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Author Topic: [40k] masters of the armoury  (Read 2159 times)

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Offline Jester (Hadn't Changed His Profile Recently)

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[40k] masters of the armoury
« on: December 7, 2005, 09:05:14 PM »
i'm making an army of warriors who are complete masters of one weapon but will get desroyed at anything else. I will be adding units and armoury stuff to the original post as they come to mind.

H.Q

Blade Lord 150 points.

WS  BS  S  T  W  I  A  LD  SV
  5    3  4  4   3  5  4  10   4+
 
Armed with power weapon and laspistol

whenever a six is rolled to wound you may roll another to wound die

has acces to the armoury

Pistol master 50 points

WS  BS  S  T  W  I  A  LD  SV
 3     5   3  3   2  3  2  9    4+

must be armed with 2 of the following: laspistol free, hell pistol + 1 point, bolt pistol + 5 pts, plasma pistol + 15 points

may fire both weapons at - 1 BS. if 2 of the same weapon chosen may fire one twin-linked shot at normal BS

has acces to the armoury

Troops

shock troops 12 points
WS  BS  S  T  W  I  A  LD  SV
 3     4   3  3   1  3  1  8    4+
squad 10-15
weapons: lasguns
options: half (rounding up) may upgrade to hellguns at + 2 points. a further quarter may upgrade to bolters at + 5 points

Fast Attack

Arsonist.  18 points
    ws  bs  s  t  w   i  a  ld   sv
     3   3   3  3  1  3  1  8  4+
squad 5-10
weapons-Flamers

Options-half Of there number(rounding up) may upgrade there flamers to heavy flamers for 10pts.
must be mounted in a rolling torch at + 50 points.

Rolling torch
points 50
front armor side armour  rear armour
     11              10              10
armament: hull mounted heavy flamer

Armoury
Modified combat drugs 35 pts
follows normal combat drug rules except any doubles is instant death and the options
+1 strength
+1 Attack
+1 BS
+ gains rending
+1 initiative
+1 toughness
« Last Edit: December 10, 2005, 12:29:50 PM by TheJester »
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Offline Arven

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Re: [40k] masters of the armoury
« Reply #1 on: December 8, 2005, 05:48:14 AM »
Any points values yet?

A squad of 10 men with only Flamers and heavy Flamers is very powerful, but for a troops choice? that sounds a little unbalanced.
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Offline eldarpirate

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Re: [40k] masters of the armoury
« Reply #2 on: December 8, 2005, 06:35:34 AM »
This sounds like a good idea but consider maybe assault rifle weapons in troops like the sameoptions but all armed with hellguns half upgrade  to boltguns and have the flamerunit as a fast attack choice put in a immolator which has to have heavy flamerupgrade
when death falls upon your shoulders take it with as many foes as posssible


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Offline Jester (Hadn't Changed His Profile Recently)

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Re: [40k] masters of the armoury
« Reply #3 on: December 8, 2005, 07:07:44 PM »
and now begin the posts of how unbalanced and/or cheesy the bladelord is
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Offline eldarpirate

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Re: [40k] masters of the armoury
« Reply #4 on: December 9, 2005, 06:39:48 PM »
Well i disagree very high points cost but looking at stats thats ok drophis attacks down by 1 and his toughness by 1 and down to 125 points also increase the rolling torch by 10 points as a heavy flamer is better than a storm bolter in stat wise and otherwise it is purely a rhino.Also i would make the rolling torch compulsory for the arsonists otherwise they arent really a fast attack choice as such,

Also thanks for taking my advice with the troops sqaud
when death falls upon your shoulders take it with as many foes as posssible


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Offline Arven

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Re: [40k] masters of the armoury
« Reply #5 on: December 10, 2005, 12:17:55 PM »
For the Bladelord, I would say take his attacks down by 2. Even the hardest CC SM lords only get 6 attacks on the charge. You guy gets 8. Have 4 attacks basic (Which is already a lot, for a human sized model, and maybe have something he can buy from the armoury that can give him an extra attack. He will already be rolling lots of extra attacks thanks to his special rule.

His Strength is also too high. I would say leave him at S4 max, even S3, and have Weapons and Augmentative Armour, for instance, that increase hin Strength available in the armoury.

Are this race humans, or what?
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