Play testers wanted for the Nerov! (Päivitys 02.12)
Lähetetty: Ma 24.09.2007 19:50
Nerov Codex
Who are the Nerov?
The Nerov are an “Emerging Race”. Even newer then the Tau. To the galactic arena, the Nerov are a splinter race descended from early human colonists. For the last few thousand years they have lived in a space oddity called “The Shallows”. “The Shallows” allowed them to exist unnoticed by most of the warring races of the 41st millennia. A bad colonization strategy forced the leadership to start a religion to prevent infighting, after most technology was lost. Slowly they started to rediscover the most basic technology giving way to a Victorian era level of technology. It took longer to develop due to the conservative ideals that their theocracy had. After the inevitable civil war the Nerov threw off the crumbling religion that had held them back in favor of a progressive oligarchy led by men & women who promised a new age of prosperity. This is when they began the journey which led them to what they are today. Simple rocket ships took the first colonists to new worlds, new places. Radio waves were used to communicate because only form of communication that was reliable between worlds. It also limited their progress as the signals died when they reached the border of “The Shallows”.
But something unforeseen happened. “The Shallows” masking affects faded for a short time. Communication became impossible. The Nerov were forced to develop warp compatible communications. There first words sent with this new technique were ones meant to comfort there scattered people. Sadly these words also drew the attentions of the warring factions around them…
The Nerov had opened themselves to the nightmare reality of the 41st millennia. Nothing for this hard working & well meaning people would ever be the same. Fortune still favored them at least as their worlds are fir removed from the center stage of the eternal dance of death the universe has found itself locked in. This faux peace will only last so long….
Tactics of the Nerov .
The favored tactics differ from commander to commander. Some prefer to use specialist squads of elite soldiers to strike deadly precision blows. Others prefer massed firepower of heavy weapons to cut down their foes. All have one detriment that no other race lacks: the lack of plentiful and powerful weaponry. The most common weapons are simple hand cannons, shooting metal slugs. But a well placed shot can mean all the difference. So a Nerov commander needs to make use of the skills that his men are trained in as best he can. Almost all Nerov units make use of cover better than other races. It's up to the commander to come up with effective plans.
Nerov Unit List
HQ
The Nerov faction allows you to customize your leader to fit your needs! If you prefer elite soldiers then choose a Zeiger commander. If you would rather have masses fire power, the numerus Nenlar could be your best choice.
Core Nerovian Commander
60 pts: Standard Kurgrov stats line but + 1 in all stats excluding Toughness & Wounds. Has 3 wounds
Weapons: Power weapon & Zuhn pistol
Limits: 0-2 Nenlar squads (may not be taken as core troop choices)
,0-1Hollow Squad or Zeiger Squad, 0-2 Ground Pounder Squads
Govener/Nenlar leader commander (AKA the people's general)
55 pts: Standard Nenlar stats line but + 1 in all stats excluding Toughness & Wounds. Has 3 wounds
Weapons: Power weapon & Zuhn pistol
Limits: Nenlar are troops and have the 0-2 limit removed krugov & Shockens count as elites, No Hollows, 0-1 Zeiger Squad counts as an HQ choice, 0-2 Ground Pounder Squads
Special: A Nenlar commander can be attached to a squad, that makes them fearless. Any squad within 24 inches gets to re roll moral saves.
Zeiger Commander
100 pts: Standard Zeiger stats line but + 1 in all stats excluding Toughness & Wounds. Has 5 wounds/
Weapons: Power weapon & Zuhn pistol
Limits: Zeiger squads are troops, 0-1 Kuegrov or shockens, 0-2 Ground Pounder Squads, Honored Zeiger squads may be taken as elites (+1WS/BS & fearless +10 pts each)
Troops:
Kuegrovs: The spine of an army is a unit that has may uses, the Nerov's are the Kuegrovs, soldiers given training in both Ranged and melee combats. Kuegrovs can serve a verity of purposes for a commander. They can support a weaker unit, take out lighter foes, and distract enemies while your elite melee units get close and personal. A Nerov army should always have a squad of these Jacks Of All Trades.
Squad 4-12|Pts. 10 each
WS|BS| S| T| W| I| A|LD|SV+
4| 4 | 3| 3| 1 | 4 |1 | 8 | 4+
Weapons: Darion or Shotguns
Options: May take 2 Tricannons for + 10 pts each or a rocket launcher at +12 pts
May take Heavy Shotgun shells at +1 pts per modal
Shockens: Soldiers given training more focused on close combat. Their shields allow them to get close up to very nasty creatures. Armed with Gunswords and other blunt/sharp objects they are able to damage medium and light targets easily. They can be used as mobile cover for any unit that needs to get closer but cannot be scratched. Any commander can find a use for a squad of these armored soldiers.
Squad 5-10|Pts. 12 each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 |3 | 3| 1 |3 | 2 |8 | 5/4+ *
Weapons: Gunblade & Shield, Shotgun & Shield
Options: May take Heavy Shotgun shells at +1 pts per modal
Nenlar: All Nerov citizens have to go through basic training that makes Nerov planets a hazard to enemies regardless of enemy presence. At some point during a conflict a commander may need to inflate his current force with some cheap massed fire power, in this case he/she may request a city's ruler to supply some armed citizens, these are called Nenlar. A Nenlar Based commander <<name needed for the commander>> can make exhalent use of these men. Cannon fodder is not the best use for them, because they can be put to greater use. Such as escorting an important figure, or backing up a damaged squad of other infantry. Because of the ideals that Nerov lives should not be wasted, (unless otherwise stated) commanders can only have 2 squads of these armed citizens.
Squad 5-20|Pts. 5 each
WS|BS| S| T| W| I| A|LD|SV+
3| 2| 3| 3| 1 |3 | 1 | 7 | 5+
Weapons: Darion rifle.
Options: May take a Tricannon carrying Kuegrov for +8pts or a rocket launcher at +10
Heavy Support
Ground Pounders: There are some powerful weapons in the Nerov armory, one is the tricannon.
It can be compared to a heavy bolter, and shares the notches on the ammunition to keep it in the air longer, like it's other cousins in the Nerov armory. It’s a very large gun, only trained soldiers can even move it, let alone fire at an enemy with its bone snapping kick. Squads of ground pounders are an grand choice if you are dealing with heavy infantry, like space marines.
Squad 5-10|Pts. 15 each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 | 4| 3 | 2 |2 | 1 |8 | 4+
Weapons: Tricannons
Special: Ground Pounders may treat Tricannons as assault 2
Options: One squad of Ground Pounders may replace their Tricannons for Rocket launchers at +5 pts each.
Founding Combat Walker
Type: walker
Formation: 1-2 per squad.
50 pts. per walker.
Armor: F/12 S/12 R/10
Stats WS/2 BS/3 S/6 I/2 A/1
Must be armed with the one of the following:
Twinlinked Triberral +10
Twinlinked Nerov Rocket launcher + 15
Twinlinked Heavy Flamers + 10
Elites
Hollows: The Nerov has secrets, all factions do. One of these secrets is that their officer ranks are filled with parasite infected men called hollows. Although the government knows this, few citizens do. They just see cold indaviduals who strangly commonly refer to themselves in the third person. Because the hollow is just using a body, they can take a lot of damage before they just die. Even then the worm can be transferred in to a new body. A hormone is created after infection; this makes the infected tougher and faster. Although more hollow commanders can easily shed their body at will. Some hollows have problems shedding their bodies. So when the person dies, they do too.
Squad 3-10 | Pts. 20 each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 | 4| 4| 3 |4 | 2|10 | 5+/4*
Weapons: Shard pistols & CC weapons or shotguns
Special: Roll on the IG psyker table for each squad member +5pts.
Squad members are affected by the Necron’s “We’ll be Back” rule unless they are not Hollow.
Zeigers: The Nerov do not believe in any gods. But there are enough Nerov fanatics to go around. These Elite soldiers known as Zeigers are a match even to the great space marines. They use specially crafted guns that also share the notches that the tricannon bullets have. Years of training and their combat drugs make them powerful enemies. Plus they can force any surround squad in to frenzy, then they ignore up to 2 wounds for 2 turns, they have to charge though.
Squad 6-15 | 22 pts each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 | 4| 3| 2 |5 | 2 |9 | 4+
Weapons: Zuhn Pistols & cqc weapon or Zuhhn Rifles
Options: May take 3 Tricannons for + 14 pts each or a rocket launcher at +18 pts
May take Heavy Shotgun shells at +3 pts per modal
Special: all friendly squads within 6 inches get an additional 1D6 calculating to combat resolution.
The Zeiger's word: Every 2 turns a Zeiger squad may roll to cause a squad go into a frenzy (1-2 no effect the Zeiger's words are not enough, 3-5 the Zeigers accomplish their task of motivating ths soldiers, 6 the Zeigers do an even better job, the squad affected by their ability get an extra turn to ignore rules) how ever, once a squad has been in a frenzy, they may not be targeted again.
Fast Attack
Lnd'dshurk: The surgical fast-strike force of the Nerov. The
shark-like creatures called Dshukrs serve in the Nerov army as harrasers
and scouts. They are riden by the people called the raiders, who usually
carry highly shapr swords and light firearms, and in battle they tend
to "bleed" their enemy by making rapid strike in to the mists of the
enemy and disapearing before the enemy can react.
Special rules: Hit & Run, Beasts, Fleet of Hoof
Squad 5-15|Pts. 20 each
WS|BS|S|T|W|I|A|LD|SV+
Lnd |4|3|3|3| 2|4|1|7| 5+
Dshurk |5|-|3|-| -|5|1|-| -
Weapons: Shard Rifle OR Shard Pistol and CCW
Lnd'ao'dshurk: The heavy calvary of the Nerov. Tough not as fast
and agile as the younger Dshurks, the Ancients have claws that can rip
trough battle tanks like hot knife trough butter. They are also
usually more heavily equiped, carrying easily the Nerovian Tri Cannon on its
back.
Special rules: Monsterous creature
Squad 5-10|Pts. 25 each
WS|BS|S| T|W|I|A|LD|SV+
Lnd |4|3|3|4| 3|4|1|8| 3+
Ao'dshurk|5|-|5|-| -|4|1|-| -
Weapons: Shard Rifle
Options: May take Heavy a Tricannon for +8pts, Darion Rifle +2pts each
Nerov Armory
Darion: Weapons that that are most commenly used are the Derion weapons. Made from metal that has a melting point higher then most other metals, this allows them to have notches cut into them to keep them going in a strait line for awhile longer.
Darion Rifle: |are 24 |S 3|AP 6 | Type: Rapid Fire
Darion Pistol: |are 12 |S 3|AP -- | Type: Pistol
Shotgun: A larger gun built for differant types of ammunition.
Standard Shotgun Shell: |are 12|S 3|AP -- | Type Assault 3
Heavy Shotgun Slug: |are 16|S 4|AP 5 | Type: Assault 1
Rocket Launcher: |R30|S8|AP3| Type: Heavy 1 Small Blast |2D6 armor penetration drop the lowest|
Tri cannon |are 24|S 5|AP 4 | Type: Heavy 3
Zuhhn Rifle: |are 24|S 4|AP 6| Type Rapid fire 2
Zuhhn Pistol:are 12|S 4| Ap--|Type: PIstol 2
Non weapon Gear
Standard Shield- Grants user +4 save
Advanced material shield: Grants a 3+ save
Mitä siis tästä? Kyseessä on siis projekti, jonka tarkoituksena on luoda uusi rotu WH 40K:hon. Tokihan noita jo on, mutta aina sinne yksi lisää mahtuu.
Kyseisen projektin tekijät ovat vapaaehtoisia miniatyyrien harrastajia. Toistaiseksi väkeemme kuuluu vain kolme, allekirjoittanut (fluffi vastaava) ja nimimerkkien takana olevat herrat Lord Koroth (yleispäällikkö) sekä Repo Snork (projektin aloittaja ja aivot). Näillä kahdella herralla on ollut vaikeuksia löytää väkeä auttamaan mm. miniatyyrien tekijöitä. Nyt siis kysyn suomalaisilta alan harrastajilta löytyisikö intoa lähteä projektiin mukaan. Kaikki apu on arvokasta, oli kyseessä sitten pätkä fluffia, piirrustuksen teko tai raportti yllä näkyvän raaka-codeksin käytöstä.
Jos kiinnostusta on, heittäkää minua viestillä tai rekisteröitykää suoraan Space Wolves Communityn foorumille ja menemällä 40k Army Lists and BatReps osioon.
Yleiset kysymykset voitte laittaa tähän. Päivittelen myös tuota raaka-codeksia sitä mukaa kun siinä edistystä tapahtuu. Kiitos.
Nerov Timeline
M24- The setteling of the Shallow area
M25- The beginnig of the Age of Strife
M26-
M27-
M28- The cult of Avatar
M29-
M30- First newly written documents
M31-
M32-
M33-
M34-
M35-
M36- Mid; The Recognition War
~100 years later; The war against the Tyranids and the death of the
Founder
M37-
M38-
M39- Late; The discovery of the Nerov by Lord Koroth
M40- Early; The disturbance of the Shallows unique masking effect, the
first warp message
~500 years later; The Eldar raid and the battle to recover the Avatar
M41- Early; The return of the Founder and the wars against the other
races...
Who are the Nerov?
The Nerov are an “Emerging Race”. Even newer then the Tau. To the galactic arena, the Nerov are a splinter race descended from early human colonists. For the last few thousand years they have lived in a space oddity called “The Shallows”. “The Shallows” allowed them to exist unnoticed by most of the warring races of the 41st millennia. A bad colonization strategy forced the leadership to start a religion to prevent infighting, after most technology was lost. Slowly they started to rediscover the most basic technology giving way to a Victorian era level of technology. It took longer to develop due to the conservative ideals that their theocracy had. After the inevitable civil war the Nerov threw off the crumbling religion that had held them back in favor of a progressive oligarchy led by men & women who promised a new age of prosperity. This is when they began the journey which led them to what they are today. Simple rocket ships took the first colonists to new worlds, new places. Radio waves were used to communicate because only form of communication that was reliable between worlds. It also limited their progress as the signals died when they reached the border of “The Shallows”.
But something unforeseen happened. “The Shallows” masking affects faded for a short time. Communication became impossible. The Nerov were forced to develop warp compatible communications. There first words sent with this new technique were ones meant to comfort there scattered people. Sadly these words also drew the attentions of the warring factions around them…
The Nerov had opened themselves to the nightmare reality of the 41st millennia. Nothing for this hard working & well meaning people would ever be the same. Fortune still favored them at least as their worlds are fir removed from the center stage of the eternal dance of death the universe has found itself locked in. This faux peace will only last so long….
Tactics of the Nerov .
The favored tactics differ from commander to commander. Some prefer to use specialist squads of elite soldiers to strike deadly precision blows. Others prefer massed firepower of heavy weapons to cut down their foes. All have one detriment that no other race lacks: the lack of plentiful and powerful weaponry. The most common weapons are simple hand cannons, shooting metal slugs. But a well placed shot can mean all the difference. So a Nerov commander needs to make use of the skills that his men are trained in as best he can. Almost all Nerov units make use of cover better than other races. It's up to the commander to come up with effective plans.
Nerov Unit List
HQ
The Nerov faction allows you to customize your leader to fit your needs! If you prefer elite soldiers then choose a Zeiger commander. If you would rather have masses fire power, the numerus Nenlar could be your best choice.
Core Nerovian Commander
60 pts: Standard Kurgrov stats line but + 1 in all stats excluding Toughness & Wounds. Has 3 wounds
Weapons: Power weapon & Zuhn pistol
Limits: 0-2 Nenlar squads (may not be taken as core troop choices)
,0-1Hollow Squad or Zeiger Squad, 0-2 Ground Pounder Squads
Govener/Nenlar leader commander (AKA the people's general)
55 pts: Standard Nenlar stats line but + 1 in all stats excluding Toughness & Wounds. Has 3 wounds
Weapons: Power weapon & Zuhn pistol
Limits: Nenlar are troops and have the 0-2 limit removed krugov & Shockens count as elites, No Hollows, 0-1 Zeiger Squad counts as an HQ choice, 0-2 Ground Pounder Squads
Special: A Nenlar commander can be attached to a squad, that makes them fearless. Any squad within 24 inches gets to re roll moral saves.
Zeiger Commander
100 pts: Standard Zeiger stats line but + 1 in all stats excluding Toughness & Wounds. Has 5 wounds/
Weapons: Power weapon & Zuhn pistol
Limits: Zeiger squads are troops, 0-1 Kuegrov or shockens, 0-2 Ground Pounder Squads, Honored Zeiger squads may be taken as elites (+1WS/BS & fearless +10 pts each)
Troops:
Kuegrovs: The spine of an army is a unit that has may uses, the Nerov's are the Kuegrovs, soldiers given training in both Ranged and melee combats. Kuegrovs can serve a verity of purposes for a commander. They can support a weaker unit, take out lighter foes, and distract enemies while your elite melee units get close and personal. A Nerov army should always have a squad of these Jacks Of All Trades.
Squad 4-12|Pts. 10 each
WS|BS| S| T| W| I| A|LD|SV+
4| 4 | 3| 3| 1 | 4 |1 | 8 | 4+
Weapons: Darion or Shotguns
Options: May take 2 Tricannons for + 10 pts each or a rocket launcher at +12 pts
May take Heavy Shotgun shells at +1 pts per modal
Shockens: Soldiers given training more focused on close combat. Their shields allow them to get close up to very nasty creatures. Armed with Gunswords and other blunt/sharp objects they are able to damage medium and light targets easily. They can be used as mobile cover for any unit that needs to get closer but cannot be scratched. Any commander can find a use for a squad of these armored soldiers.
Squad 5-10|Pts. 12 each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 |3 | 3| 1 |3 | 2 |8 | 5/4+ *
Weapons: Gunblade & Shield, Shotgun & Shield
Options: May take Heavy Shotgun shells at +1 pts per modal
Nenlar: All Nerov citizens have to go through basic training that makes Nerov planets a hazard to enemies regardless of enemy presence. At some point during a conflict a commander may need to inflate his current force with some cheap massed fire power, in this case he/she may request a city's ruler to supply some armed citizens, these are called Nenlar. A Nenlar Based commander <<name needed for the commander>> can make exhalent use of these men. Cannon fodder is not the best use for them, because they can be put to greater use. Such as escorting an important figure, or backing up a damaged squad of other infantry. Because of the ideals that Nerov lives should not be wasted, (unless otherwise stated) commanders can only have 2 squads of these armed citizens.
Squad 5-20|Pts. 5 each
WS|BS| S| T| W| I| A|LD|SV+
3| 2| 3| 3| 1 |3 | 1 | 7 | 5+
Weapons: Darion rifle.
Options: May take a Tricannon carrying Kuegrov for +8pts or a rocket launcher at +10
Heavy Support
Ground Pounders: There are some powerful weapons in the Nerov armory, one is the tricannon.
It can be compared to a heavy bolter, and shares the notches on the ammunition to keep it in the air longer, like it's other cousins in the Nerov armory. It’s a very large gun, only trained soldiers can even move it, let alone fire at an enemy with its bone snapping kick. Squads of ground pounders are an grand choice if you are dealing with heavy infantry, like space marines.
Squad 5-10|Pts. 15 each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 | 4| 3 | 2 |2 | 1 |8 | 4+
Weapons: Tricannons
Special: Ground Pounders may treat Tricannons as assault 2
Options: One squad of Ground Pounders may replace their Tricannons for Rocket launchers at +5 pts each.
Founding Combat Walker
Type: walker
Formation: 1-2 per squad.
50 pts. per walker.
Armor: F/12 S/12 R/10
Stats WS/2 BS/3 S/6 I/2 A/1
Must be armed with the one of the following:
Twinlinked Triberral +10
Twinlinked Nerov Rocket launcher + 15
Twinlinked Heavy Flamers + 10
Elites
Hollows: The Nerov has secrets, all factions do. One of these secrets is that their officer ranks are filled with parasite infected men called hollows. Although the government knows this, few citizens do. They just see cold indaviduals who strangly commonly refer to themselves in the third person. Because the hollow is just using a body, they can take a lot of damage before they just die. Even then the worm can be transferred in to a new body. A hormone is created after infection; this makes the infected tougher and faster. Although more hollow commanders can easily shed their body at will. Some hollows have problems shedding their bodies. So when the person dies, they do too.
Squad 3-10 | Pts. 20 each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 | 4| 4| 3 |4 | 2|10 | 5+/4*
Weapons: Shard pistols & CC weapons or shotguns
Special: Roll on the IG psyker table for each squad member +5pts.
Squad members are affected by the Necron’s “We’ll be Back” rule unless they are not Hollow.
Zeigers: The Nerov do not believe in any gods. But there are enough Nerov fanatics to go around. These Elite soldiers known as Zeigers are a match even to the great space marines. They use specially crafted guns that also share the notches that the tricannon bullets have. Years of training and their combat drugs make them powerful enemies. Plus they can force any surround squad in to frenzy, then they ignore up to 2 wounds for 2 turns, they have to charge though.
Squad 6-15 | 22 pts each
WS|BS| S| T| W| I| A|LD|SV+
4 | 4 | 4| 3| 2 |5 | 2 |9 | 4+
Weapons: Zuhn Pistols & cqc weapon or Zuhhn Rifles
Options: May take 3 Tricannons for + 14 pts each or a rocket launcher at +18 pts
May take Heavy Shotgun shells at +3 pts per modal
Special: all friendly squads within 6 inches get an additional 1D6 calculating to combat resolution.
The Zeiger's word: Every 2 turns a Zeiger squad may roll to cause a squad go into a frenzy (1-2 no effect the Zeiger's words are not enough, 3-5 the Zeigers accomplish their task of motivating ths soldiers, 6 the Zeigers do an even better job, the squad affected by their ability get an extra turn to ignore rules) how ever, once a squad has been in a frenzy, they may not be targeted again.
Fast Attack
Lnd'dshurk: The surgical fast-strike force of the Nerov. The
shark-like creatures called Dshukrs serve in the Nerov army as harrasers
and scouts. They are riden by the people called the raiders, who usually
carry highly shapr swords and light firearms, and in battle they tend
to "bleed" their enemy by making rapid strike in to the mists of the
enemy and disapearing before the enemy can react.
Special rules: Hit & Run, Beasts, Fleet of Hoof
Squad 5-15|Pts. 20 each
WS|BS|S|T|W|I|A|LD|SV+
Lnd |4|3|3|3| 2|4|1|7| 5+
Dshurk |5|-|3|-| -|5|1|-| -
Weapons: Shard Rifle OR Shard Pistol and CCW
Lnd'ao'dshurk: The heavy calvary of the Nerov. Tough not as fast
and agile as the younger Dshurks, the Ancients have claws that can rip
trough battle tanks like hot knife trough butter. They are also
usually more heavily equiped, carrying easily the Nerovian Tri Cannon on its
back.
Special rules: Monsterous creature
Squad 5-10|Pts. 25 each
WS|BS|S| T|W|I|A|LD|SV+
Lnd |4|3|3|4| 3|4|1|8| 3+
Ao'dshurk|5|-|5|-| -|4|1|-| -
Weapons: Shard Rifle
Options: May take Heavy a Tricannon for +8pts, Darion Rifle +2pts each
Nerov Armory
Darion: Weapons that that are most commenly used are the Derion weapons. Made from metal that has a melting point higher then most other metals, this allows them to have notches cut into them to keep them going in a strait line for awhile longer.
Darion Rifle: |are 24 |S 3|AP 6 | Type: Rapid Fire
Darion Pistol: |are 12 |S 3|AP -- | Type: Pistol
Shotgun: A larger gun built for differant types of ammunition.
Standard Shotgun Shell: |are 12|S 3|AP -- | Type Assault 3
Heavy Shotgun Slug: |are 16|S 4|AP 5 | Type: Assault 1
Rocket Launcher: |R30|S8|AP3| Type: Heavy 1 Small Blast |2D6 armor penetration drop the lowest|
Tri cannon |are 24|S 5|AP 4 | Type: Heavy 3
Zuhhn Rifle: |are 24|S 4|AP 6| Type Rapid fire 2
Zuhhn Pistol:are 12|S 4| Ap--|Type: PIstol 2
Non weapon Gear
Standard Shield- Grants user +4 save
Advanced material shield: Grants a 3+ save
Mitä siis tästä? Kyseessä on siis projekti, jonka tarkoituksena on luoda uusi rotu WH 40K:hon. Tokihan noita jo on, mutta aina sinne yksi lisää mahtuu.
Kyseisen projektin tekijät ovat vapaaehtoisia miniatyyrien harrastajia. Toistaiseksi väkeemme kuuluu vain kolme, allekirjoittanut (fluffi vastaava) ja nimimerkkien takana olevat herrat Lord Koroth (yleispäällikkö) sekä Repo Snork (projektin aloittaja ja aivot). Näillä kahdella herralla on ollut vaikeuksia löytää väkeä auttamaan mm. miniatyyrien tekijöitä. Nyt siis kysyn suomalaisilta alan harrastajilta löytyisikö intoa lähteä projektiin mukaan. Kaikki apu on arvokasta, oli kyseessä sitten pätkä fluffia, piirrustuksen teko tai raportti yllä näkyvän raaka-codeksin käytöstä.
Jos kiinnostusta on, heittäkää minua viestillä tai rekisteröitykää suoraan Space Wolves Communityn foorumille ja menemällä 40k Army Lists and BatReps osioon.
Yleiset kysymykset voitte laittaa tähän. Päivittelen myös tuota raaka-codeksia sitä mukaa kun siinä edistystä tapahtuu. Kiitos.
Nerov Timeline
M24- The setteling of the Shallow area
M25- The beginnig of the Age of Strife
M26-
M27-
M28- The cult of Avatar
M29-
M30- First newly written documents
M31-
M32-
M33-
M34-
M35-
M36- Mid; The Recognition War
~100 years later; The war against the Tyranids and the death of the
Founder
M37-
M38-
M39- Late; The discovery of the Nerov by Lord Koroth
M40- Early; The disturbance of the Shallows unique masking effect, the
first warp message
~500 years later; The Eldar raid and the battle to recover the Avatar
M41- Early; The return of the Founder and the wars against the other
races...