Re: Oman(!) codexin virittelyä II: Paluu
Lähetetty: To 23.08.2007 15:47
Jep, nyt jatkuu urakka taas. Koetan pikkuhiljaa saada codexin kallistumaan ehtoopuolelle. Maistiaisiksi tähän hätään pari speciaalicharrua; molemmat lähistelijöitä. Toinen kompaktimpi veijari, joka voidaan ajoneuvon/jetbiken kyydissä saada jopa mättämäänkin, toinen on vanha läski, joka lyllertää lascien maalitauluna kentän halki.
MUROSAK ASHUNTIRIL(Black Siels)
Ashuntiril of the Murosak –clan was the only survivor of his family, and indeed, of his city, when the forces of the Black Legion descended on it to secure the area and the entire planet in preparation of an upcoming offensive in the neighbouring star system. Remnants of his clan rescued the little boy from the ruins of the city and adopted him, impressed by Ashuntiril’s immense will to live, to fight and avenge the death of his family. Training and preparing himself ceaselessly for war, Ashuntiril spent his waking hours in gruelling training, sparring against the mightiest warriors he could possibly find. As years passed and he grew to manhood, Ashuntiril abruptly left the remains of his clan and began travelling the galaxy in search of the Black Legion, attracting other Black SieL along the way, uniting members from clans that had battled each other since the days of the Predecessors.
Along his ongoing journey he has faced and fought champions of most races in this galaxy, from Tyranid monsters to the Lords of Dark Eldar, and triumphed in nearly every encounter. An entire cruiser in his fleet is dedicated to the trophies he has gathered during the years, and passage aboard the vessel is considered a great honour for any member of the army he leads through the stars.
Yet no enemy is as hated to him as the Chaos Space Marines of the Black Legion. He will go to considerable lengths to engage any Black Legion force, be it a small warband or a mighty fleet, and many of the Traitor Legion’s commanders are incensed by his constant attacks. Whispered rumours suggest that even the Arch-Fiend Abaddon the Despoiler himself is starting to take notice, but Ashuntiril cares not: as long as the Legion exists, he will fight it, and any other enemy that crosses his path, until the day he, or the last Marine of the traitorous Legion, breathes his last.
Pts: 180
WS: 6
BS: 3
S: 3(5)
T: 4
W: 3
I: 3
A: 3
Ld: 10
Sv: 3+
Wargear: Staff of Deliverance, particle pistol, Shredder Grenades, particle grenades, force field, bio-monitor*
* = Bio-monitor estää instakillaamisen; instakillaavat aseet tekevät vain yhden woundin
SPECIAL RULES
Independent Character, Furious Charge, Fearless
Staff of Deliverance: Ashuntiril took this arcane weapon from the corpse of a leader of a rival clan years ago. Resembling an enormous scythe with a jagged blade, it wields through flesh and heavy armour with frightening ease.
Staff of Deliverance is a two-handed power weapon that adds +2 to Ashuntiril’s Strength.
Force field: Ashuntiril is protected by a force field generator, looted from a slain Albino SieL commander, and which has been heavily customised afterwards, creating a rippling shield of energy around him that’s powerful but also quite unreliable. Ashuntiril has an additional Invulnerable Save, equal to the roll of D6 made each turn. If a 1 is rolled, the generator has malfunctioned, and he has no Invulnerable Save at all that turn. Also, if the same value is rolled on two consecutive turns, the generator breaks down for the duration of the game, and Ashuntiril loses his Invulnerable Save.
Hatred of Chaos: Although Ashuntiril will fight any enemy of any race, servants of Chaos evoke a rage unmatched within him. When fighting an army of Chaos Space Marines, Ashuntiril gains an extra D3 attacks each turn. Any Chaos psychic power used against him and the unit he might be part of is nullified on a roll of 4+.
“Allright, who wants some?!”
-Murok Ashuntiril, to an approaching warband of World Eaters.
GANYOKH
No one knows exactly how did the monstrosity known as Ganyokh come to life. The hulking, heavily mutated SieL King was found roaming the equatorial jungles of Turtion-III during the Black Siels’ campaign against the Orks there, and was swiftly brought to serve his new masters. Having rampaged through the Greenskins’ forces throughout the successful campaign, he vanished again, until he was sighted once more hundreds of light years away on another planet, slaughtering his way through a Tyranid splinter fleet of Kraken.
During the years that have passed since his discovery, Ganyokh has been in the possession of numerous SieL armies, and little has been determined of his origins or the source of his mutations. Wild theories range from Ganyokh having been trapped aboard a Warp-bound vessel for an undetermined period, to him somehow escaping from the laboratories of Commorragh. Whatever the explanation behind his wildly transformed nature, he remains a deadly enigma. Sullen and brooding at best, openly aggressive at worst, whichever SieL army employs him, they know that he is just as likely to turn on his allies than his enemies.
Ganyokh (Stellar Siels)
Pts: 285
WS: 5
BS: 2
S: 9
T: 7
W: 5
I: 3
A: 4
Ld: 10
Sv: 3+
Biomechanical implants: Main Interface Implant, Enhanced Stimulant Injector, Barbed Tentacles, Miasmic Cysts, Regenerative Glands, Pheromone Boosters
SPECIAL RULES
Monstrous Creature, Independent Character, Fearless
Mutated Resilience: Ganyokh’s body has mutated considerably during the decades (or perhaps centuries?) he has existed. Biological and mechanical parts of his body have fused together grotesquely, new tentacles and limbs have sprouted in places they weren’t supposed to, and bulging, swelling tissue boils underneath, and on top of, his adamantium-like skin. His Strength, Toughness and Wounds have increased by +1, although he’s rather cumbersome and has –1 Initiative (included in the profile above). Also, any weapon that would cause him to die outright, regardless of remaining wounds, such as force weapons and Blightswords of the Albino SieL, cause a single wound instead.
Enhanced Stimulant Injector: While it’s certainly debatable how “enhanced” Ganyokh’s Stimulant Injector is, none can deny its effects! These Injectors are risky enough to be used on regular Kings, but for a mutated, crazed monster such as Ganyokh, results can be particularly devastating. His Injector works just like a regular King’s (see the correspondent entry in the biomechanical upgrades –section), but consult the table below for effects. Remember that the effects apply for one turn only at a time.
1: The Injector sends an immense shockwave of extreme pain through Ganyokh’s body, causing him to collapse to the ground, roaring and whimpering. He’s Pinned for the duration of the turn.
2: The Injector won’t activate. No effects on Ganyokh.
3-4: The Injector works normally. Ganyokh’s Strength and Initiative are increased by +1.
5: The Injector goes into an overdrive. Ganyokh roars in fury, gaining not only +1 to his Strength and Initiative, but to his armour save as well, representing his bulging tissue hardening due to the effects of the stimulant. He also gains an extra attack.
6: KILL FRENZY! Oh-oh. The Injector goes completely haywire, flushing Ganyokh’s system with heavily altered chemicals, sending him on a mindless rampage of death and destruction, causing him to attack companions and enemies alike. His Strength, Initiative, and armour save are increased by +1, and he gains an extra D6 attacks, as well as the Fleet special rule. He must immediately assault the nearest unit in range, friend or foe! At the end of the turn he receives an automatic wound with no saves allowed, as his ravaged body trembles under the effects of the Stimulant.
MUROSAK ASHUNTIRIL(Black Siels)
Ashuntiril of the Murosak –clan was the only survivor of his family, and indeed, of his city, when the forces of the Black Legion descended on it to secure the area and the entire planet in preparation of an upcoming offensive in the neighbouring star system. Remnants of his clan rescued the little boy from the ruins of the city and adopted him, impressed by Ashuntiril’s immense will to live, to fight and avenge the death of his family. Training and preparing himself ceaselessly for war, Ashuntiril spent his waking hours in gruelling training, sparring against the mightiest warriors he could possibly find. As years passed and he grew to manhood, Ashuntiril abruptly left the remains of his clan and began travelling the galaxy in search of the Black Legion, attracting other Black SieL along the way, uniting members from clans that had battled each other since the days of the Predecessors.
Along his ongoing journey he has faced and fought champions of most races in this galaxy, from Tyranid monsters to the Lords of Dark Eldar, and triumphed in nearly every encounter. An entire cruiser in his fleet is dedicated to the trophies he has gathered during the years, and passage aboard the vessel is considered a great honour for any member of the army he leads through the stars.
Yet no enemy is as hated to him as the Chaos Space Marines of the Black Legion. He will go to considerable lengths to engage any Black Legion force, be it a small warband or a mighty fleet, and many of the Traitor Legion’s commanders are incensed by his constant attacks. Whispered rumours suggest that even the Arch-Fiend Abaddon the Despoiler himself is starting to take notice, but Ashuntiril cares not: as long as the Legion exists, he will fight it, and any other enemy that crosses his path, until the day he, or the last Marine of the traitorous Legion, breathes his last.
Pts: 180
WS: 6
BS: 3
S: 3(5)
T: 4
W: 3
I: 3
A: 3
Ld: 10
Sv: 3+
Wargear: Staff of Deliverance, particle pistol, Shredder Grenades, particle grenades, force field, bio-monitor*
* = Bio-monitor estää instakillaamisen; instakillaavat aseet tekevät vain yhden woundin
SPECIAL RULES
Independent Character, Furious Charge, Fearless
Staff of Deliverance: Ashuntiril took this arcane weapon from the corpse of a leader of a rival clan years ago. Resembling an enormous scythe with a jagged blade, it wields through flesh and heavy armour with frightening ease.
Staff of Deliverance is a two-handed power weapon that adds +2 to Ashuntiril’s Strength.
Force field: Ashuntiril is protected by a force field generator, looted from a slain Albino SieL commander, and which has been heavily customised afterwards, creating a rippling shield of energy around him that’s powerful but also quite unreliable. Ashuntiril has an additional Invulnerable Save, equal to the roll of D6 made each turn. If a 1 is rolled, the generator has malfunctioned, and he has no Invulnerable Save at all that turn. Also, if the same value is rolled on two consecutive turns, the generator breaks down for the duration of the game, and Ashuntiril loses his Invulnerable Save.
Hatred of Chaos: Although Ashuntiril will fight any enemy of any race, servants of Chaos evoke a rage unmatched within him. When fighting an army of Chaos Space Marines, Ashuntiril gains an extra D3 attacks each turn. Any Chaos psychic power used against him and the unit he might be part of is nullified on a roll of 4+.
“Allright, who wants some?!”
-Murok Ashuntiril, to an approaching warband of World Eaters.
GANYOKH
No one knows exactly how did the monstrosity known as Ganyokh come to life. The hulking, heavily mutated SieL King was found roaming the equatorial jungles of Turtion-III during the Black Siels’ campaign against the Orks there, and was swiftly brought to serve his new masters. Having rampaged through the Greenskins’ forces throughout the successful campaign, he vanished again, until he was sighted once more hundreds of light years away on another planet, slaughtering his way through a Tyranid splinter fleet of Kraken.
During the years that have passed since his discovery, Ganyokh has been in the possession of numerous SieL armies, and little has been determined of his origins or the source of his mutations. Wild theories range from Ganyokh having been trapped aboard a Warp-bound vessel for an undetermined period, to him somehow escaping from the laboratories of Commorragh. Whatever the explanation behind his wildly transformed nature, he remains a deadly enigma. Sullen and brooding at best, openly aggressive at worst, whichever SieL army employs him, they know that he is just as likely to turn on his allies than his enemies.
Ganyokh (Stellar Siels)
Pts: 285
WS: 5
BS: 2
S: 9
T: 7
W: 5
I: 3
A: 4
Ld: 10
Sv: 3+
Biomechanical implants: Main Interface Implant, Enhanced Stimulant Injector, Barbed Tentacles, Miasmic Cysts, Regenerative Glands, Pheromone Boosters
SPECIAL RULES
Monstrous Creature, Independent Character, Fearless
Mutated Resilience: Ganyokh’s body has mutated considerably during the decades (or perhaps centuries?) he has existed. Biological and mechanical parts of his body have fused together grotesquely, new tentacles and limbs have sprouted in places they weren’t supposed to, and bulging, swelling tissue boils underneath, and on top of, his adamantium-like skin. His Strength, Toughness and Wounds have increased by +1, although he’s rather cumbersome and has –1 Initiative (included in the profile above). Also, any weapon that would cause him to die outright, regardless of remaining wounds, such as force weapons and Blightswords of the Albino SieL, cause a single wound instead.
Enhanced Stimulant Injector: While it’s certainly debatable how “enhanced” Ganyokh’s Stimulant Injector is, none can deny its effects! These Injectors are risky enough to be used on regular Kings, but for a mutated, crazed monster such as Ganyokh, results can be particularly devastating. His Injector works just like a regular King’s (see the correspondent entry in the biomechanical upgrades –section), but consult the table below for effects. Remember that the effects apply for one turn only at a time.
1: The Injector sends an immense shockwave of extreme pain through Ganyokh’s body, causing him to collapse to the ground, roaring and whimpering. He’s Pinned for the duration of the turn.
2: The Injector won’t activate. No effects on Ganyokh.
3-4: The Injector works normally. Ganyokh’s Strength and Initiative are increased by +1.
5: The Injector goes into an overdrive. Ganyokh roars in fury, gaining not only +1 to his Strength and Initiative, but to his armour save as well, representing his bulging tissue hardening due to the effects of the stimulant. He also gains an extra attack.
6: KILL FRENZY! Oh-oh. The Injector goes completely haywire, flushing Ganyokh’s system with heavily altered chemicals, sending him on a mindless rampage of death and destruction, causing him to attack companions and enemies alike. His Strength, Initiative, and armour save are increased by +1, and he gains an extra D6 attacks, as well as the Fleet special rule. He must immediately assault the nearest unit in range, friend or foe! At the end of the turn he receives an automatic wound with no saves allowed, as his ravaged body trembles under the effects of the Stimulant.