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What I'm up to.

Template now how I want, still no progress :( :( :(

Sunday, 30 November 2008

Codex: Chaos cultists: Some Stats.

Hi guys here is some more on the Cultists.

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

Codex: Chaos cultists: The first steps.

So, I have decided to make an unofficial codex, it is supposed to represent chaos worshipers who are not chaos space marines. Like Guard to space marines.

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

Thanks: 1000 hits.

Since I put my hit counter on I have had 1000 hits. Most of my thanks goes to the FTW blogger group for making my blog public.

Thursday, 27 November 2008

Sterngaurd: Long awaited pics.

Hi guys, here are my uncompleted Sterngaurd.

The guy who is hardly painted.

The guy without detail and highlights.

This guy just needs touching up. His highlights are actually very strong.

Mr I won't show my highlights on camera No.1 = he is finished.

Other guy who won't show his highlights.

The whole squad.
A close up of my freehand banner.
So what do you think. I still need to get my camera shooting right but I am using what was reproduced on FTW and origonally posted on WeeToySoldiers.
Highlights look good and Sallies are yet to come. What do you think about me doing sallies.

Wednesday, 26 November 2008

Salamanders: Got a paint scheme/ Sterngaurd: nearly done.

Salamanders: First base black.

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

Painting: Wow Gamers World is highlighting

I ahve been busy painting recently, I have the two Sterngaurd I have shown already highlighted (my first 2 models worth of highlights) and finished and 1 model almost done.

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

My Army: Salamanders.

Ok guys, I went to GW and had a thought, why not paint some of my WIP marines as Salamanders, I alredy have the colours and it would be cool. I think in about 5000 points 2 chapters might be working together.

Polls: What next

Poll up on right bar, lets see what you think.

Saturday, 22 November 2008

FTWroundtables: How I paint yellow

Hi guys, just here to complete what I said in my post at FTW.

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.

Shopping: New paints.

Hi guys, I have just stocked up on new paints this list is a list not just of my new paints but of all my paints:

Foundation paints:

Orkhide Shade
Mechrite Red
Iyanden Darksun


Badab Black
Baal Red
Thraka Green

Normal paints:

Red gore x2 (I bought a new one today aswell as the fact I had 3 but one ran out)
Skull White
Mithral silver
Golden Yellow
Sunburst Yellow
Bestial Brown
Boltgun Metal
Bleached Bone
Leach Purple
Elf Flesh
Darkangels Green
Snot Green
Blazing Orange
Blood Red
Goblin Green
Shining Gold
Chaos Black

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

Army Lists: All rounder.

Ok so here we go.


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

Fast Attack

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

FTWroundtables: My special unit.

Ok so this continues what I said on FTW, I love my termi squad, They are just the right thing for smashing tanks, hitting tough infantry and shooting infantry. They may be expensive but, and this is a big but, even if you don't earn your points back then if you take out a unit which is cheap but threatens you then you could have just about saved your butt, I once only took out 2 chaos termies with them yet that savet my tactical squad from having to fight them thus winning the game because they held an objective.

What is your view on termies.

Made up rules: Twins again.

Ok so I put my idea up on the bolter and chainsword and a guy did some math for points cost. it came in at 775 points between them. Aggggggggg I then said 500 because they are only 2 models moving 6 inches a turn but that would put them into apoc, I want them to be feasable for regular games so here are some new rules. The abilities are as before unless I state otherwise.

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

Made up rules: Twins Saphieira (Saf-e-era) and Saul

These rules are my first try at making up rules and are for to made up characters for use in 40K

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

Special rules: Hard fighter, Twin, Oblivion, revenge, ATSKNF, combat tactics.

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

Thoughts: Vangaurd in 4th.

I have been thinking lately. How could you make Vangaurd in 4th, then it hit me, why not use the old vets and give them honours, jump packs and the sergeant a power sword. It's an elite instead of a fast attack but that leaves room for more speeders and assault squads. You get a free ability in exchange for heroic intervention. It costs about 200 more points but the point is it's possible. I wonder if anybody did this in 4th.

Sunday, 9 November 2008

Sterngaurd: Guy with pointy finger.

I have started painting my next Sterngaurd Vet, he is the guy pointing (I don't get why because he isn't the Sergeant). I have been painting slowly lately because I am busy/being lazy and I am going to get some more paint sooner or later.

Friday, 7 November 2008

White Dwarf: Finally got it.

After waiting a month calling GW then the second coppy being late, so I end up waiting a month and a half. I have finally got White Dwarf. It looks good and the how to paint Space-Marines section is usefull, I am going to get some more paints so I can start hilighting, layering and washing as I am relitively new to painting I do not know all the trick the rest of you do so I am trying out different things.

Tuesday, 4 November 2008

Scratch built: Imperial Command Station (the true name).

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.

Asyou can see it has blast doors big enough for a tank to fit through (imperial authorities thought they needed some protection, 6 landraiders worth of it.)

Another blast door.

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

Sterngaurd: Vet with combi- plasma.

Hey just finished my sterngaurd with combi- plasma, he looks decent and I have done him with kill markings.

Sorry about the poor light on this one it was the only way to make the marks show up.

Sterngaurd: Veteran Sergent.

This is my sterngaurd Veteran sergent. I will be posting each Vet as I finish them. Hope to se ya again soon.

Attack campain: It has been written.

Hi guys just letting you know that I have written another campaign and I have finished the attack campaign. This is how you score points in it.

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:

Scenario: get away with the loot.

Get away with the loot.

Board: play on a 6ft by 4ft board with trees scattered around and a few rocks and baricades. Place 3 beacons 4-6 inches away from one short board edge.

Armies: play with the attackers having 1000 points and the defenders having the same.
Rules: the attackers have to reach the beacons to teleport out but the defenders will run out and stop them. The attackers deploy all of their forces on the opposit side to the beacons, they can only win if they can get to them and escape, after 2 turns the defenders will arive but they will not be able to move until their turn three. Attackers go first. if a attacker is in contact with a beacon at the end of his turn then he rolls a dice on a 3+ he and his unit are removes his unit and gains 1 victory point. For every unit the defenders cut down then they gain one victory point.

FTWchallengeNOV: I've made my scenario

I have already made my scenario and I will not give away what I have written yet but what I would like to know is if any of you have a decent scenario. If you do please post it here because I have a little plan (i.e. I may make a campaign out of it giving you the credit of course).

Saturday, 1 November 2008

Polls: Name for Kahn finished.

The poll has been closed and his name is: ............................... Vang Kantra.

Off Topic: It's my birthday!

The title says it guys today (the first) is my birthday.

FTWchallengeNOV: Know any artists.

Does anybody know of an artist that would do 40k.

Off Topic: fluff change.

Just here to say that I have changed and finalised the fluff for my Terran Hands.

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.
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