Wednesday, August 8, 2012

Imperial Guard Elites


Storm Trooper Squad (10 ppm)
- WS-3, BS-4, S-3, T-3, W-1, I-3, A-1, Ld-8, Sv-4+ (Troopers)
- WS-3, BS-4, S-3, T-3, W-1, I-4, A-2, Ld-9, Sv-4+ (Sergeant)
- 5-10 per squad
- Acute Senses, Deep Strike, Infiltrate
- Hellgun, Hellpistol, Close Combat Weapon, Carapace Armor, Frag Grenades, Krak Grenades
- Up to four models can replace hellguns with flamer, melta gun, plasma gun, grenade launcher

Ogryn Squad (35 ppm)
- WS-4, BS-3, S-5, T-5, W-3, I-2, A-3, Ld-6, Sv-5+ (Ogryn)
- WS-4, BS-3, S-5, T-5, W-3, I-2, A-4, Ld-7, Sv-5+ (Bone Head)
- 3-10 per squad
- Bulky, Stubborn
- Ripper Gun, Frag Grenades, Flak Armor
- Ripper Gun: Rng-12”, Str-5, AP-5, Assault 3

Veteran Squad (7 ppm)
- WS-3, BS-4, S-3, T-3, W-1, I-3, A-1, Ld-8, Sv-5+ (Veteran)
- WS-3, BS-4, S-3, T-3, W-1, I-4, A-2, Ld-9, Sv-5+ (Sergeant)
- 5-10 per squad
- Infiltrate, Preferred Enemy, Scouts
- Lasgun, Laspistol, Close Combat Weapon, Flak Armor, Frag Grenades, Krak Grenades
- Up to four models can replace lasguns with flamer, melta gun, plasma gun, grenade launcher

Psyker Battle Squad (10 ppm)
- WS-2, BS-3, S-3, T-3, W-1, I-3, A-1, Ld-8, Sv-5+ (Veteran)
- WS-3, BS-3, S-3, T-3, W-1, I-3, A-1, Ld-8, Sv-5+ (Overseer)
- 5-10 per squad
- Brotherhood of Psykers, Mastery Level 1, can use Telekinesis, Telepathy, or Divination
- Laspistols, Close Combat Weapons, Flak Armor

Penal Legion Squad (6 ppm)
- WS-3, BS-3, S-3, T-3, W-1, I-3, A-1, Ld-8, Sv-5+ (Legionnaire)
- WS-3, BS-3, S-3, T-3, W-1, I-3, A-2, Ld-8, Sv-5+ (Custodian)
- 5-30 per squad
- Hatred, Stubborn
- Lasgun, Laspistol, Close Combat Weapon, Flak Armor, Frag Grenades

Ratling Squad (5 ppm)
- WS-2, BS-4, S-2, T-2, W-1, I-2, A-1, Ld-7, Sv-5+ (Veteran)
- 5-10 per squad
- Infiltrate, Stealth, Move Through Cover
- Sniper Rifles, Flak Armor, Laspistols

Tuesday, August 7, 2012

Drakemasters of Caledor


Look to the skies.

In the elder days, the Drakemasters of Caledor soared on dragons whose wings could blot out the sun and whose flames were hotter than forges.  The lords of the air and the princes of Caledor fought side by side against Demons, Druchii, and all manner of beasts, proving themselves the world’s mightiest force.  Now, in an age when ancients slumber and youth is exposed to the horror of war, the Drakemasters have once again made their wyrm-call.  But this time, it is legacy that has answered.  Young dragons, often referred to as Sun Drakes, have emerged from the dens of their slumbering parents, all too eager to whet their fangs in blood and announce their arrival with primal roars.  Though often no bigger than a griffon or manticore, Sun Drakes hunt with all the primordial hunger and pride of their forebears and are determined to prove themselves worthy of remembrance.  For their part, the Drakemasters are all too willing to accept the aid of such creatures.  Any dragon, even a youngling, is a force of incredible power.

* Drakemasters are a Rare choice in a High Elf army.

Drakemaster………….M-5, WS-5, BS-4, S-4, T-3, W-1, I-6, A-3, Ld-9
Sun Drake…………….M-6, WS-5, BS-0, S-5, T-5, W-4, I-4, A-4, Ld-7

Points
- 120 points per model.

Unit Size:
- 1-3

Unit Type:
- Monstrous Cavalry.

Equipment:
- Lance, hand weapon, dragon armor, shield.

Options:
- A Drakemaster may purchase up to 25 points worth of magic items.

Special Rules:
- Fly, Speed of Asuryan, Terror, Thick-Skinned, Valor of Ages.


Dread Knights of Naggaroth


Well, since almost everyone else is getting fancy new monstrous cavalry, I thought it only fair to give some to the most ruthless butchers in all the world.

Comments and criticisms are welcome and requested.

Stagnation is perhaps the one thing the Druchii fear. Every day of their lives, they seek out new stimulus, extremes of pain, lust, and greed to reassert the physical and psychological dominance they were born into. This innate drive to stimulation and superiority has manifested on the battlefield in many ways, and equal to any such manifestations has been the creation of the Great Cold Ones.  Under the brutal and malicious gaze of the Beastmasters, Cold Ones have been forced to fight and breed so that only the most bloodthirsty monsters make it out of the pens alive. These enormous, ravenous, unhinged monsters are then handed over to the wealthiest, most tyrannical knights, who use the most ingenious tortures and methods to simultaneously cow and enrage the beasts.  The results of this deplorable process are the Dread Knights of Naggaroth, shock cavalry that are capable of panicking entire battle lines and reducing enemy elites to piles of gory scrap metal.

Dread Knight………….M-5, WS-5, BS-4, S-4, T-3, W-1, I-6, A-2, Ld-9
Abyssal Knight……….M-5, WS-6, BS-4, S-4, T-3, W-1, I-6, A-3, Ld-9
Great Cold One……….M-7, WS-4, BS-0, S-5, T-4, W-3, I-2, A-3, Ld-3

Points
- 60 points per model

Unit Size:
- 3+

Unit Type:
- Monstrous Cavalry.

Equipment:
- Lance, hand weapon, heavy armor, shield.

Options:
- The unit may replace its lances with great weapons or halberds for free.
- One Dread Knight may be upgraded to an Abyssal Knight for +10 points.  An Abyssal Knight may purchase up to 25 points worth of magic items.
- One Dread Knight may be upgraded to a standard bearer for +10 points.  A standard bearer may purchase a magic standard worth up to 50 points.
- One Dread Knight may be upgraded to a musician for +10 points.

Special Rules:
- Eternal Hatred, Frenzy, Stupidity, Terror, Thick-Skinned.
- Honor of the Ruthless: If there is no Abyssal Knight in the unit, any Dread Knight may issue and accept challenges.

Imperial Guard Ranged Weapons

Ranged Weapons

Bolt Weapons
- Autocannon: Rng-48", Str-7, AP-3, Heavy 2
- Bolt Pistol: Rng-12", Str-4, AP-5, Pistol
- Heavy Bolter: Rng-36", Str-5, AP-4, Heavy 3


Laser Weapons
- Hellgun: Rng-24", Str-4, AP-5, Assault 3, Rending
- Hellpistol: Rng-12", Str-4, AP-5, Pistol, Rending
- Lascannon: Rng-48", Str-9, AP-2, Heavy 1
- Lasgun: Rng-24", Str-3, AP--, Rapid Fire
- Laspistol: Rng-12", Str-3, AP--, Pistol
- Multilaser: Rng-36", Str-6, AP-5, Heavy 4

Flame Weapons
- Flamer: Rng-Temp, Str-4, AP-5, Assault 1
- Heavy Flamer: Rng-Temp, Str-5, AP-4, Assault 1

Hellhound Weapons
- Chemical Cannon: Rng-Temp, Str-X, AP-3, Heavy 1, Fleshbane, Ignores Cover
- Melta Cannon: Rng-36", Str-9, AP-1, Heavy 1, Melta
- Inferno Cannon: Rng-Temp, Str-6, AP-3, Heavy 1

Leman Russ Weapons
- Battle Cannon: Rng-60", Str-8, AP-3, Ordnance 1, Large Blast
- Demolisher Cannon: Rng-24", Str-10, AP-1, Ordnance 1, Large Blast
- Eradicator Cannon: Rng-36", Str-6, AP-3, Ordnance 1, Large Blast, Ignores Cover
- Executioner Plasma Cannon: Rng-36", Str-7, AP-2, Heavy 2, Blast
- Exterminator Autocannon: Rng-48", Str-7, AP-3, Heavy 4, Twin-linked
- Gatling Punisher Cannon: Rng-36", Str-6, AP-4, Heavy 10, Shred
- Vanquisher Cannon: Rng-60", Str-9, AP-1, Heavy 1, Armorbane

Chimera Siege Weapons
- Earthshaker Cannon: Rng-12-120", Str-9, AP-3, Ordnance 1, Large Blast, Barrage
- Medusa Siege Cannon: Rng-12-36", Str-10, AP-1, Ordnance 1, Blast
- Colossus Siege Mortar: Rng-12-120", Str-7, AP-3, Ordnance 1, Large Blast, Barrage, Ignores Cover

Chimera Support Weapons
- Hydra Flakk Cannon: Rng-72", Str-7, AP-3, Heavy 4, Skyfire
- Griffon Mortar: Rng-12-72", Str-6, AP-4, Heavy 1, Large Blast

Imperial Guard Headquarters

What follows are the Headquarters units in my upcoming Imperial Guard codex.  Priests, Techpriests, Commissars, and Primaris Psykers do not occupy slots.

Regimental Command Platoon (65 points)
- Regiment Commander, 4 elite bodyguards
- WS-4, BS-4, S-3, T-3, W-3, I-4, A-2, Ld-10 (Commander)
- WS-4, BS-4, S-3, T-3, W-1, I-4, A-2, Ld-9 (veterans)
- WS-4, BS-4, S-3, T-3, W-3, I-4, A-2, Ld-10 (Lord Commissar)
- Can take many pieces of powerful wargear
- Can take multiple regimental advisors
- Can be accompanied by Lord Commissar

Company Command Platoon (50 points)
- Company Commander, 4 veterans
- WS-4, BS-4, S-3, T-3, W-2, I-4, A-2, Ld-9 (Commander)
- WS-3, BS-4, S-3, T-3, W-1, I-3, A-2, Ld-8 (veterans)
- Can take one regimental advisor
- Can be upgraded to Rough Riders, Drop Troops, Storm Troopers
- If upgraded, allows themed squads to be taken as Troops

Armor Platoon Commander (160 points)
- Leman Russ Battle Tank. Has all normal options.
- Allows Hellhound Squadrons or Leman Russ Battle Tanks to be taken as Troops.

Commissars (30 points)
- 0-3 per Commander.
- WS-4, BS-4, S-3, T-3, W-2, I-4, A-2, Ld-9
- More wargear options.
- Stubborn
- Summary Execution: If unit fails a morale or regrouping test, you can remove a model as a casualty to autopass instead.

Ministorum Priests (30 points)
- 0-3 per Commander.
- WS-3, BS-3, S-3, T-3, W-2, I-3, A-3, Ld-9
- Has heavy chainsword, can replace with eviscerator
- Crusader, Hatred, Stubborn.

Techpriest Enginseers (45points)
- 0-3 per Commander.
- WS-2, BS-4, S-3, T-4, W-2, I-3, A-1, Ld-8
- Can repair Hull points, even if inside vehicle.
- Confers twin-linked on joined squad or occupied vehicle.

Primaris Psykers (35 points)
- 0-3 per Commander.
- WS-2, BS-4, S-3, T-3, W-2, I-3, A-1, Ld-9
- Mastery 1. Access to Divination, Telepathy, and Telekinesis.
- Can forgo using psychic powers to confer Leadership and become focus of Battle Psyker squad.

Regimental Advisors
- Not an HQ choice or a separate unit.  Bonuses are not cumulative. 
- Astropath: Redeploy 1 unit before the start of the game. (30 points)
- Naval Officer: +1 to friendly Reserves or -1 to enemy Reserves. (30 points)
- Artillery Officer: All of your vehicles count as having +1 BS for the purposes of reducing scatter distance. (30 points)
- Intelligence Officer: Force re-roll of any outflanking roll. (30 points)