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Chikin

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Everything posted by Chikin

  1. I have Tyranids, Dark Angles, Sons of Medusa, Death Guard, and a bunch of others. I think I will play Death Guard since I have been painting them recently.
  2. I think I could do either every week or every other week. I haven't played 9th edition yet, so smaller point games would be good to get back into it.
  3. I have tyranids, Sons of Medusa space marines, a small genestealer cult army, Elysian, some dark angels, deathguard, and since the new box some necrons.
  4. Humble Bundle has a bunch of printable fantasy models that you can buy. https://www.humblebundle.com/software/fantasy-3d-printable-models-software
  5. If you have a charcoal grill, you can use it as a smoker. I used to use my Weber kettle grill as one before I moved up to a real smoker.
  6. I saw news of his passing on reddit, and Hacker News.
  7. yea, Links? List? I'm not interested in just this tease.
  8. Based on my reading of the Unit Coherency check block. You would only need to kill either C or D and it would kill off multiple men.
  9. The Dense Cover rolls have a note on the rules.
  10. I have a 4x8 table to play on at my house because in the first Apocalypse book it recommended that size table.
  11. My oldest models are tyranids. I got them during 2nd edition.
  12. I just want Tyranids in that scale. That's why I haven't jumped in to AT.
  13. Does this mean the end of the Index army lists? I was planning to run my Elysians using the only rules they have.
  14. It looks like you can even make the change to Regimental Doctrines on other Regiments. I'm able to make my Elysians Brood Brothers as well.
  15. This part is not quite right. It's half the CP for each Brood Brother's detachment in the army. The GSC detachments still get full CP.
  16. The problem that I see with doing it this way is that the Genestealer Cults say the brood brothers' detachments Command Benefits are halved rounded up. And that's not shown on here.
  17. I realized my vindicator had a hunter killer missed modeled on, so I had to adjust the list one last time. ++ Spearhead Detachment +1CP (Imperium - Space Marines) [120 PL, 1,997pts] ++ + No Force Org Slot + **Chapter Selection**: Sons of Medusa + HQ + Captain in Terminator Armor [7 PL, 101pts]: Power sword, Storm bolter, The Burning Blade, Warlord Chaplain in Terminator Armor [7 PL, 90pts] + Elites + Terminator Assault Squad [24 PL, 386pts]: Teleport Homer . Terminator Sergeant . . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer . 5x Terminator w/THSS: 5x Storm shield, 5x Thunder hammer . 4x Terminator w/x2LC: 4x Lightning Claw (Pair) Terminator Squad [24 PL, 361pts]: Teleport Homer . Terminator Sergeant: Power sword, Storm bolter . Terminator w/CF: Chainfist, Storm bolter . Terminator w/Heavy Weapon: Heavy flamer, Power fist . Terminator w/Heavy Weapon: Heavy flamer, Power fist . 6x Terminator w/PF: 6x Power fist, 6x Storm bolter + Heavy Support + Land Raider Redeemer [18 PL, 284pts]: 2x Flamestorm cannon, Twin assault cannon Predator [9 PL, 180pts]: Twin lascannon, Two Lascannons Predator [9 PL, 150pts]: Predator autocannon, Two Heavy Bolters Vindicator [7 PL, 131pts]: Hunter-killer missile + Flyer + Stormraven Gunship [15 PL, 314pts]: Twin lascannon, Twin multi-melta, Two Stormstrike Missile Launchers ++ Total: [120 PL, 1,997pts] ++ Created with BattleScribe (https://battlescribe.net)
  18. the other dreads are all Elites and the FoC only allows 2 with the rest Heavies. So I could have switched to the Vanguard FoC, but it would have meant I had to lose a tank.
  19. I like it, because I have all the guys already and don't have to build more. I just have to clean up the paint jobs.
  20. Second try: ++ Spearhead Detachment +1CP (Imperium - Space Marines) [120 PL, 1,999pts] ++ + No Force Org Slot + **Chapter Selection**: Sons of Medusa + HQ + Captain in Terminator Armor [7 PL, 101pts]: Power sword, Storm bolter, The Burning Blade, Warlord Chaplain in Terminator Armor [7 PL, 90pts] + Elites + Terminator Assault Squad [24 PL, 386pts]: Teleport Homer . Terminator Sergeant . . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer . 5x Terminator w/THSS: 5x Storm shield, 5x Thunder hammer . 4x Terminator w/x2LC: 4x Lightning Claw (Pair) Terminator Squad [24 PL, 369pts]: Teleport Homer . Terminator Sergeant: Power sword, Storm bolter . Terminator w/CF: Chainfist, Storm bolter . Terminator w/Heavy Weapon: Heavy flamer, Power fist . Terminator w/Heavy Weapon: Assault cannon, Power fist . 6x Terminator w/PF: 6x Power fist, 6x Storm bolter + Heavy Support + Land Raider Redeemer [18 PL, 284pts]: 2x Flamestorm cannon, Twin assault cannon Predator [9 PL, 180pts]: Twin lascannon, Two Lascannons Predator [9 PL, 150pts]: Predator autocannon, Two Heavy Bolters Vindicator [7 PL, 125pts] + Flyer + Stormraven Gunship [15 PL, 314pts]: Twin lascannon, Twin multi-melta, Two Stormstrike Missile Launchers ++ Total: [120 PL, 1,999pts] ++ Created with BattleScribe
  21. D'oh, I forgot that mortis was from the Index. I will have to switch his weapons.
  22. How does this look for an “Old School” list? Created with BattleScribe (https://battlescribe.net) Spearhead (Warhammer 40,000 8th Edition) [121 PL, 1,999pts] Spearhead Detachment +1CP (Imperium - Space Marines) [121 PL, 1,999pts] No Force Org Slot **Chapter Selection** Selections:Iron Hands, Sons of Medusa Categories:No Force Org Slot Rules:The Flesh Is Weak HQ [14 PL, 191pts] Captain in Terminator Armor [7 PL, 101pts] Selections:Power sword [4pts], Storm bolter [2pts], The Burning Blade, Warlord Categories:Faction: Adeptus Astartes, Character, HQ, Faction: Imperium, Infantry, Captain, Terminator, Warlord Rules:And They Shall Know No Fear Abilities:Iron Halo, Rites of Battle, Teleport Strike, The Burning Blade, Unit:Captain, Weapon:Power sword, Storm bolter, The Burning Blade Abilities Description Iron Halo This model has a 4+ invulnerable save. Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model. Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. The Burning Blade Models with a power sword or a master-crafted power sword only. The Burning Blade replaces the bearer's' power sword or mastercrafted power sword. Unit M WS BS S T W A Ld Save Captain 5" 2+ 2+ 4 4 6 4 9 2+ Weapon Range Type S AP D Abilities Power sword Melee Melee User -3 1 - Storm bolter 24" Rapid Fire 2 4 0 1 - The Burning Blade Melee Melee +2 -5 1 - Chaplain in Terminator Armor [7 PL, 90pts] Categories:Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Chaplain, Terminator, HQ Rules:And They Shall Know No Fear Abilities:Litanies of Hate, Rosarius, Spiritual Leaders, Teleport Strike, Unit:Chaplain, Weapon:Crozius arcanum Abilities Description Litanies of Hate You can re-roll failed hit rolls in the Fight phase for friendly CHAPTER units within 6" of this model. Rosarius This model has a 4+ invulnerable save. Spiritual Leaders All friendly CHAPTER units within 6" of this model can use the Chaplain's Leadership instead of their own. Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Unit M WS BS S T W A Ld Save Chaplain 5" 2+ 3+ 4 4 5 3 9 2+ Weapon Range Type S AP D Abilities Crozius arcanum Melee Melee +1 -1 2 - Elites [48 PL, 745pts] Terminator Assault Squad [24 PL, 386pts] Selections:Teleport Homer Categories:Faction: Adeptus Astartes, Faction: Imperium, Infantry, Terminator Assault Squad, Terminator, Elites Rules:And They Shall Know No Fear Abilities:Combat Squads, Crux Terminatus, Teleport Homer, Teleport Strike, Unit:Terminator, Terminator Sergeant Terminator Sergeant [41pts] Thunder Hammer & Storm Shield [18pts] Selections:Storm shield [2pts], Thunder hammer [16pts] Abilities:Storm shield, Weapon:Thunder hammer 5x Terminator w/THSS [205pts] Selections:5x Storm shield [10pts], 5x Thunder hammer [80pts] Abilities:Storm shield, Weapon:Thunder hammer 4x Terminator w/x2LC [140pts] Selections:4x Lightning Claw (Pair) [48pts] Weapon:Lightning claw Abilities Description Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. Crux Terminatus This model has a 5+ invulnerable save. Storm shield A model with a storm shield has a 3+ invulnerable save. Teleport Homer If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield. Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Unit M WS BS S T W A Ld Save Terminator 5" 3+ 3+ 4 4 2 2 8 2+ Terminator Sergeant 5" 3+ 3+ 4 4 2 3 9 2+ Weapon Range Type S AP D Abilities Lightning claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them. Thunder hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. Terminator Squad [24 PL, 359pts] Selections:Teleport Homer Categories:Faction: Adeptus Astartes, Faction: Imperium, Infantry, Terminator Squad, Terminator, Elites Rules:And They Shall Know No Fear Abilities:Combat Squads, Crux Terminatus, Teleport Homer, Teleport Strike, Unit:Terminator, Terminator Sergeant Terminator Sergeant [29pts] Selections:Power sword [4pts], Storm bolter [2pts] Weapon:Power sword, Storm bolter Terminator w/Heavy Weapon [46pts] Selections:Heavy flamer [14pts], Power fist [9pts] Weapon:Heavy flamer, Power fist Terminator w/Heavy Weapon [46pts] Selections:Heavy flamer [14pts], Power fist [9pts] Weapon:Heavy flamer, Power fist 7x Terminator w/PF [238pts] Selections:7x Power fist [63pts], 7x Storm bolter [14pts] Weapon:Power fist, Storm bolter Abilities Description Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. Crux Terminatus This model has a 5+ invulnerable save. Teleport Homer If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield. Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Unit M WS BS S T W A Ld Save Terminator 5" 3+ 3+ 4 4 2 2 8 2+ Terminator Sergeant 5" 3+ 3+ 4 4 2 3 9 2+ Weapon Range Type S AP D Abilities Heavy flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target Power fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll. Power sword Melee Melee User -3 1 - Storm bolter 24" Rapid Fire 2 4 0 1 - Heavy Support [44 PL, 749pts] Land Raider Redeemer [18 PL, 284pts] Selections:2x Flamestorm cannon [60pts], Twin assault cannon [44pts] Categories:Faction: Adeptus Astartes, Faction: Imperium, Land Raider, Transport, Vehicle, Land Raider Redeemer, Heavy Support Rules:Explodes (6"/D6), Smoke Launchers Abilities:Frag Assault Launchers, Power of the Machine Spirit, Transport:Transport, Unit:Land Raider, Weapon:Flamestorm cannon, Twin assault cannon, Wound Track:LR Redeemer 1, LR Redeemer 2, LR Redeemer 3 Abilities Description Frag Assault Launchers Roll a D6 each time this models finishes a charge move within 1" of an emeny unit; on a 4+ that unit suffers D3 motal wounds. Power of the Machine Spirit This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons. Transport Capacity Transport This model can transport 12 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models. Unit M WS BS S T W A Ld Save Land Raider * 6+ * 8 8 16 * 9 2+ Weapon Range Type S AP D Abilities Flamestorm cannon 8" Heavy D6 6 -2 2 This weapon automatically hits its target. Twin assault cannon 24" Heavy 12 6 -1 1 - Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 LR Redeemer 1 9-16+ 10" 3+ 6 LR Redeemer 2 5-8 5" 4+ D6 LR Redeemer 3 1-4 3" 5+ 1 Mortis Dreadnought [8 PL, 135pts] Categories:Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Dreadnought, Mortis Dreadnought, Heavy Support, <Chapter> Abilities:Smoke Launchers, Explosion:Explodes, Unit:Mortis Dreadnought Two twin autocannons [60pts] Selections:2x Twin autocannon [60pts] Weapon:Twin autocannon Abilities Description Smoke Launchers Once per game, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers. Until the controlling player's next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit. Explosion Dice roll Distance Mortal wounds Explodes 6 3" D3 Unit M WS BS S T W A Ld Save Mortis Dreadnought 6" 3+ 3+ 6 7 8 4 8 3+ Weapon Range Type S AP D Abilities Twin autocannon 48" Heavy 4 7 -1 2 - Predator [9 PL, 180pts] Selections:Twin lascannon [40pts], Two Lascannons [50pts] Categories:Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Predator, Heavy Support Rules:Explodes (6"/D3), Smoke Launchers Unit:Predator, Weapon:Lascannon, Twin lascannon, Wound Track:Predator 1, Predator 2, Predator 3 Unit M WS BS S T W A Ld Save Predator * 6+ * 6 7 11 * 8 3+ Weapon Range Type S AP D Abilities Lascannon 48" Heavy 1 9 -3 D6 - Twin lascannon 48" Heavy 2 9 -3 D6 - Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Predator 1 6-11+ 12" 3+ 3 Predator 2 3-5 6" 4+ D3 Predator 3 1-2 3" 5+ 1 Predator [9 PL, 150pts] Selections:Predator autocannon [40pts], Two Heavy Bolters [20pts] Categories:Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Predator, Heavy Support Rules:Explodes (6"/D3), Smoke Launchers Unit:Predator, Weapon:Heavy bolter, Predator autocannon, Wound Track:Predator 1, Predator 2, Predator 3 Unit M WS BS S T W A Ld Save Predator * 6+ * 6 7 11 * 8 3+ Weapon Range Type S AP D Abilities Heavy bolter 36" Heavy 3 5 -1 1 - Predator autocannon 48" Heavy 2D3 7 -1 3 - Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Predator 1 6-11+ 12" 3+ 3 Predator 2 3-5 6" 4+ D3 Predator 3 1-2 3" 5+ 1 Flyer [15 PL, 314pts] Stormraven Gunship [15 PL, 314pts] Selections:Twin lascannon [40pts], Twin multi-melta [40pts], Two Stormstrike Missile Launchers [42pts] Categories:Faction: Adeptus Astartes, Fly, Faction: Imperium, Stormraven Gunship, Transport, Vehicle, Aircraft, Flyer Rules:Airborne, Crash and Burn, Hard to Hit, Supersonic Abilities:Hover Jet, Power of the Machine Spirit, Transport:Transport, Unit:Stormraven Gunship, Weapon:Stormstrike missile launcher, Twin lascannon, Twin multi-melta, Wound Track:Stormraven Gunship 1, Stormraven Gunship 2, Stormraven Gunship 3 Abilities Description Hover Jet Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses Aireborne, Hard to Hit, and Supersonic abilitied until beginning of your next Movement Phase. Power of the Machine Spirit This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons. Transport Capacity Transport This model can transport 12 CHAPTER INFANTRY models and 1 CHAPTER DREADNOUGHT. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes space of 3 other infanty models. It cannot transport PRIMARIS models. Unit M WS BS S T W A Ld Save Stormraven Gunship * 6+ * 6 7 14 * 9 3+ Weapon Range Type S AP D Abilities Stormstrike missile launcher 72" Heavy 1 8 -3 3 - Twin lascannon 48" Heavy 2 9 -3 D6 - Twin multi-melta 24" Heavy 2 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Stormraven Gunship 1 8-14+ 20-45" 3+ 3 Stormraven Gunship 2 4-7 20-30" 4+ D3 Stormraven Gunship 3 1-3 20" 5+ 1 Selection Rules Airborne:This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. And They Shall Know No Fear:You can re-roll failed Morale tests for this unit. Crash and Burn:If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. Explodes (6"/D3):If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Explodes (6"/D6):If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Smoke Launchers:Once per game, instead of shooting any weapons in the Shooting phase, this models can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it. Supersonic:Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. The Flesh Is Weak:Roll a dice each time a IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound. Created with BattleScribe
  23. Those look awesome, I might have to build some of those for my house.
  24. They are finally doing a named iron hands character. I’m excited, but my Iron Hands are Sons of Medusa because I didn’t want yet another black army.
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