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Pyre Warden

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About Pyre Warden

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  1. Pyre Warden

    October Oppressor ITS

    i'll be there for sure, super pumped.
  2. Pyre Warden

    October Oppressor ITS

    This sounds awesome. Is there a place to sign up or a fee?
  3. Pyre Warden

    Infinity Boot Camp: September 23rd!

    I've played morats forever but am selling the army and picking up something different. Want to get past the basic rules of i'm a monkey and i'm gonna shoot stuff. So i bought tohaa, it was either them or usariadna or the scots.
  4. Pyre Warden

    Infinity Boot Camp: September 23rd!

    I'm looking forward to attending this
  5. Pyre Warden

    Looking for interest in an in depth campaign

    Bfg is the one most likely to get cut. Only places i know to find the pieces are 3d printing or china cast.
  6. Pyre Warden

    Looking for interest in an in depth campaign

    This is also the type of campaign that matches can be played outside of an organized game night. Last time i did it we had done it world wide and had about 200 players spread out between various clubs. You can play as much as you want or as little.
  7. Pyre Warden

    Looking for interest in an in depth campaign

    Solid, sounds like it could be split right into a chaos vs imperial kind of campaign.
  8. Pyre Warden

    Looking for interest in an in depth campaign

    I myself have some solid urban terrain. So it sounds like a portion of us live pretty close. What army do you guys want to use? For myself i plan to use world eaters
  9. Pyre Warden

    Looking for interest in an in depth campaign

    I actually live really close to there. I have a house on se 182nd right off of se devision.
  10. Pyre Warden

    Looking for interest in an in depth campaign

    where do you guys play at?
  11. Pyre Warden

    Looking for interest in an in depth campaign

    I have the basic template down and have done a campaign before successfully. It's just the players that i need mostly. People who are into the fluff and are willing to do things like paint their army and write battle reports and make decisions for themselves. Hey man, 1k works, you just gotta play it like risk and form an alliance with another player.
  12. Pyre Warden

    Looking for interest in an in depth campaign

    Xp would be gained to reach new levels and with each level you unlock one of the abilities from that level. Also the level of your character would increase their over all points to accommodate extra rules such as these. A taste of the campaign
  13. Pyre Warden

    Looking for interest in an in depth campaign

    Levl 0 Heroic Abilities Ability Text Heroic Warlord Any Hero may select one Warlord Trait from their codex that becomes permanently attached Special Troops (champion) A Champion Path Hero may select one type of Elite or Fast Attack unit type that is a non-vehicle, non-monstrous creature from their army list as their Special Troops. These Special Troops are considered a 0-1 Troops choice and are Objective Secured. Gifted Pysker (pysker) A Psyker Path Hero may select any one ‘Psyker Only’ Unique Ability (up to Level 3) from the Heroic Abilities chart Level 1 Heroic Upgrades Ability Text +1 Ballistic Skill (Stat Increase) : Up to BS 2+ +1 Leadership (stat increase) : Up to Ld 10 +1 Weapon Skill (Stat Increase) : Up to WS 2+ Adamantium Will Add +1 to Deny the Witch rolls (Psyker). Crusader May roll 2D6 when Advancing and choose the highest. Also add D3" during Consolidation. Fear Enemy units within 1" of Hero add +1 to their Morale test. Master-Crafted Add 2 to the damage of one melee weapon. Monster Hunter Re-roll all failed wound rolls against MONSTERS. Rage Hero adds 1 melee attack when charging. Rending During the Fight Phase, each wound roll of 6+ is resolved at -4 AP and adds D3 Damage. Stubborn Friendly units within 1" halve their number of wounds (rounding up) when making Morale tests. Swiftstride +1" Movement Twin-Linked Weapon Double the number of shots on one of the Hero's ranged weapons up to S 5. (e.g. Pistol 1 becomes Pistol 2. Assault D6 becomes Assault 2D3) Level 2 Heroic Upgrades Ability Text +1 Attack (Stat Increase) : Up to A 5 +1 Strength (Stat Increase) : Up to S 5 +1 Toughness (Stat Increase) : Up to T 5 Empower (Psyker) The Psyker may select one additional psychic power chosen from their own <sub-faction> list. Empower does not increase the number of powers that Psyker may use during the Psychic Phase. Feel No Pain (5+) Each time the Hero suffers a wound or mortal wound, roll a D6; on a roll of 5 or 6, the Hero ignores the wound. Fleet Hero can charge even if it Advanced during its turn. Psychic Dissonance (Psyker) Furious Charge Units with 3" gain +1 Strength during the Fight Phase on a turn they charged. Hit & Run Hero can Fall Back and still shoot and charge in the same turn. Inspire (Champion) Friendly units within 6” of the Hero may use his leadership during Morale tests. Scout [rename to Vanguard] At the start of the first battle round but before the first turn begins, the Hero can move up to its movement value. It cannot end this move within 9" of any enemy models. Sniper Hero may target a CHARACTER even if it is not the closest enemy unit. Zealot Level 3 Heroic Upgrades Ability Text Armourbane Each time Hero rolls a 6+ To Wound roll against a VEHICLE, the target suffers a mortal wound in addition to any other damage. Assault Rifle (Wpn Upgrade/Ranged) : The Hero changes one of its Rapid Fire weapons to the Assault type with the maximum rapid fire attacks the weapon was orginally capable of shooting. (e.g. Rapid Fire 2 becomes Assault 4) Ignores Cover Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Machine Pistol (Wpn Upgrade/Ranged) : The Hero adds +2 shots to one of its Pistols in the shooting phase. Rebuke the Witch (Psyker) The Psyker gains +1 to Deny the Witch rolls, cumulative with other psychic defenses and abilities. Relentless Hero does not suffer the -1 To Hit when shooting Assault weapons after Advancing. Shred Hero can re-roll failed wound rolls with one ranged or melee weapon. Skyfire Hero can re-roll failed hit rolls against models with the FLY keyword with one ranged or melee weapon. Weapon Master (Champion) During the Fight Phase, the Hero may negate one melee hit assigned against them from each unit. The Hero chooses the specific hit to negate after all attacks are made. Level 4 Heroic Upgrades Revised Ability Text +1 Attack (Stat Increase) : Up to A 10 +1 Strength (Stat Increase) : Up to S 10 +1 Toughness (Stat Increase) : Up to T 10 Revive (Special) (Once per game) : Once a Hero’s last wound is removed, roll a D6. On a roll of 3+ the Hero may return to the exact location of his death with D2 wounds remaining. Ammo, Adamantine Core (Wpn Upgrade/Ranged) : Add D3 to one ranged weapon's damage rolls. Ammo, Explosive (Wpn Upgrade/Ranged) : Increase the strength of one ranged weapon by 1. Ammo, High-Powered (Wpn Upgrade/Ranged) : Increase the maximum range of a ranged weapon by 12”. Ammo, Penetrating (Wpn Upgrade/Ranged) : Increase one ranged weapon's AP by -1. (e.g. AP -2 changes to AP -3) Determined Focus (Champion) Friendly units within 6" halve their number of wounds (rounding up) when making Morale checks. Emergency Shield (Special) (Once per game) : Hero gains a single 2+ invulnerable save that cannot be re-rolled for any reason. Fate (Special) Hero gains an additional 1 Command Point Fleshbane Each time Hero rolls a 6+ To Wound roll against a INFANTRY, the target suffers a mortal wound in addition to any other damage. Force of Will (Psyker) The Psyker may ignore Perils of the Warp on a roll of 5+. Power Blade Upgrade (Wpn Upgrade/Melee) : Increase a melee weapon's Armor Penetration capability by -1. (e.g. AP -2 becomes AP -3) Rampage Hero gains additional D3 melee attacks in the Fight Phase Strikedown INFANTRY units that suffer damage from a weapon with this ability suffer a -2" to their movement value on the subsequent Movement Phase. Level 5 Heroic Upgrades Revised Ability Text Focus (Psyker) The Psyker may cast one more power per turn Killing Blow (Champion) Each time Hero rolls a 6+ To Wound roll against a model with the INFANTRY keyword, the target suffers D2+1 mortal wounds. Latent Psyker (Champion) The Hero gains the PSYKER keyword. They may select a single psychic power from their <sub-faction> discupline. This ability may not be selected by Heroes from <sub-factions> that do not have a psychic disipline. Warp-Touched (Infantry Hero) The Hero gains the FLY keyword. If this ability is taken, it is recommended that players create a suitable conversion to represent a warp-touched hero Level 6 Heroic Upgrades Revised Ability Text Eternal Warrior (Champion) The Hero halves any DMG they suffer rounding up. This does not apply to multiple mortal wounds. Master Psyker (Psyker) The Psyker can use one additional power in the Psychic Phase. This ability does allow the Psyker to cast a power more than once during the Psychic Phase. Master Tactician (Special) The Hero can Steal the Initiative on a base roll of 4+. Natural Selection (Champion) The Hero may take any non-psyker special power or ability from one other CHARACTER in its <sub-faction> index/codex Warp-Touched (Monster Hero) The Hero gains the FLY keyword. If this ability is taken, is recommended that players create a suitable conversion to represent a warp-touched hero
  14. Pyre Warden

    Looking for interest in an in depth campaign

    Great, i'll get some of the hero rules up tonight to give everyone a taste
  15. Pyre Warden

    Looking for interest in an in depth campaign

    At the moment i'm pretty much open to ideas, i'd prefer dedicated friday or saturday night play but this is the kind of campaign that i've helped run before that it's really up to the players when and where. So no dedicated shop atm
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