that Deathforce, their champion would be bested, and yet he had been. The huge foe turned, his back to the Legio Forumnii, and the Foe began to stride away.
And the first forum war was over, the Legio Forumnii had beaten back the oppressive light and had save themselves, but the victory was bitter for they had lost their champion, and he was Deathforce. And his body was taken and buried amongst the wastes.
The Second Forum War
And the peoples of Darkness lived in peace and amusement until the very eve of the war against the light began. When Darkness did look to the heavens and see a miserable Portent, a sign, and Darkness did travel back to the safety of the Forumnii and its protectors.
And Darkness did tell of his sights, and the great Spammer was called for, for his powers of future sight were great. But his powers were a gift from the Light and from the miserable Portent, and they did lead the Forumnii astray.
Spammer did believe that the Portent was a sign of luck, and that it would unite the forces of Darkness with those of the light. And he and Darkness lead the inhabitants into the wastes to meet with the enemies of the Forumnii. But there were those amongst the Legio that did not believe the Portent was for good, and they too set out into the wastes. And they were unseen by Darkness and Spammer.
And Darkness and Spammer did go out to find the origin of the Portent, and they did lead the Legio Forumnii away from the safety of their protection. The Portent flared in the sky and Spammer did believe that he was close. And in the distance they saw the great walls that made the great hall of the Portent. And as they closed in the great gates swung open and a mighty figure stood in the open door. And it said:
“Lo! We are the Administratum of the Portent join us! You will be set free from tyranny! You will be among those who wish you no harm!”
And Spammer and Darkness did lead the Legio Forumnii into the great hall. The followers of Darkness were shown rest and allowed food, and they did drink into the night, celebrating the friendship that they had created. But all was not as it seemed.
And the sun did leave the sky and the night took over and the Legio Forumnii fell to the floor asleep. And as they did so, the Portent Administratum entered the hall and began to work. And into each member of the Forumnii they did inject a single drop of an unholy toxin.
And the head of the Portent did stand and watch, and as he did a cloaked figure, in the garb of the Administratum, clasped him by the shoulder, and said:
“Well done O’ master, we have won! The wars are over”
And the toxin did begin to work, and each member of the Forumnii woke, but all was not well and they did not feel themselves, they felt as one mind, the Portent had connected them, so as to better control their minds and their thoughts.
And as the Legio Forumnii began to stand and move together, as a machine would move, the head of the Portent felt the want to move with them, and three, robed, Administratum strode toward him.
And the figures removed their hoods, and their faces showed them to be members of the Forumnii. The head of the Portent stood, but his mind and body tried to join the Legio Forumnii.
“What is this? How dare you look at me you, you… moderator”
And at this one of the cloaked Forumnii took but a single step forward, and took the head of the Portent by the shoulder, the head of the Portent looked at his shoulder, and each of the drugged Legio looked down at their own shoulders. The figure spoke:
“I am Expalphalog, I have infected you with you own concoction, you will become nought but a mindless zombie if this is not ended”
And head of the Portent spoke back, and as he did so the members of the Forumnii whispered his words, in a perfect unison.
“That is not possible, for while you may believe that you have infected me, but I am immune, I have had warning and you will be killed, and your precious Forumnii will be ended”
And with that the second cloaked figure stepped forward, and he announced himself as Warboss. And he looked at Expalphalog, and he did speak thusley:
“He did have warning, and I was the one it came from, I cannot accept this life anymore, I must join with others, I must share my feelings… “
And from behind Warboss a mighty hammer blow knocked him to the floor, and the Legio known as Warden let his hammer drop to the floor, at the same time as Warboss sank to his knees.
And the head of portent was not surprised, for he had foreseen these happenings. And he lifted his left arm, and the Legio did the very same. And the head of the Portent took a single step forward, and the Legio did the very same. And then he spoke again:
“You cannot win for you friends and elders are under my control! You shall fail and join them! There is no need for this fighting, give up now and I may only kill you!”
And at that Expalphalog and Wardenhammer glanced at each other, and Wardenhammer knelt and picked up his hammer. But from behind him came the sound of steps, and they both turned to see the Legio stumbling toward them.
“You see! You will not harm you friends and elders, but they are under my control and they will harm you!”
And the Legio came closer. Expalphalog and Wardenhammer would not harm the Legio, and the puppets began to scrabble on their armour. But Expalphalog recognised a glint in the eye of one of the Legio, and he raised his mighty gauntleted hand and struck the Legio known as Gojira across the cheek. And then the light went from the room.
And from the dark came a strange laughter, and cries of pain were heard. And then the light flooded the room once more. The floor was littered with the Administratum, groaning in pain and in agony. Only the head of portent and his Legio Slaves were left standing. And in front of Expalphalog stood Gojira, staring into the eyes of the head of the portent. And Gojira said:
“You knew this would happen, you have the gift of foresight, but it was not a gift from the evil that you serve, it was a gift from the Legio Forumnii! We have clouded your mind, we foresaw this would happen and we planned it. The portent you have chosen to serve will fall due to your own judgements!”
And the Administratum looked up from the floor at the head of portent with evil intent on their eyes and the Legio Forumnii left the great hall, and from behind them came the terrible scream of the head of portent as his followers set upon him.
***
That was the story of the beginning of the Legio Forumnii, the story of their past, and of what may affect their future. After dealing with the two opposing forums, the Legio is now at a time of peace, but the peace may not last, and to protect themselves from invaders the Legio has a large army, lead by its moderators.
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Inquisitor Darkness:
WS - 5
BS - 5
S - 3
T - 3
W - 3
A - 3
I - 4
Ld - 10
Sv - 3+
Wargear: Master-crafted Administration Hammer, Master-crafted Bolt Pistol, Power Armour (3+ armour save)
Special Rules
Almighty Power of the Admin: Darkness is the administrator and controls all, therefore he gets +1 WS (included in profile), a 5+ invulnerable save and the Psychic power: 'Baleeted'.
Godly Aura: Any squad joined by Darkness are filled with courage as they see the almighty God Admin fighting by their side and therefore always pass any Morale or Leadership test they are forced to make.
Psychic Power - 'Baleeted': In the shooting phase, place the blast template over any enemy unit which is within 18" and roll to hit. A line of sight is required. Each model hit by the blast template must take a Leadership test. If failed, the model has been 'Baleeted' by the almighty power of the Godly administrator and is removed from the battle (no saves of any kind are allowed). Note that Vehicles may not be targeted by this power. A psychic test is required to attempt this power. Even models which usually automatically pass leadership tests must take the test if hit by this psychic power.
Administration Hammer: The Administration Hammer is a one-handed weapon and has the effect of a Thunder Hammer and a Force Weapon combined. Invulnerable saves can be taken as normal.
Ogryn Moose:
Member of the Command Squad:
WS 4
BS 2
S 4
T 4
W 3
I 3
A 3
Ld 8
equipment:
great weapon (2 handed, +1 strength)
bolt pistol
'Eavy armour
Special Rules
Loyal: Moose is really loyal to darkness, and must always stay within 2" of his smaller friend.
bodyguard: he may swap places with darkness in combat
Bring it on!: moose is fearless and never flees or has to take a morale check.
moose is part of the command squad.
Vivi - Still Finding his way:
Member of the Command Squad:
Ws4
Bs3
S3
T3
W2
I6
A2
Ld8
Sv5+(inv)
Equipment - Force Staff. Laspistol.
Special Rules:
Force Staff - Used to stun enemies more than kill them allowing for a quick escape, when using this weapon all Vivi has to do is to hit his opponent, if he manages this that character may not fight back that combat phase.
Free Thinking - Vivi's mind often wanders to trivial matters in moments of need, unless someone is there to point him in the right direction he will lose concontration. In game terms if his supporting squad has died then he will move as in Difficult Terrain.
Mystical Ward - Vivi has always had an abality to (mostly) stay out of trouble, to represent this any player atempting to use a physic power must first roll a 4+ first.
Commissar LastChancer:
Part of the Command Squad:
WS: 5
BS: 4
S: 3
T:4
W: 3
I: 4
A: 4
LD: 10
Equipment: A pair of customized autopistols, Power Axe, Carapace Armour.
Special Rules:
Customized Autopistols: LastChancer has a pair of autopistols that he has tweaked to his liking. They have a strength of 4 and an armour piercing value of 5.
Gunfighter: LastChancer is an excelent shot and has mastered the art of two pistol firing. He may fire or rapid fire both his autopistols in the same turn.
Tough As Old Boots: LastChancer spent 3 years in the penal legions and survived. His toughness has been increased to 4 to manifest his will for survival.
Gojira and Mr. Cheat:
Part the Command Squad:
Gojira
WS: 4
BS: 0
S: 3
T: 3
W: 2
I: 4
A: 3
Ld: 8
Sv: 4+
Equipment and Weapons: Gojira has Carapace Armour and Personalised Power Weapon (Great Weapon that ignores armour saves)
Mr. Cheat
WS: 4
BS: 0
S: 4
T: 3
W: 2
I: 3
A: 2
Ld: 8
Sv: 4+
Equipment and Weapons: Huge Bamboo Fighting Stick (counts as Great Weapon) and Traditional Pandaren Clothing (counts as Carapace Armour)
Special Rules:
Best Buds:
Gojira and VC must always stay within 2 inches of each other at all times, and in combat they may switch places at the beginning of your Assault Phase.
Gojira and VC count as one Independent Character. For example, they collectively cannot be shot at if within 6 inches of another unit. However, they do not count as individual Independent Characters, so for instance VC can be shot at if only Gojira is within 6 inches, and vice versa.
Psychic Power-Random Acts of Randomness:
Either Gojira or VC may use this psychic at the beginning of your opponents Move Phase. It has a range of 12 inches and may be cast at any unit. If you pass a psychic test the selected unit is pinned.
Note: This isn't actually a psychic power per-say, but the taking of the psychic test represents VC and Gojira building up to the randomness, and sometimes not going through with it.
The Perils of the Warp represents either VC or Gojira frying their own brains with the stupidity of the comment they just made, or one of them beating the other into making some sense.
BlackDuck the BlackDuck:
Member of the Command Squad:
Ws:4
Bs:4
S:3
T:3
W:2
I:4
A:3
Ld:9
Weapons: Beak of Pecking Death, Ooge Choppa.
Armour: Power Armour Equivalent.
Special Rules:
Ruler of the Wastes: As the sole ruler of the chaos wastes BlackDuck has the power to invoke them. At the beginning of a friendly shooting phase BlackDuck must take a Ld test, if he passes it any enemy units begin to jabber uncontrollably. This means that they count as pinned, and may not fire in the current shooting phase. If the test is failed the effects of the wastes happen to the squad BlackDuck is in.
Controller of the Arena: As long as Blackduck is alive, in his own assault phase he may choose to use the Arena's power. Choose one friendly model that is engaged in assault, that model gets +1 Str and Ws, and is allowed to challenge, see: Emperors Champion.
Pecking Beak of Pecking Death: Blackduck's beak has a mind of its own and mumbles constantly to itself, giving enemy in base contact -1 to all Ld tests. It also has D3 extra attacks, that strike at +2 I, using Blackducks normal stats, but with the same ability as tyranid rending claws.
Ooge Choppa: Blackduck's weapon counts as a 'Uge Choppa from Codex:Orks
The Wiley Expalphalog:
Independent Character, unless accompanied by the Wiley Crew:
Ws:4
Bs:3
S:3
T:4
W:2
I:4
A:2
Ld:9
Weapons: Bolt Pistol, Power Sword.
Armour: Jewelry (5+ invulnerable).
Charm:
Expalphalog is, without a doubt, one loveable son of a bitch.
Once during each shooting phase, Explaphalog can target one single model, up to 24" away, to be subjected to his charm (regular targeting rules apply). The victim must make a Ld test at a -1 modifier. If this test is failed, then the victim joins The Wiley Crew for the remainder of the battle.
The Wiley Crew:
Where Expalphalog goes, others follow.
Before the game begins, but after deployment, roll a D6 for every none HQ squad on the table (not in reserves):
1-3 No Effect
4-5 One model joins the Wiley Crew from the squad
6 One model joins the Wiley Crew from the squad and roll again.
The model looses the wargear from the squad it was part of, and its stats become:
Ws 4
Bs 2
S 4
T 3
W 1
I 4
A 3
Ld 9
Sv 4+
The Wiley Crew are equipped with Kaypistols and Close Combat Weapons, but may also be equipped with power weapons for +10 points.
If any model is added to The Wiley Crew, that model is removed from the table in the same way as a casualty. At the beginning of a battle, there are no members in The Wiley Crew. At the beginning of the Close Combat phase, before blows are struck, each member of The Wiley Crew inflicts one Strength 3 hit on any single model in base contact with Expalphalog. If any member of The Wiley Crew was armed with a power weapon before joining the cult of Expalphalog, than his hit counts as a power weapon.
Such is the Wiley Crew’s fervour for Expalphalog the Crew get a 5+inv ‘feel no pain’ save.
Wileyness Factor:
Expalphalog is not to be underestimated. Ever.
Expalphalog is so Wiley that he can often fool even the sharpest commander. Before the battle begins, The Wiley Expalphalog may select any one wargear item from the opponent's army list, and exchange it for one or more wargear items of equal or lesser points value.... Damn that's Wiley.
Wardenhammer
Part of the Command Squad
WS5
BS0
S5
T3
W2
I4
A4
Ld8
Sv3+/5 inv
Armed with the Axe of Eviceration and Hammer of Rightious Indignation
Counts as Power weapons, Power armour
Special Rules:
"Bloody Hell!!": Such is his anger and rage at any who oppose him Wardenhammer will attack any model, freind or foe, within 2", with the Exception of the Darkness and Exalphalog model. In addition such is Wardenhammer's faith in his Gods that he gain a 5+ Invulnerable save during the Assault Phase
"The Voice of Spruecutter": During the Assault phase, Wardenhammer will hear the voice of the benificent Spruecutter, asking for calm and compassion to all.
Before the Assault begins Wardenhammer must pass a Ld test to resist Sprues words of wisdom or will suffer -1 to WS, -1S, and -1 A, and loses his Invulnerable save.
http://40kforums.com/imageupload/images/img4062e25661a99.jpg
Subzero
ws-3
bs-5
s-2
t-2 (3)
w-1
i-6
a-1
ld-8
save-4+
Equipment-Storm Rifle, Razor Pistol, Big Mushroom Cap.
Special Rules
Infiltrate-See Warhammer 40k rulebook.
Big Mushroom Cap-The protection offered by the big mushroom cap on his head (old avatar...) gives him a 4+ armour save. It also gives him +1 T but S4 weapons still instant-kill.
Gets Bored-Can't control table quarters or objectives, because he will inevitably pull out a Terry Pratchett book and won't notice if, say, someone straps a bomb to a fuel dump.
Squad
The Calm Before the Storm
3-5 master snipers from the Tanith CA, except they have ws and I 2. Same cost.
Summary
Storm Rifle
36" range heavy
S X always wounds on 4+
ap 3
special- pinning test
Razor Pistol
12" pistol
S 4
ap 4
special-pinning test
LooseMoose
Ws 3
Bs -
S 4
T 4(5)
W 1
I 2
A D3+1
Sv 4+5+Inv
Wargear
The moose carries nothing, having hoofs makes holding anything hard.
The Squirrel.
The squirrel is the daemonic manifestation of the Moose's consciousness, but is rarely seen outside of the 40kforums bar. Although it has been noted to have been perched atop of the Moose with a fag in its mouth in the odd battle. However it is perceived by the rest of the force it does take note to who it is bound to and so takes the odd bullet for the big guy.
The squirrel adds +1 attack to LooseMoose's profile (Already included) and provides a 5+ invulnerable save against the first wound taken.
Special Rules
The Moose.
Thousands of years ago upon ancient Terra there was a species of animal that inhabited the bleak places. It was notorious for impacting with early vehicles and coming out of these crashes with the winner. This species was named the moose and was noted as having great resilience. LooseMoose is one of the descendants of this rare species and still has the same charcteristics as its ancestors.
LooseMoose has +1T to his profile (Already Included)and a 4+ save to reflect his resilience.
Independant Character: For all purposes LooseMoose acts as an independant character.
Cavalry: LooseMoose has a movement and assault range of 9".
Mozric and the Badger Cult:
Sargent Mozric
WS: 4 (5)
BS: N/A
S: 3 (4)
T: 3
W: 1
I: 3 (4)
A: 1 (2)
Ld: 10
Sv: 5+ (inv)
Equipment: Dual Badger Swords, Refractor Field
Rules:
Badger Rage: In either player's assult phase (if you do this in the enemy assult phase, this takes place after the enemy has charged all their units, and can only happen if Mozric and his squad is not in combat), as long as his squad has taken at least 5 casualties in the last enemy turn, Mozric may choose to invoke the power of the badger. He takes a psychic test, and if he passes he has built up such a badger fever amoungst his followers that they all succumb to the Badger Rage. Assult range becomes 6+2D6 inches. Each member of his squad (including Mozric) gains an additional attack, and they all get a 4+ invunerable save for the duration of combat. At the end of combat roll a dice for each model except Mozric that succumbed to the Badger Rage and on a 1 remove them as a casualty. The enemy (if any survive) are on -1 ld in addition to other modifyers. If the enemy has been wiped out or runs away, Mozric's squad may withdraw d6" or consolidate, they may not advance as they are too tired.
Dual Badger Swords: Mozric attacks with great speed and power with these swords. They add +1 Strength, Inititive and WS to his profile (represented above). They count as 2 close combat weapons and therefore give him +1 attack (represented). Also, as they carry the power of the badger, they count as power weapons and give Mozric a 5+ inv. save (represented).
Mozric must be accompanied by a squad of 10-40 badgers.
Badgers:
WS 4
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Sv 6+
Badgers count as being armed with two close combat weapons. They have light armour and therefore have a 6+ save
Numerous: Badgers come in large numbers, and are very similar to conscripts. Therefore normal squad size of 10 doesn't apply, and 10-40 of them may be taken.
Fanatics: If Mozric dies, the Badger Cult Followers automatically succumb to the Badger Rage and advance 6+2d6 inches in the next assult phase.
Tahaal's Slayers-Imperial Guardsmen
Tahaal-Commissar
WS: 4
BS: 4
S: 3
T: 3
W: 1
I: 3
A: 2(3)
LD: 10
Sv: Inv. 5+
Weapons: Slayer Fist, Kay pistol
Special Rules:
Slayer Claw: Tahaal is a genius when it comes to mecanics, and has modified his power-fist. First, it makes his save invulnerable. Second, after it's been energized, he can wield it faster then usual, giving him and extra attack. Finally, once a game, Tahaal may declare that he is using the full modified system. He gets only 2 attacks, but strikes at strength 10.
"You retreat, and I will blow out your brains: Tahaal hates cowards. He prefers to stand to the end. As such, as long as he is with them, should the Slayers fall back, the player may nominate that Tahaal is taking charge, and that the squad doesn't fall back. however, one of the slayers must be removed as a casualty.
The Slayers-imperial guardsmen
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 7
Sv: 5+
Squad size: 10-15
Weapons: The slayers are outfitted with CCW and Kay pistols. One model may be given a flamer or a meltagun or a plasma gun.
Dark Leviathan
WS:4
BS:0
S:4
T:3
W:1
I:4
A:3
Ld:9
Sv:5+
Equipment: Templar Blade, Tome of Crougus
SPECIAL RULES
Templar Blades: These ancient artefacts are the traditional weapons of the Templar Caste; they ignore armour saves.
Dodge: Dark Leviathans save is invulnerable.
The Tome of Crougus: This arcane book allows Dark Leviathan to temporally bend reality to his will. Dark Leviathan and the Templars may re-roll any misses in close combat, if he first passes a psychic test at the beginning of the assault phase, before assaults are made.
Templar
WS:4
BS:0
S:3
T:3
W:1
I:4
A:2
Ld:8
Sv:5+
Equipment: Templar Blade
SPECIAL RULES
Templar Blades: These ancient artefacts are the traditional weapons of the Templar Caste; they ignore armour saves.
http://40kforums.com/imageupload/images/img4062e75f09c5a.jpg
Limekitty and Co
WS: 4
BS: 0
S: 3
T: 4 (5)
W: 1
I: 2
A: 3
Ld: 7
Sv: 5+ (i)
Equipment: Helm Of Limey Might, Really 'Uge Choppa Of Citrus
Special Rules
Helm Of Limey Might: While the LimeKitty is exceedingly tough, this helmet of green citrus goodness adds an extra Toughness to the value shown in profile. This total toughness is 5. It also makes his 5+ save invulnerable.
Really 'Uge Choppa Of Citrus: This axe, which one would consider far too large for an ordinary feline to wield, acts as an 'Uge Choppa from the Ork wargear lists, with one exception: It reduces both regular and invulnerable saves to 4+.
Acolyte Of The Kitty
WS: 3
BS: 2
S: 3
T: 4
W: 1
I: 2
A: 2
Ld: 6
Sv: 4+
Equipment: Choppa (from the Ork army lists), slugga (Ork army lists)
Up to ten Acolytes Of The Kitty may accompany the LimeKitty, but he must be accompanied by atleast 4.
mavrick
sargent mavrick
ordo xenos inquestorial storm trooper squad
ws 3
bs 4
s 3
t 3
w 1
a 2
ld 8
sv 4+
number/squad: 4-9 ordo xenos inquestorial storm trooper
weapons: mavrick carries a master crafted bolter. the rest of the squad has kayrifles and targerters. also frag and krack grenades
character mavrick is a veterin sergeant.
Special Rules:
Infiltrate or deepstrike:
6th Sense: Mavrick suffers from paranoia, at the start of his turn roll a Ld test, if the test is passed Mavrick may act as normal, if the test is failed he and his unit will shoot at and assault (if possible) the nearest enemy unit, if there is no enemy unit within shooting range, then he and the squad will 'be paranoid' at the closest friendly unit. If the are no eligable targets the unit counts as pinned, and must pass a Ld test to become unpinned. In subsequant turns, if the unit is left in combat with a friendly unit both sides must pass a Ld test to break off, and may only consilidate.
SectorLordKay
WS:2
BS:3
S:2
T:2
W:1
I:3
A:1
Ld:10
Equipment: BlackSweater, HackerBoy, Extreme Zappy machine
BlackSweater The black sweater made of unknown material can make Sectorlordkay almost invisible. SectorlordKay gets a 5+ inv
HackerBoy Sectorlordkay with his extreme mad techno skills created a machine that could hack into any vehicle and take control of the vehicle. When Sectorlordkay comes in contact with a vehicle roll a die on a 3+ Sectorlordkay the vehicle takes a glancing hit, if this result in the vehicle being destroyed Sectorlordkay is removed from the field and you gain control of the vehicle, but it always counts as having moved 6". During your shooting phase Sectorlordkay can cause the vehicle to take a penetrating hit, and then disembark. If the vehicle is destroyed by enemy shooting, Sectorlordkay will count as a casualty for all purposes.
Sectorlord kay is accompanied by the equivalent of between 5 and ten whiteshields, see codex imperial guard, or codex eye of terror.
Commandant Vari
Ws-3
Bs-3
S-3
T-3
W-1
I-4
A-2
Ld-9
save-4+
Weapons: 2 PlasmaPistols(Twin Linked).
Wargear: Carapace Armour.
Options: Vari may swap his standard weapons for a Power Fist and Kay Rifle for an additional 10 points.
Hardened Fighters: The squad Vari leads is not affected by negative modifiers in caused my outnumbering, or casualties in combat. However weapons and wargear that cause negative modifiers still affect the squad.
Vari’s Hellhounds
12- 24 Urban Combat Specialists in Carapace Armour
Ws-4
Bs-4
S-3
T-3
W-1
I-3
A-1
Ld-8
save-4+
The Hellhound's may be armed with any combination of the following:
Kaygun, Kayrifle, Shotgun, Kaypistol or Bolt Pistol and Close Combat Weapon.
1 in 12 Hellhounds may replace their armament with Rocket Launchers for +15 points. 1 in 6 Hellhounds may replace their armament for a flamer (+6pts) or a meltagun (+10pts)
Cerebral Conscripts:
WS: 2
BS: 4
S: 3
T: 4
W: 1
I: 2
A: 2
Ld: 9
Sv: 4+
Conscription Officer Skinner: (+8 Points)
WS: 2
BS: 4
S: 3
T: 4
W: 1
I: 2
A: 2
Ld: 10
Sv: 4+
Unit consists of one conscription officer and 3-7 conscripts.
Wargear: Conscript Kay Gun: Shot power is reduced to allow for ease of use as a result the range is reduced to 18" and units killed by this gun are not included when working out if a pinning test should be taken.
Multi-Purpose Utility Kit: This heavy and restricting kit is custom built by each conscript to help in a variety of menial tasks. of within 2" of an immobillised vehicle the squad may sacrifice there turn to try and fix it. At the end of the turn roll a D6. On a roll of 5+ the vehicle is repaired. However, at the start of each turn a D6 has to rolled for each vehicle. On a 1 the vehicle breaks down again.
This kit also function as a semi jet-pack, allowing the squad to move 6" in the movement phase and a further 4" in the assault phase if they don't assault. The jet pack gives the unit the option of deepstriking
Agent Magneus
ws-4
bs-4
s-3
t-3
w-1
i-4
a-3
ld-9
sv-5+
eqipment: kay pistol, power weapon.
magneus is acompanied by between 5 and 15 swat
swat
ws-2
bs-4
s-3
t-3
w-1
i-3
a-1
ld-8
sv-4+
eqipment: kayrifle, carapace armour
special rules:
sub units: swat memebers may be formed into sub units of a minimum of four models each, each sub unit acts as inderpendant units for all intents and purposes.
take over: if magneus is killed then he will imidiatly take over the swat member that is furthest away from the model that killed him. when smith is killed replace the swat member that is furthest away from the thing that killed smith and replace him with smith. This can only be done on a succesful Ld test, and his Ld is at -1 for every attempt made.
http://40kforums.com/imageupload/images/img4062e9527ef5a.jpg
The Bubonic Angels
Golden Bubonic-
WS: 4
BS: 4
S: 4
T: 3
W: 2
I:5
A: 3
Ld: 9
SV: 4+
Bubonic is armed with a Custom Auto-Rifle. He is also armed with a power weapon.
Custom Auto-Rifle-
Strength 5,
AP4,
Range 18,
Assault 2
Custom Jetpack: Golden BB and his Golden Angels are all equipped with Custom built Jet packs.These work in the same way as a jump pack. However because these are custom built by the angels themselves they are not as reliable as ones built by a tech-marine. Therefore each turn that the Angels move they must take a breakdown test. Roll a D6, if a 1 is rolled take an immediate armour save. If this is failed remove the model as a casualty. When charging roll an extra D6, on a 1-3 you get that many extra inches. On a 4-5 nothing happened. On a 6 D3 models must take an armour save, but they may attack before they are removed as casualties.
He must be accompanied by a squad of at least 5 Golden Angels.
Bubonic Angels-
WS 3
BS 3
S 3
T 3
W 1
A 2
I 4
Ld 7
SV-4+
Squad-5-10
The Bubonic Angels are armed with Custom Auto-Pistols and close combat weapons.
Custom Auto-Pistol- Strength 5,
AP5,
Range 12,
Assault 1.
Recon Walkers:
Bs:3
Front Armour: 10
Side Armour: 10
Rear Armour: 10
Type: Walker, Fast.
Equipped With: Twin-Linked Shock-Assault Guns. Front Facing
Transport: 0
Access Points: 0
Fire Points: 0
1-5 per Fast Attack Choice.
MGA's Raiders
Raiders on foot
BS: 4
WS: 3
S: 3
T: 3
W: 1
A: 1
I: 3
Ld: 8
Save: 4+
squad: 6-10
The Raiders use lots of Kay Carbines. When on foot they travel in The Shock-Attack Armoured Personal Carrier for fast deployment on the battlfield.
If not in a vehicle the raiders may infiltrate, or use the hidden deployment special rules.
The Chobos - Imperial Guardsman
The Big Chobo
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
Ld: 8
Sv: 4+
Equiptment: Kay gun, Carpace armor, Spong Monkey
Spong Monkey Stats
WS: 3
BS: 0
S: 3 (5)
T: 2
W: 1
I: 3
A: 1
Ld: -
Save: -
Spong Monkey's are equipped with the Quiznos Guitar and must be represented as another model.
Unit - The Big Chobo must be accompanied by his clone Brother and two more clones. Stats are the same as above.
Special Rules
The Cloning - If a chobo is killed in the shooting phase two more chobos will immediatly spawn from their dead corpse on a 2+. In the following turn if any more chobos are killed in the shooting phase two more chobos will spawn on a 3+, the next turn on a 4+ and so on and so on until no more chobos can be spawned. The cloning will not work if the chobo is killed by a weapon that is capable of insta killing a chobo.
Quiznos Guitar - Adds +2 to the Spong Monkey's strength in close combat
http://40kforums.com/imageupload/images/img4062ec1d7a138.jpg
Monkey Botherer
- Stromtrooper Sgt
bs 4
ws 4
str 3
t 3
w 1
i 3
a 2
ld 8
4+/6+
Wargear: Power Fist
The Gunsliger
Bionic bits n bobs
boinic bits n bobs give him a 6+ inv save
Rules:
Rieslient: The Sgt has been known to be very tough in battle, and even carried on when half of him was blasted off in a shell attack. He will get back up on a 5+. Unless he has been hit by a attack double his toughness
- instant kill - instant smish.
The Gunsliger: range 18" str 3 ap 3 assault 2
picked up from some choas ded dude when he first joined the forces this gun has been with him all the way. he is so used to it being used in combat that it counts as an additional cc weapon.
The Chimp squad
Stroomtroopers - 9 man squad
bs 4
ws 3
str 3
t 3
w 1
i 3
a 1
ld 8
2 armed with
Shock-assault guns
1 armed with
Electrogun
6 armed with Kayguns
Electro-Assault Support Vehicle (ESV)
Bs:3
Front Armour: 14
Side Armour: 13
Rear Armour: 12
Type: Tank, Lumbering,
Equipped With: 2x Twin Linked Electroguns (Pintel Mounted) Turret Mounted Electrocannon, and Electro-magnetic Pulse.
Transport: 5
Access Points: 1, Rear.
Fire Points: 1, Rear.
Weapon Summary
Kay Rifle:
Range: 18"
Strength: 3
Ap: 5
Type: Assault 1
Kaygun:
Range: 20"
Strength: 3
Ap: 5
Type: Assault 2
Kay Carbine: Range: 24"
Strength: 4
Ap: 5
Type: Assault 5
Electro Magnetic Pulse. All light, plasma and electricity based weapons will not function for D3 turns. Comm-links and other such items will not work for D3 turns. Vehicles roll on the glancing hit table. Count destroyed results as immoblised. Skimmers will float to the ground on an immoblised result.
Electrogun
18" assault 3
S 6
ap -
Special-none
Electrocannon
36" heavy 3
S 8
ap 3
Special-none
Shock-assault guns
24" assault 4
S 5
ap 4
Special-none
The Beginning
In the beginning God created the heavens and the earth. Earth was formless and empty, Darkness ruled over the surface of the deep and the water.
And God said, "Let there be Light" and there was light. God saw that the light was good and separated Darkness from the light. And God called the light Games Workshop and Darkness was alone.
And God said "Let there be an expanse between the Light and Darkness" and those that moderate were created, but they were ruthless and un-just and the people hid from them.
And God said "Let the animals walk amongst us" and the ducks that fly and the moose that walk were created. And they spoke unto the populace with one voice:
"The light may look full of awe and the light may seem beautiful but those that moderate in the light are ruthless and un-just. Run from the light unto Darkness and you will be saved."
And the people did run from the light unto Darkness, who did welcome them with open arms, and did create an expanse for the people to congregate in, away from the blinding light. This expanse was named Forumnii and the people loved it. And the people joined Darkness and the animals under its banner. The people ran from the light unto Darkness, and he was crowned Administratum.
But the light was not pleased that Darkness had gathered the people to him, and they did plan war against him. The forumni legio were not defenceless, and they did create there 'moderators' and they did look across the expanse for mercenaries and those that answered the Administratum's call were the mighty expalphalog, the gnome: Vivi, Lastchancer, and the other moderators.
The First Forum War
The Forces of the Light did march toward the people's expanse, and with mighty roars did shake the walls of the Forumnii. But the only the walls shook, Darkness stood firm with his friends and his allies and his banners did ripple in the holy wind that blew around them.
And the 'Moderators' of the Forumnii waited for the Light to surround them, and the Light did. But the people were not afraid, for they knew that Darkness would prevail against this enemy. But a huge foe did step from the hordes of the Light, its shinning armour resplendent in the Light that played across the metal. In its right hand a silver pair of shears and in its left a silver shield. And the figure did call out to the forces of the Forumnii:
''See our might! You cannot win! If you stand you will die! Bow to us now and you may join the Light!''
But Darkness stood and not even a soul wavered, for they were the Legio Forumnii, they would prevail, for Darkness was on their side. And then Darkness spoke thusly:
''Forces of the Light, have you not grown weary of the hardships and cruelty you must endure, have you not grown tide of the arrogance and the rules of your Games Workshop? I ask you, will you not join us, under our banner, will you not join us and leave the hardships behind?''
And the forces of the Light began to waver, many considered the statements that Darkness had offered to be true, but were afraid to flee to the Forumnii. The 'Moderators' of Darkness saw this and spoke with one voice:
''Forces of the Light, you are afraid! You have grown weak under the rule of the Light! Take but a single step and we, the Forces of Darkness will be your guides and your protection. Take but a single step and you will be saved!''
And then, from amongst the forces of Light came the enlightened, and they did stand next to the forces of Darkness, their shoulders touching the shoulders of the very beings they had been sent to destroy. And the huge figure shook with anger and screamed with rage, and it gave the order for the forces of the Light to attack the forces of Darkness.
And the forces of Darkness saw the attack and closed in together. The enemy closing in on the ranks of the Forumnii, and as they did so they tempted the Forumnii forces, but the forces remained strong willed, and took the charge on strong shields. And then the Forumnii 'Moderators'' chose to attack back, each one causing mighty blows to land upon their enemies, and each blow leaving less and less enemies to fight.
And the fighting did continue until only a single adversary stood, and it was the huge foe, his chest heaving. Darkness began to stride toward his last adversary, but another moderator, Deathforce, cried out for Darkness to stop, and he did.
And Deathforce was deemed the mightiest of the moderators, and his exploits during the battle were to become legendary, and so he faced the huge foe confident of his skills. And Drawing his great blade once more Deathforce leapt into the fight against the sole remaining enemy.
His blade flashing Deathforce whirled in a dance of death around the huge foe, and none could follow his movements. And yet every stroke seemed to be blocked by the silver shield or the silver sword of his foe. The battle went on, into the night, the sun setting and rising again, and still Deathforce could not land but a single blow. And he was tiring.
And the Foe began to strike with his own blade, each swing drawing blood, and each blade sapping strength, and under the gaze of the first light of dawn Deathforce dropped his sword and sagged to the floor.
And the huge foe did stand over the body of Deathforce and howl into the light of the day, still clutching his silver weaponry. And the moderators and Darkness were distraught, none had thought that Deathforce, their champion would be bested, and yet he had been. The huge foe turned, his back to the Legio Forumnii, and the Foe began to stride away.
And the first forum war was over, the Legio Forumnii had beaten back the oppressive light and had save themselves, but the victory was bitter for they had lost their champion, and he was Deathforce. And his body was taken and buried amongst the wastes.
The Second Forum War
And the peoples of Darkness lived in peace and amusement until the very eve of the war against the light began. When Darkness did look to the heavens and see a miserable Portent, a sign, and Darkness did travel back to the safety of the Forumnii and its protectors.
And Darkness did tell of his sights, and the great Spammer was called for, for his powers of future sight were great. But his powers were a gift from the Light and from the miserable Portent, and they did lead the Forumnii astray.
Spammer did believe that the Portent was a sign of luck, and that it would unite the forces of Darkness with those of the light. And he and Darkness lead the inhabitants into the wastes to meet with the enemies of the Forumnii. But there were those amongst the Legio that did not believe the Portent was for good, and they too set out into the wastes. And they were unseen by Darkness and Spammer.
And Darkness and Spammer did go out to find the origin of the Portent, and they did lead the Legio Forumnii away from the safety of their protection. The Portent flared in the sky and Spammer did believe that he was close. And in the distance they saw the great walls that made the great hall of the Portent. And as they closed in the great gates swung open and a mighty figure stood in the open door. And it said:
“Lo! We are the Administratum of the Portent join us! You will be set free from tyranny! You will be among those who wish you no harm!”
And Spammer and Darkness did lead the Legio Forumnii into the great hall. The followers of Darkness were shown rest and allowed food, and they did drink into the night, celebrating the friendship that they had created. But all was not as it seemed.
And the sun did leave the sky and the night took over and the Legio Forumnii fell to the floor asleep. And as they did so, the Portent Administratum entered the hall and began to work. And into each member of the Forumnii they did inject a single drop of an unholy toxin.
And the head of the Portent did stand and watch, and as he did a cloaked figure, in the garb of the Administratum, clasped him by the shoulder, and said:
“Well done O’ master, we have won! The wars are over”
And the toxin did begin to work, and each member of the Forumnii woke, but all was not well and they did not feel themselves, they felt as one mind, the Portent had connected them, so as to better control their minds and their thoughts.
And as the Legio Forumnii began to stand and move together, as a machine would move, the head of the Portent felt the want to move with them, and three, robed, Administratum strode toward him.
And the figures removed their hoods, and their faces showed them to be members of the Forumnii. The head of the Portent stood, but his mind and body tried to join the Legio Forumnii.
“What is this? How dare you look at me you, you… moderator”
And at this one of the cloaked Forumnii took but a single step forward, and took the head of the Portent by the shoulder, the head of the Portent looked at his shoulder, and each of the drugged Legio looked down at their own shoulders. The figure spoke:
“I am Expalphalog, I have infected you with you own concoction, you will become nought but a mindless zombie if this is not ended”
And head of the Portent spoke back, and as he did so the members of the Forumnii whispered his words, in a perfect unison.
“That is not possible, for while you may believe that you have infected me, but I am immune, I have had warning and you will be killed, and your precious Forumnii will be ended”
And with that the second cloaked figure stepped forward, and he announced himself as Warboss. And he looked at Expalphalog, and he did speak thusley:
“He did have warning, and I was the one it came from, I cannot accept this life anymore, I must join with others, I must share my feelings… “
And from behind Warboss a mighty hammer blow knocked him to the floor, and the Legio known as Warden let his hammer drop to the floor, at the same time as Warboss sank to his knees.
And the head of portent was not surprised, for he had foreseen these happenings. And he lifted his left arm, and the Legio did the very same. And the head of the Portent took a single step forward, and the Legio did the very same. And then he spoke again:
“You cannot win for you friends and elders are under my control! You shall fail and join them! There is no need for this fighting, give up now and I may only kill you!”
And at that Expalphalog and Wardenhammer glanced at each other, and Wardenhammer knelt and picked up his hammer. But from behind him came the sound of steps, and they both turned to see the Legio stumbling toward them.
“You see! You will not harm you friends and elders, but they are under my control and they will harm you!”
And the Legio came closer. Expalphalog and Wardenhammer would not harm the Legio, and the puppets began to scrabble on their armour. But Expalphalog recognised a glint in the eye of one of the Legio, and he raised his mighty gauntleted hand and struck the Legio known as Gojira across the cheek. And then the light went from the room.
And from the dark came a strange laughter, and cries of pain were heard. And then the light flooded the room once more. The floor was littered with the Administratum, groaning in pain and in agony. Only the head of portent and his Legio Slaves were left standing. And in front of Expalphalog stood Gojira, staring into the eyes of the head of the portent. And Gojira said:
“You knew this would happen, you have the gift of foresight, but it was not a gift from the evil that you serve, it was a gift from the Legio Forumnii! We have clouded your mind, we foresaw this would happen and we planned it. The portent you have chosen to serve will fall due to your own judgements!”
And the Administratum looked up from the floor at the head of portent with evil intent on their eyes and the Legio Forumnii left the great hall, and from behind them came the terrible scream of the head of portent as his followers set upon him.
***
That was the story of the beginning of the Legio Forumnii, the story of their past, and of what may affect their future. After dealing with the two opposing forums, the Legio is now at a time of peace, but the peace may not last, and to protect themselves from invaders the Legio has a large army, lead by its moderators.
http://40kforums.com/imageupload/images/img4062dff1be6f9.jpg
Inquisitor Darkness:
WS - 5
BS - 5
S - 3
T - 3
W - 3
A - 3
I - 4
Ld - 10
Sv - 3+
Wargear: Master-crafted Administration Hammer, Master-crafted Bolt Pistol, Power Armour (3+ armour save)
Special Rules
Almighty Power of the Admin: Darkness is the administrator and controls all, therefore he gets +1 WS (included in profile), a 5+ invulnerable save and the Psychic power: 'Baleeted'.
Godly Aura: Any squad joined by Darkness are filled with courage as they see the almighty God Admin fighting by their side and therefore always pass any Morale or Leadership test they are forced to make.
Psychic Power - 'Baleeted': In the shooting phase, place the blast template over any enemy unit which is within 18" and roll to hit. A line of sight is required. Each model hit by the blast template must take a Leadership test. If failed, the model has been 'Baleeted' by the almighty power of the Godly administrator and is removed from the battle (no saves of any kind are allowed). Note that Vehicles may not be targeted by this power. A psychic test is required to attempt this power. Even models which usually automatically pass leadership tests must take the test if hit by this psychic power.
Administration Hammer: The Administration Hammer is a one-handed weapon and has the effect of a Thunder Hammer and a Force Weapon combined. Invulnerable saves can be taken as normal.
Ogryn Moose:
Member of the Command Squad:
WS 4
BS 2
S 4
T 4
W 3
I 3
A 3
Ld 8
equipment:
great weapon (2 handed, +1 strength)
bolt pistol
'Eavy armour
Special Rules
Loyal: Moose is really loyal to darkness, and must always stay within 2" of his smaller friend.
bodyguard: he may swap places with darkness in combat
Bring it on!: moose is fearless and never flees or has to take a morale check.
moose is part of the command squad.
Vivi - Still Finding his way:
Member of the Command Squad:
Ws4
Bs3
S3
T3
W2
I6
A2
Ld8
Sv5+(inv)
Equipment - Force Staff. Laspistol.
Special Rules:
Force Staff - Used to stun enemies more than kill them allowing for a quick escape, when using this weapon all Vivi has to do is to hit his opponent, if he manages this that character may not fight back that combat phase.
Free Thinking - Vivi's mind often wanders to trivial matters in moments of need, unless someone is there to point him in the right direction he will lose concontration. In game terms if his supporting squad has died then he will move as in Difficult Terrain.
Mystical Ward - Vivi has always had an abality to (mostly) stay out of trouble, to represent this any player atempting to use a physic power must first roll a 4+ first.
Commissar LastChancer:
Part of the Command Squad:
WS: 5
BS: 4
S: 3
T:4
W: 3
I: 4
A: 4
LD: 10
Equipment: A pair of customized autopistols, Power Axe, Carapace Armour.
Special Rules:
Customized Autopistols: LastChancer has a pair of autopistols that he has tweaked to his liking. They have a strength of 4 and an armour piercing value of 5.
Gunfighter: LastChancer is an excelent shot and has mastered the art of two pistol firing. He may fire or rapid fire both his autopistols in the same turn.
Tough As Old Boots: LastChancer spent 3 years in the penal legions and survived. His toughness has been increased to 4 to manifest his will for survival.
Gojira and Mr. Cheat:
Part the Command Squad:
Gojira
WS: 4
BS: 0
S: 3
T: 3
W: 2
I: 4
A: 3
Ld: 8
Sv: 4+
Equipment and Weapons: Gojira has Carapace Armour and Personalised Power Weapon (Great Weapon that ignores armour saves)
Mr. Cheat
WS: 4
BS: 0
S: 4
T: 3
W: 2
I: 3
A: 2
Ld: 8
Sv: 4+
Equipment and Weapons: Huge Bamboo Fighting Stick (counts as Great Weapon) and Traditional Pandaren Clothing (counts as Carapace Armour)
Special Rules:
Best Buds:
Gojira and VC must always stay within 2 inches of each other at all times, and in combat they may switch places at the beginning of your Assault Phase.
Gojira and VC count as one Independent Character. For example, they collectively cannot be shot at if within 6 inches of another unit. However, they do not count as individual Independent Characters, so for instance VC can be shot at if only Gojira is within 6 inches, and vice versa.
Psychic Power-Random Acts of Randomness:
Either Gojira or VC may use this psychic at the beginning of your opponents Move Phase. It has a range of 12 inches and may be cast at any unit. If you pass a psychic test the selected unit is pinned.
Note: This isn't actually a psychic power per-say, but the taking of the psychic test represents VC and Gojira building up to the randomness, and sometimes not going through with it.
The Perils of the Warp represents either VC or Gojira frying their own brains with the stupidity of the comment they just made, or one of them beating the other into making some sense.
BlackDuck the BlackDuck:
Member of the Command Squad:
Ws:4
Bs:4
S:3
T:3
W:2
I:4
A:3
Ld:9
Weapons: Beak of Pecking Death, Ooge Choppa.
Armour: Power Armour Equivalent.
Special Rules:
Ruler of the Wastes: As the sole ruler of the chaos wastes BlackDuck has the power to invoke them. At the beginning of a friendly shooting phase BlackDuck must take a Ld test, if he passes it any enemy units begin to jabber uncontrollably. This means that they count as pinned, and may not fire in the current shooting phase. If the test is failed the effects of the wastes happen to the squad BlackDuck is in.
Controller of the Arena: As long as Blackduck is alive, in his own assault phase he may choose to use the Arena's power. Choose one friendly model that is engaged in assault, that model gets +1 Str and Ws, and is allowed to challenge, see: Emperors Champion.
Pecking Beak of Pecking Death: Blackduck's beak has a mind of its own and mumbles constantly to itself, giving enemy in base contact -1 to all Ld tests. It also has D3 extra attacks, that strike at +2 I, using Blackducks normal stats, but with the same ability as tyranid rending claws.
Ooge Choppa: Blackduck's weapon counts as a 'Uge Choppa from Codex:Orks
The Wiley Expalphalog:
Independent Character, unless accompanied by the Wiley Crew:
Ws:4
Bs:3
S:3
T:4
W:2
I:4
A:2
Ld:9
Weapons: Bolt Pistol, Power Sword.
Armour: Jewelry (5+ invulnerable).
Charm:
Expalphalog is, without a doubt, one loveable son of a bitch.
Once during each shooting phase, Explaphalog can target one single model, up to 24" away, to be subjected to his charm (regular targeting rules apply). The victim must make a Ld test at a -1 modifier. If this test is failed, then the victim joins The Wiley Crew for the remainder of the battle.
The Wiley Crew:
Where Expalphalog goes, others follow.
Before the game begins, but after deployment, roll a D6 for every none HQ squad on the table (not in reserves):
1-3 No Effect
4-5 One model joins the Wiley Crew from the squad
6 One model joins the Wiley Crew from the squad and roll again.
The model looses the wargear from the squad it was part of, and its stats become:
Ws 4
Bs 2
S 4
T 3
W 1
I 4
A 3
Ld 9
Sv 4+
The Wiley Crew are equipped with Kaypistols and Close Combat Weapons, but may also be equipped with power weapons for +10 points.
If any model is added to The Wiley Crew, that model is removed from the table in the same way as a casualty. At the beginning of a battle, there are no members in The Wiley Crew. At the beginning of the Close Combat phase, before blows are struck, each member of The Wiley Crew inflicts one Strength 3 hit on any single model in base contact with Expalphalog. If any member of The Wiley Crew was armed with a power weapon before joining the cult of Expalphalog, than his hit counts as a power weapon.
Such is the Wiley Crew’s fervour for Expalphalog the Crew get a 5+inv ‘feel no pain’ save.
Wileyness Factor:
Expalphalog is not to be underestimated. Ever.
Expalphalog is so Wiley that he can often fool even the sharpest commander. Before the battle begins, The Wiley Expalphalog may select any one wargear item from the opponent's army list, and exchange it for one or more wargear items of equal or lesser points value.... Damn that's Wiley.
Wardenhammer
Part of the Command Squad
WS5
BS0
S5
T3
W2
I4
A4
Ld8
Sv3+/5 inv
Armed with the Axe of Eviceration and Hammer of Rightious Indignation
Counts as Power weapons, Power armour
Special Rules:
"Bloody Hell!!": Such is his anger and rage at any who oppose him Wardenhammer will attack any model, freind or foe, within 2", with the Exception of the Darkness and Exalphalog model. In addition such is Wardenhammer's faith in his Gods that he gain a 5+ Invulnerable save during the Assault Phase
"The Voice of Spruecutter": During the Assault phase, Wardenhammer will hear the voice of the benificent Spruecutter, asking for calm and compassion to all.
Before the Assault begins Wardenhammer must pass a Ld test to resist Sprues words of wisdom or will suffer -1 to WS, -1S, and -1 A, and loses his Invulnerable save.
http://40kforums.com/imageupload/images/img4062e25661a99.jpg
Subzero
ws-3
bs-5
s-2
t-2 (3)
w-1
i-6
a-1
ld-8
save-4+
Equipment-Storm Rifle, Razor Pistol, Big Mushroom Cap.
Special Rules
Infiltrate-See Warhammer 40k rulebook.
Big Mushroom Cap-The protection offered by the big mushroom cap on his head (old avatar...) gives him a 4+ armour save. It also gives him +1 T but S4 weapons still instant-kill.
Gets Bored-Can't control table quarters or objectives, because he will inevitably pull out a Terry Pratchett book and won't notice if, say, someone straps a bomb to a fuel dump.
Squad
The Calm Before the Storm
3-5 master snipers from the Tanith CA, except they have ws and I 2. Same cost.
Summary
Storm Rifle
36" range heavy
S X always wounds on 4+
ap 3
special- pinning test
Razor Pistol
12" pistol
S 4
ap 4
special-pinning test
LooseMoose
Ws 3
Bs -
S 4
T 4(5)
W 1
I 2
A D3+1
Sv 4+5+Inv
Wargear
The moose carries nothing, having hoofs makes holding anything hard.
The Squirrel.
The squirrel is the daemonic manifestation of the Moose's consciousness, but is rarely seen outside of the 40kforums bar. Although it has been noted to have been perched atop of the Moose with a fag in its mouth in the odd battle. However it is perceived by the rest of the force it does take note to who it is bound to and so takes the odd bullet for the big guy.
The squirrel adds +1 attack to LooseMoose's profile (Already included) and provides a 5+ invulnerable save against the first wound taken.
Special Rules
The Moose.
Thousands of years ago upon ancient Terra there was a species of animal that inhabited the bleak places. It was notorious for impacting with early vehicles and coming out of these crashes with the winner. This species was named the moose and was noted as having great resilience. LooseMoose is one of the descendants of this rare species and still has the same charcteristics as its ancestors.
LooseMoose has +1T to his profile (Already Included)and a 4+ save to reflect his resilience.
Independant Character: For all purposes LooseMoose acts as an independant character.
Cavalry: LooseMoose has a movement and assault range of 9".
Mozric and the Badger Cult:
Sargent Mozric
WS: 4 (5)
BS: N/A
S: 3 (4)
T: 3
W: 1
I: 3 (4)
A: 1 (2)
Ld: 10
Sv: 5+ (inv)
Equipment: Dual Badger Swords, Refractor Field
Rules:
Badger Rage: In either player's assult phase (if you do this in the enemy assult phase, this takes place after the enemy has charged all their units, and can only happen if Mozric and his squad is not in combat), as long as his squad has taken at least 5 casualties in the last enemy turn, Mozric may choose to invoke the power of the badger. He takes a psychic test, and if he passes he has built up such a badger fever amoungst his followers that they all succumb to the Badger Rage. Assult range becomes 6+2D6 inches. Each member of his squad (including Mozric) gains an additional attack, and they all get a 4+ invunerable save for the duration of combat. At the end of combat roll a dice for each model except Mozric that succumbed to the Badger Rage and on a 1 remove them as a casualty. The enemy (if any survive) are on -1 ld in addition to other modifyers. If the enemy has been wiped out or runs away, Mozric's squad may withdraw d6" or consolidate, they may not advance as they are too tired.
Dual Badger Swords: Mozric attacks with great speed and power with these swords. They add +1 Strength, Inititive and WS to his profile (represented above). They count as 2 close combat weapons and therefore give him +1 attack (represented). Also, as they carry the power of the badger, they count as power weapons and give Mozric a 5+ inv. save (represented).
Mozric must be accompanied by a squad of 10-40 badgers.
Badgers:
WS 4
BS 2
S 3
T 3
W 1
I 3
A 1
Ld 6
Sv 6+
Badgers count as being armed with two close combat weapons. They have light armour and therefore have a 6+ save
Numerous: Badgers come in large numbers, and are very similar to conscripts. Therefore normal squad size of 10 doesn't apply, and 10-40 of them may be taken.
Fanatics: If Mozric dies, the Badger Cult Followers automatically succumb to the Badger Rage and advance 6+2d6 inches in the next assult phase.
Tahaal's Slayers-Imperial Guardsmen
Tahaal-Commissar
WS: 4
BS: 4
S: 3
T: 3
W: 1
I: 3
A: 2(3)
LD: 10
Sv: Inv. 5+
Weapons: Slayer Fist, Kay pistol
Special Rules:
Slayer Claw: Tahaal is a genius when it comes to mecanics, and has modified his power-fist. First, it makes his save invulnerable. Second, after it's been energized, he can wield it faster then usual, giving him and extra attack. Finally, once a game, Tahaal may declare that he is using the full modified system. He gets only 2 attacks, but strikes at strength 10.
"You retreat, and I will blow out your brains: Tahaal hates cowards. He prefers to stand to the end. As such, as long as he is with them, should the Slayers fall back, the player may nominate that Tahaal is taking charge, and that the squad doesn't fall back. however, one of the slayers must be removed as a casualty.
The Slayers-imperial guardsmen
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 7
Sv: 5+
Squad size: 10-15
Weapons: The slayers are outfitted with CCW and Kay pistols. One model may be given a flamer or a meltagun or a plasma gun.
Dark Leviathan
WS:4
BS:0
S:4
T:3
W:1
I:4
A:3
Ld:9
Sv:5+
Equipment: Templar Blade, Tome of Crougus
SPECIAL RULES
Templar Blades: These ancient artefacts are the traditional weapons of the Templar Caste; they ignore armour saves.
Dodge: Dark Leviathans save is invulnerable.
The Tome of Crougus: This arcane book allows Dark Leviathan to temporally bend reality to his will. Dark Leviathan and the Templars may re-roll any misses in close combat, if he first passes a psychic test at the beginning of the assault phase, before assaults are made.
Templar
WS:4
BS:0
S:3
T:3
W:1
I:4
A:2
Ld:8
Sv:5+
Equipment: Templar Blade
SPECIAL RULES
Templar Blades: These ancient artefacts are the traditional weapons of the Templar Caste; they ignore armour saves.
http://40kforums.com/imageupload/images/img4062e75f09c5a.jpg
Limekitty and Co
WS: 4
BS: 0
S: 3
T: 4 (5)
W: 1
I: 2
A: 3
Ld: 7
Sv: 5+ (i)
Equipment: Helm Of Limey Might, Really 'Uge Choppa Of Citrus
Special Rules
Helm Of Limey Might: While the LimeKitty is exceedingly tough, this helmet of green citrus goodness adds an extra Toughness to the value shown in profile. This total toughness is 5. It also makes his 5+ save invulnerable.
Really 'Uge Choppa Of Citrus: This axe, which one would consider far too large for an ordinary feline to wield, acts as an 'Uge Choppa from the Ork wargear lists, with one exception: It reduces both regular and invulnerable saves to 4+.
Acolyte Of The Kitty
WS: 3
BS: 2
S: 3
T: 4
W: 1
I: 2
A: 2
Ld: 6
Sv: 4+
Equipment: Choppa (from the Ork army lists), slugga (Ork army lists)
Up to ten Acolytes Of The Kitty may accompany the LimeKitty, but he must be accompanied by atleast 4.
mavrick
sargent mavrick
ordo xenos inquestorial storm trooper squad
ws 3
bs 4
s 3
t 3
w 1
a 2
ld 8
sv 4+
number/squad: 4-9 ordo xenos inquestorial storm trooper
weapons: mavrick carries a master crafted bolter. the rest of the squad has kayrifles and targerters. also frag and krack grenades
character mavrick is a veterin sergeant.
Special Rules:
Infiltrate or deepstrike:
6th Sense: Mavrick suffers from paranoia, at the start of his turn roll a Ld test, if the test is passed Mavrick may act as normal, if the test is failed he and his unit will shoot at and assault (if possible) the nearest enemy unit, if there is no enemy unit within shooting range, then he and the squad will 'be paranoid' at the closest friendly unit. If the are no eligable targets the unit counts as pinned, and must pass a Ld test to become unpinned. In subsequant turns, if the unit is left in combat with a friendly unit both sides must pass a Ld test to break off, and may only consilidate.
SectorLordKay
WS:2
BS:3
S:2
T:2
W:1
I:3
A:1
Ld:10
Equipment: BlackSweater, HackerBoy, Extreme Zappy machine
BlackSweater The black sweater made of unknown material can make Sectorlordkay almost invisible. SectorlordKay gets a 5+ inv
HackerBoy Sectorlordkay with his extreme mad techno skills created a machine that could hack into any vehicle and take control of the vehicle. When Sectorlordkay comes in contact with a vehicle roll a die on a 3+ Sectorlordkay the vehicle takes a glancing hit, if this result in the vehicle being destroyed Sectorlordkay is removed from the field and you gain control of the vehicle, but it always counts as having moved 6". During your shooting phase Sectorlordkay can cause the vehicle to take a penetrating hit, and then disembark. If the vehicle is destroyed by enemy shooting, Sectorlordkay will count as a casualty for all purposes.
Sectorlord kay is accompanied by the equivalent of between 5 and ten whiteshields, see codex imperial guard, or codex eye of terror.
Commandant Vari
Ws-3
Bs-3
S-3
T-3
W-1
I-4
A-2
Ld-9
save-4+
Weapons: 2 PlasmaPistols(Twin Linked).
Wargear: Carapace Armour.
Options: Vari may swap his standard weapons for a Power Fist and Kay Rifle for an additional 10 points.
Hardened Fighters: The squad Vari leads is not affected by negative modifiers in caused my outnumbering, or casualties in combat. However weapons and wargear that cause negative modifiers still affect the squad.
Vari’s Hellhounds
12- 24 Urban Combat Specialists in Carapace Armour
Ws-4
Bs-4
S-3
T-3
W-1
I-3
A-1
Ld-8
save-4+
The Hellhound's may be armed with any combination of the following:
Kaygun, Kayrifle, Shotgun, Kaypistol or Bolt Pistol and Close Combat Weapon.
1 in 12 Hellhounds may replace their armament with Rocket Launchers for +15 points. 1 in 6 Hellhounds may replace their armament for a flamer (+6pts) or a meltagun (+10pts)
Cerebral Conscripts:
WS: 2
BS: 4
S: 3
T: 4
W: 1
I: 2
A: 2
Ld: 9
Sv: 4+
Conscription Officer Skinner: (+8 Points)
WS: 2
BS: 4
S: 3
T: 4
W: 1
I: 2
A: 2
Ld: 10
Sv: 4+
Unit consists of one conscription officer and 3-7 conscripts.
Wargear: Conscript Kay Gun: Shot power is reduced to allow for ease of use as a result the range is reduced to 18" and units killed by this gun are not included when working out if a pinning test should be taken.
Multi-Purpose Utility Kit: This heavy and restricting kit is custom built by each conscript to help in a variety of menial tasks. of within 2" of an immobillised vehicle the squad may sacrifice there turn to try and fix it. At the end of the turn roll a D6. On a roll of 5+ the vehicle is repaired. However, at the start of each turn a D6 has to rolled for each vehicle. On a 1 the vehicle breaks down again.
This kit also function as a semi jet-pack, allowing the squad to move 6" in the movement phase and a further 4" in the assault phase if they don't assault. The jet pack gives the unit the option of deepstriking
Agent Magneus
ws-4
bs-4
s-3
t-3
w-1
i-4
a-3
ld-9
sv-5+
eqipment: kay pistol, power weapon.
magneus is acompanied by between 5 and 15 swat
swat
ws-2
bs-4
s-3
t-3
w-1
i-3
a-1
ld-8
sv-4+
eqipment: kayrifle, carapace armour
special rules:
sub units: swat memebers may be formed into sub units of a minimum of four models each, each sub unit acts as inderpendant units for all intents and purposes.
take over: if magneus is killed then he will imidiatly take over the swat member that is furthest away from the model that killed him. when smith is killed replace the swat member that is furthest away from the thing that killed smith and replace him with smith. This can only be done on a succesful Ld test, and his Ld is at -1 for every attempt made.
http://40kforums.com/imageupload/images/img4062e9527ef5a.jpg
The Bubonic Angels
Golden Bubonic-
WS: 4
BS: 4
S: 4
T: 3
W: 2
I:5
A: 3
Ld: 9
SV: 4+
Bubonic is armed with a Custom Auto-Rifle. He is also armed with a power weapon.
Custom Auto-Rifle-
Strength 5,
AP4,
Range 18,
Assault 2
Custom Jetpack: Golden BB and his Golden Angels are all equipped with Custom built Jet packs.These work in the same way as a jump pack. However because these are custom built by the angels themselves they are not as reliable as ones built by a tech-marine. Therefore each turn that the Angels move they must take a breakdown test. Roll a D6, if a 1 is rolled take an immediate armour save. If this is failed remove the model as a casualty. When charging roll an extra D6, on a 1-3 you get that many extra inches. On a 4-5 nothing happened. On a 6 D3 models must take an armour save, but they may attack before they are removed as casualties.
He must be accompanied by a squad of at least 5 Golden Angels.
Bubonic Angels-
WS 3
BS 3
S 3
T 3
W 1
A 2
I 4
Ld 7
SV-4+
Squad-5-10
The Bubonic Angels are armed with Custom Auto-Pistols and close combat weapons.
Custom Auto-Pistol- Strength 5,
AP5,
Range 12,
Assault 1.
Recon Walkers:
Bs:3
Front Armour: 10
Side Armour: 10
Rear Armour: 10
Type: Walker, Fast.
Equipped With: Twin-Linked Shock-Assault Guns. Front Facing
Transport: 0
Access Points: 0
Fire Points: 0
1-5 per Fast Attack Choice.
MGA's Raiders
Raiders on foot
BS: 4
WS: 3
S: 3
T: 3
W: 1
A: 1
I: 3
Ld: 8
Save: 4+
squad: 6-10
The Raiders use lots of Kay Carbines. When on foot they travel in The Shock-Attack Armoured Personal Carrier for fast deployment on the battlfield.
If not in a vehicle the raiders may infiltrate, or use the hidden deployment special rules.
The Chobos - Imperial Guardsman
The Big Chobo
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
Ld: 8
Sv: 4+
Equiptment: Kay gun, Carpace armor, Spong Monkey
Spong Monkey Stats
WS: 3
BS: 0
S: 3 (5)
T: 2
W: 1
I: 3
A: 1
Ld: -
Save: -
Spong Monkey's are equipped with the Quiznos Guitar and must be represented as another model.
Unit - The Big Chobo must be accompanied by his clone Brother and two more clones. Stats are the same as above.
Special Rules
The Cloning - If a chobo is killed in the shooting phase two more chobos will immediatly spawn from their dead corpse on a 2+. In the following turn if any more chobos are killed in the shooting phase two more chobos will spawn on a 3+, the next turn on a 4+ and so on and so on until no more chobos can be spawned. The cloning will not work if the chobo is killed by a weapon that is capable of insta killing a chobo.
Quiznos Guitar - Adds +2 to the Spong Monkey's strength in close combat
http://40kforums.com/imageupload/images/img4062ec1d7a138.jpg
Monkey Botherer
- Stromtrooper Sgt
bs 4
ws 4
str 3
t 3
w 1
i 3
a 2
ld 8
4+/6+
Wargear: Power Fist
The Gunsliger
Bionic bits n bobs
boinic bits n bobs give him a 6+ inv save
Rules:
Rieslient: The Sgt has been known to be very tough in battle, and even carried on when half of him was blasted off in a shell attack. He will get back up on a 5+. Unless he has been hit by a attack double his toughness
- instant kill - instant smish.
The Gunsliger: range 18" str 3 ap 3 assault 2
picked up from some choas ded dude when he first joined the forces this gun has been with him all the way. he is so used to it being used in combat that it counts as an additional cc weapon.
The Chimp squad
Stroomtroopers - 9 man squad
bs 4
ws 3
str 3
t 3
w 1
i 3
a 1
ld 8
2 armed with
Shock-assault guns
1 armed with
Electrogun
6 armed with Kayguns
Electro-Assault Support Vehicle (ESV)
Bs:3
Front Armour: 14
Side Armour: 13
Rear Armour: 12
Type: Tank, Lumbering,
Equipped With: 2x Twin Linked Electroguns (Pintel Mounted) Turret Mounted Electrocannon, and Electro-magnetic Pulse.
Transport: 5
Access Points: 1, Rear.
Fire Points: 1, Rear.
Weapon Summary
Kay Rifle:
Range: 18"
Strength: 3
Ap: 5
Type: Assault 1
Kaygun:
Range: 20"
Strength: 3
Ap: 5
Type: Assault 2
Kay Carbine: Range: 24"
Strength: 4
Ap: 5
Type: Assault 5
Electro Magnetic Pulse. All light, plasma and electricity based weapons will not function for D3 turns. Comm-links and other such items will not work for D3 turns. Vehicles roll on the glancing hit table. Count destroyed results as immoblised. Skimmers will float to the ground on an immoblised result.
Electrogun
18" assault 3
S 6
ap -
Special-none
Electrocannon
36" heavy 3
S 8
ap 3
Special-none
Shock-assault guns
24" assault 4
S 5
ap 4
Special-none