Sunday, 30 November 2008
A Stat bar for a leader: BS4 WS4 S3 T3 I4 A2 W2 LD9. +40pts
He may take weapons put of up two two armories (their is more than one for different gods).
Honored: he may take a bodyguard of between 2 and 9 cultists veterans.
Normal guys stats: BS3 WS3 S3 T3 I3 A1 W1 LD7. 5 points per model before adding on between 1-2 improvements.
Vets stat bar: BS3 WS3 T3 I3 A2 LD8. 6 points per model before adding between 1-2 improvements.
Up to one can become a spawn summoner for +10 points. Meaning the unit can take between 1-3 spawn at +20 points per model. These spawn count as part of the unit.
Sergeant: One model may become a sergeant if so then he may take equipment from 1 armory.
These are just drafts, I hope you like them.
Saturday, 29 November 2008
Stats would be simmaler to guardsmen but could then be enhanced by marks, here is a little idea:
Khorne: The squad may be equipped with combat weapons and pistols as standard equipment and gain the furious charge special rule. + 5 points per model.
Slannesh: The squad gains fleet, an extra close combat attack +1 initiative and Slannesh aura( if a unit is within 12 inches it must move towards the deamons and at the end of their movement phase gets pinned). + 9 points per model.
Tzneech: The unit gains a 5+ invulnerable save and the leader may use one of the following powers each turn:
Changer of ways: The unit always strikes first in the following turn.
Summoning: roll a D6 on a six a spawn apears using deep strike.
enhanced: all attacks made by the unit are +1 to hit.
= +7 points per model.
Nurgle: The unit is +1 toughness and in combat may forgo any normal attacks and make D3 automatic hitting S3 AP5 hits. +6 points per model.
Undivided 1: The unit is +2 leadership.+3 points per model.
Undivided 2: All models are +1 strength. +2 points per model
Undivided 3: Your sieze the initiative roll becomes a 5+. +4 points per model.
This is just the start. Some of the men may get more phycic abilities, I was thinking a base cost of 3 points per model but they must select between 1-2 powers.
This is the first profile for the daemonic lasgun: S3 AP- assault2.
Oh and each daemon squad must take a weak minds test at the start of each turn and on a six they count as pinned for that turn. If you have a special item I need to think of a name for in play this is ignored.
Post what you think. This is only a taster their will be more to come.
Friday, 28 November 2008
Thursday, 27 November 2008
The guy who is hardly painted.
Mr I won't show my highlights on camera No.1 = he is finished.
Other guy who won't show his highlights.
Wednesday, 26 November 2008
Now paint orkhide shade
Now paint snot green
Now wash thraka green
Now highlight scorpian green.
Sterngaurd: Nearly done, look forward to pics soon.
Monday, 24 November 2008
I have been using the washes and baal red realy gives my minis some depth, black as you know darkens things down and on green Thraka works wonders at shading.
Sunday, 23 November 2008
Saturday, 22 November 2008
First I am sorry about writing badmoons yellow instead of sunburst yellow.
That teqnique is a good one but here I will expand on how to paint space marine shoulder pads:
Spray chaos black, now base with Iyanden darksun, wash repeatedly with sunburst yellow adding more golden yellow each time, run watered down badab black into recesses, now highlight with mithral silver, then boltgun metal then finally cover your highlights with golden yellow. Wash with a heavily watered down mix of iyanden darksun, golden yellow and sunburst yellow. This should leave you with a clean finish.
And now this is how to paint metalic yellow (so when you want a gold colour that is not quite gold): Spray chaos black, now paint normally up to wash badab black into the recesses in the tutorial above. Instead of highlighting drybrush the model with the silvers and gold (makeshure your gold covers your silver) then finish as above.
For quick jobs I just Iyanden then golden yellow or Iyanden then sunburst yellow then golden yellow but above is what I do on models that I want to stand out.
Red gore x2 (I bought a new one today aswell as the fact I had 3 but one ran out)
You may be wondering why I have so many greens, it's because I will be collecting orks soon enough. I was going to get chaos but then I changed my mind. Including the 1 emty bottle I have 26 paints 14 of which I bought today. There will be more info on how the paints are working later.
Tuesday, 18 November 2008
captain: artificer armour, combi-melta, melta bombs, hellfire rounds and power fist=165
Tac squad 1: (10 men) lascannon, melta gun, rhino with hunter killer and extra armour= 245
Tac squad 2: plasma cannon, rhino with hunter killer and extra armour= 2 235
Tac squad 3: Sergeant with chainsword and bolter, flamer= 230
Terminators: 2 chainfists, cyclone missile launcher, land raider with hunter killer and extra armour= 515
Sterngaurd: power fist, combi-plasma, Razorback with twin lascannons= 230
Land speeder: typhoon missile launcher= 90
Attack bike= 40
That comes to 1750pts and the Sterngaurd will ride with the commander, the enemy will be taken out by lascannons and hunter killers early on and most of the army is fast and punchy.
Saturday, 15 November 2008
What is your view on termies.
Saul: WS 5 BS7 S5 T4 Wx I6 A3 Sv 3+ (4+)
Wargear: power sword, Chagrat, blue gem of Chafron (now gives 4+ invun and leaves Saul with 3+ armour save), frag and krak grenades.
Special rules: Twin (now only 4 floating wounds), Oblivion, revenge, ATSKNF, Combat tactics.
Saphieira: WS 6 BS 6 S4 T4 I6 A2 (3 because of pistol) Sv 3+ (4+)
Wargear: Slitheiren, compact heat pistol, red gem of Chafron (4+ invun), frag and Krag grenades.
Special rules: Twin (4 wounds floating), grace, revenge, ATSKNF, combat tactics.
Grace: Before any other person strikes grace may forgo making any regular attacks and perform a single attack at poisoned (2+).
Joined special rules: Both models must remain in unit coherency though this is extended to 6 inches.
Both characters may be bought as a single HW choice if they are bought then no other HQ is alowed other than a Chaplain, Librarian, an Inquisitor or a command platoon.
Revenge: This now makes both models have digital weapons and against enemy HQ's their weapons count as master crafted.
These characters are avalible as a HQ selection for Space marines, the Inquisition or gaurd.
Friday, 14 November 2008
Fluff: The twins are of a relentless breed of Astartes from a planet called Chafron, Saul was a hardened veteran in the art of brutal fighting. Saphieier however was a galorius artist in battle, he was not like Lucius in the horus heresy but rather Will Turner from Jack sparrow.
Saul: WS5 BS8 S5 Tx Wx I6 A3 LD10 Sv 3+ (invulnerable)
Wargear: power sword, Chagrat, blue gem of chafron, frag and krak grenades
Hard fighter: Saul is a master of playing dead then springing back up again, treat him as toughness 4 if he loses a wound roll 2 dice if the roll is a 7 then the attacker loses 1 automatic wound which no save can be taken against (this includes invulnerable) if the roll is an 8 or more then he may retake his invulnerable save if it is less then he loses the wound.
Twin: between the two twins they have 6 floating wounds, their strong connection makes them be able to phicicly pass pain to each other.
Oblivion: The nature of Saul makes him a fierce fighter, He may make 6 attacks instead of his normal 3 but for these attacks he may not use any aid these are just standard punching and kicking attacks.
Revenge: When not using Oblivion Saul has prefered enemy: all, because of the death of his entire planet by many races.
Blue gem of Chafron: this gem is what links to the Red gem of Chafron and makes Sauls save invulnerable.
Chagrat: this is a plasma pistol with the following modifiers, you can use it's effect in the assault phase for up to half of sauls attacks (rounding down) if Saul stays still in the movement phase it counts as a plasmagun, Saul can still charge though.
Saphieira: WS 6 BS5 S4 T4 Wx I6 A4 LD10 Sv 3+ (invulnerable)
Wargear: Slitherien, Comact heat pistol, Red gem of Chafron, krak and frag grenades.
Special rules: Grace, Twin, Revenge, ATSKNF, combat tactics.
Grace: Saphieira is an artist in battle and so always strikes one place twin, he can also forgo his normal attacks and make a single one at, I10 WS10 instant death, overides eternal warrior, syapse etc.
Twin: Saul and Saphieira have 6 floating wounds which they use between them.
Revenge: Saul has prefered enemy: all
Slitherien: This is a weapon that looks like a sword but acts like a lightning claw.
Compact heat pistol: This is a pistol with the following profile: S8 AP1 combat weapon, pistol.
This pistol has the combat weapon special rule which allows it to make an extra attack in close combat with the pistol.
Red gem of Chafron: Makes Saphieira save invulnerable.
Joined special rules: Both models must remain within 12 inches of each other and must either be both out of combat, one in and one out or both in the same combat. If one model dies then the other takes a moral check then becomes an independant character.
Ws: If weaponskill is over the chart limit then use the same procedure as with shootin I.E. Re-roll with a different chance of sucsess.
These two models must both be bought or neither, they take up one HQ selectoin between them. They can be used in an inquisition army, an imperial gaurd army or a space marine army.
Notes: I know I have not put points coasts down and that is because I have not decided yet, tell me if you think I have missed something and help me think of a points cost and ways to improve.
Wednesday, 12 November 2008
Sunday, 9 November 2008
Friday, 7 November 2008
Tuesday, 4 November 2008
Hi guys, you know I said I had a terrain project coming up, here it is. It is not painted but this is the bare bones of it.
And finally the command post and super durable beacon. if you look closely their is three shutters their on the entrence. You can't see it but their is also a trapdoor up onto the top.
Q's and C's (questions and comments.) are welcome. (what am I saying I would really like you to comment). ;) (: See ya.
Sunday, 2 November 2008
Sorry about the poor light on this one it was the only way to make the marks show up.
For every victory point/killpoint you score throughout the campaign you gain 1 campaign point and for winning you gain an extra 5 points, if no victory/kill points were used then the winner gains 7 points.
After the campaign play one last battle. This battle is to represent the defenders boarding the attackers battle barge. Play as a killpoints game on a ship looking board, this is your chance to make a scenario if you want, but this is a very important rule, for every point the winner won bu he may take an extra 100 points over his opponent.
The winner of this wins the campaign.
Here is a link to all the attack campaign: http://gamelisenceworld.blogspot.com/search/label/Attack%20campain
Saturday, 1 November 2008
Here it is.
The Terran hands are decendents of the Ultramarines though are not as pompous or as close to the codex, the warriors a hard fighters and practice because of a will to save their dieing home world, they recruit heavily from a desert plannet called Dert and in fighting use many skills. The assault troops are mostly made up from people that come from Dert because they have a combat religion but all warriors are full of suprises.