Jump to content

MOONEY

Members
  • Posts

    104
  • Joined

  • Last visited

Posts posted by MOONEY

  1. Here is the list that will throw sand in your cereal and make you whimper in  your sleep.

    Mooney's Sand Sorceres of Crushing Kind. (Warhammer 40,000 8th Edition) [110 PL, 1993pts]

    • Battalion Detachment +5CP (Chaos - Thousand Sons) [110 PL, 1993pts]

      Rules: Brotherhood of Sorcerors, Daemonic Ritual, Disciples of Tzeentch

      • HQ [17 PL, 306pts]

        • Ahriman on Disc of Tzeentch [9 PL, 166pts]

          Categories: Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Character, HQ, Psyker, Cavalry, Daemon, Fly, Ahriman, Sorcerer, Chaos

          Abilities: Arch-Sorceror of Tzeentch, Death to the False Emperor, Lord of the Thousand Sons, Sigil of Corruption, Psychic Power: Smite, Psyker: Ahriman, Unit: Ahriman, Weapon: Black Staff of Ahriman, Blades on Disc of Tzeentch, Frag grenade, Inferno Bolt Pistol, Krak grenade

        • Sorcerer in Terminator Armour [8 PL, 140pts]

          Selections: Familiar [9pts], Force stave [8pts], Inferno Combi-bolter [3pts]

          Categories: HQ, Character, Infantry, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Chaos, Faction: Heretic Astartes, Sorcerer

          Abilities: Death to the False Emperor, Familiar, Teleport Strike, Terminator Armour, Psychic Power: Smite, Psyker: Sorcerer, Unit: Sorcerer in Terminator Armour, Weapon: Force stave, Inferno Combi-bolter

      • Troops [42 PL, 660pts]

        • Rubric Marines [14 PL, 220pts]

          Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Chaos

          Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

          • Aspiring Sorcerer [27pts]

            Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

            Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

          • 8x Rubric Marine w/ Inferno Boltgun [160pts]

            Selections: 8x Inferno boltgun [16pts]

            Weapon: Inferno boltgun

          • Rubric Marine w/ Soulreaper cannon [33pts]

            Selections: Soulreaper cannon [15pts]

            Weapon: Soulreaper Cannon

        • Rubric Marines [14 PL, 220pts]

          Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Chaos

          Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

          • Aspiring Sorcerer [27pts]

            Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

            Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

          • 8x Rubric Marine w/ Inferno Boltgun [160pts]

            Selections: 8x Inferno boltgun [16pts]

            Weapon: Inferno boltgun

          • Rubric Marine w/ Soulreaper cannon [33pts]

            Selections: Soulreaper cannon [15pts]

            Weapon: Soulreaper Cannon

        • Rubric Marines [14 PL, 220pts]

          Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Chaos

          Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

          • Aspiring Sorcerer [27pts]

            Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

            Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

          • 8x Rubric Marine w/ Inferno Boltgun [160pts]

            Selections: 8x Inferno boltgun [16pts]

            Weapon: Inferno boltgun

          • Rubric Marine w/ Soulreaper cannon [33pts]

            Selections: Soulreaper cannon [15pts]

            Weapon: Soulreaper Cannon

      • Elites [23 PL, 445pts]

        • Helbrute [7 PL, 139pts]

          Selections: Helbrute fist [40pts], Multi-melta [27pts]

          Categories: Faction: Heretic Astartes, Elites, Vehicle, Faction: Thousand Sons, Faction: Tzeentch, Chaos, Helbrute

          Abilities: Crazed, Explodes, Unit: Helbrute, Weapon: Helbrute fist, Multi-melta

        • Scarab Occult Terminators [11 PL, 216pts]

          Categories: Elites, Infantry, Faction: Heretic Astartes, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Scarab Occult Terminators, Chaos

          Abilities: All is Dust, Death to the False Emperor, Teleport Strike, Terminator Armour, Unit: Scarab Occult Terminator

          • Scarab Occult Sorcerer [44pts]

            Selections: Force stave [8pts], Inferno Combi-bolter [3pts]

            Psychic Power: Smite, Psyker: Scarab Occult Sorcerer, Unit: Scarab Occult Sorcerer, Weapon: Force stave, Inferno Combi-bolter

          • 3x Terminator [120pts]

            Selections: 3x Inferno Combi-bolter [9pts], 3x Powersword [12pts]

            Weapon: Inferno Combi-bolter, Power sword

          • Terminator w/ Heavy Weapon [52pts]

            Selections: Power sword [4pts], Soulreaper cannon [15pts]

            Weapon: Power sword, Soulreaper Cannon

        • Tzaangor Shaman [5 PL, 90pts]

          Selections: Force stave [8pts]

          Categories: Chaos, Character, Daemon, Fly, Elites, Cavalry, Faction: Heretic Astartes, Psyker, Faction: Thousand Sons, Faction: Tzeentch, Tzaangor Shaman

          Abilities: Aura of Dark Glory, Bestial Prophet, Sorcerous Elixir, Psychic Power: Smite, Psyker: Tzaangor Shaman, Unit: Tzaangor Shaman, Weapon: Blades on Disc of Tzeentch, Force stave

      • Fast Attack [5 PL, 102pts]

        • Tzaangor Enlightened [5 PL, 102pts]

          Selections: Aviarch [15pts], 5x Enlightened [75pts], Fatecaster greatbows [12pts]

          Categories: Cavalry, Chaos, Daemon, Fast Attack, Fly, Faction: Heretic Astartes, Faction: Thousand Sons, Enlightened, Faction: Tzeentch, Tzaangors

          Abilities: Aura of Dark Glory, Guided by Fate, Unit: Aviarch, Enlightened, Weapon: Fatecaster greatbow

      • Heavy Support [19 PL, 378pts]

        • Chaos Land Raider [19 PL, 378pts]

          Selections: Combi-flamer [11pts], Havoc launcher [11pts], Twin heavy bolter [17pts], 2x Twin lascannon [100pts]

          Categories: Heavy Support, Faction: Heretic Astartes, Transport, Vehicle, Faction: Thousand Sons, Faction: Tzeentch, Chaos, Chaos Land Raider

          Rules: Combi Weapon

          Abilities: Daemonic Machine Spirit, Explodes, Smoke Launchers, Transport: Chaos Land Raider, Unit: Chaos Land Raider, Weapon: Boltgun, Flamer, Havoc launcher, Twin heavy bolter, Twin lascannon, Wound Track: Chaos Land Raider, Chaos Land Raider1, Chaos Land Raider2, Chaos Land Raider3

      • Dedicated Transport [4 PL, 102pts]

        • Chaos Rhino [4 PL, 102pts]

          Selections: Combi-bolter [2pts], Combi-melta [19pts], Havoc launcher [11pts]

          Categories: Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle, Faction: Tzeentch, Faction: Thousand Sons, Chaos, Chaos Rhino

          Rules: Combi Weapon

          Abilities: Explodes, Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon: Boltgun, Combi-bolter, Havoc launcher, Meltagun, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3

    Profile Summary

    Abilities Description
    All is Dust Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines.
    Arch-Sorceror of Tzeentch You can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
    Aura of Dark Glory All models in this unit have a 5+ invulnerable save.
    Bestial Prophet Add 1 to any hit rolls you make for friendly TZAANGOR units within 6" of any Tzaangor Shaman models.
    Crazed At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
    Daemonic Machine Spirit Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
    Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
    Explodes 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.
    Familiar If this unit is accompanied by a Familiar, add 1 to the first psychic test you take for him in each of your Psychic phases.
    Favoured of Tzeentch This model has a 5+ invulnerable save.
    Guided by Fate Each time you make a hit roll of 6+ for a model in this unit (except the Disc's Blades), do not make a wound roll for that attack - it is automatically successful. Saving throws may be attempted against these attacks as normal.
    Lord of the Thousand Sons You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
    Self-repair Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
    Sigil of Corruption Ahriman has a 4+ invulnerable save.
    Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
    Sorcerous Elixir You can re-roll the first failed Psychic test you make for this model. This ability can only be used once per battle.
    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 the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Terminator Armour This model has a 5+ invulnerable save.
    Psychic Power Warp Charge Range Details
    Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
    Psyker Cast Deny Powers Known Other
    Ahriman 3 3 Smite and three powers from the Dark Hereticus discipline and/or the Discipline of Change  
    Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change When an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
    Scarab Occult Sorcerer 1 1 Smite and one power from the Discipline of Change When a Scarab Occult Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
    Sorcerer 2 1 Smite and two powers from the Dark Hereticus discipline  
    Tzaangor Shaman 1 1 Smite and one power from the Discipline of Change  
    Transport Capacity
    Chaos Land Raider This model can transport 10 <LEGION> Infantry models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
    Chaos Rhino 10 <Legion> Infantry. No Terminator, Cult of Destruction, or Jump Pack
    Unit M WS BS S T W A Ld Save
    Ahriman 12" 2+ 2+ 4 4 5 4 9 3+
    Aspiring Sorcerer 6" 3+ 3+ 4 4 1 2 8 3+
    Aviarch 12" 3+ 3+ 4 4 2 3 8 6+
    Chaos Land Raider * 6+ * 8 8 16 * 9 2+
    Chaos Rhino * 6+ * 6 7 10 * 8 3+
    Enlightened 12" 3+ 3+ 4 4 2 2 7 6+
    Helbrute 8" 3+ 3+ 6 7 8 4 8 3+
    Rubric Marine 5" 3+ 3+ 4 4 1 1 7 3+
    Scarab Occult Sorcerer 5" 3+ 3+ 4 4 2 2 9 2+
    Scarab Occult Terminator 4" 3+ 3+ 4 4 2 2 8 2+
    Sorcerer in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+
    Tzaangor Shaman 12" 3+ 3+ 4 4 4 3 8 6+
    Weapon Range Type S AP D Abilities
    Black Staff of Ahriman Melee Melee +2 -1 3 -
    Blades on Disc of Tzeentch Melee Melee 4 0 1 After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
    Boltgun 24" Rapid Fire 1 4 0 1 -
    Combi-bolter 24" Rapid Fire 2 4 0 1 -
    Fatecaster greatbow 24" Assault 2 5 -1 1 -
    Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
    Force stave Melee Melee +2 -1 D3 -
    Frag grenade 6" Grenade D6 3 0 1 -
    Havoc launcher 48" Heavy D6 5 0 1 -
    Helbrute fist Melee Melee x2 -3 3 -
    Inferno Bolt Pistol 12" Pistol 1 4 -2 1 -
    Inferno boltgun 24" Rapid Fire 1 4 -2 1 -
    Inferno Combi-bolter 24" Rapid Fire 2 4 -2 1 -
    Krak grenade 6" Grenade 1 6 -1 D3 -
    Meltagun 12" Assault 1 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.
    Multi-melta 24" Heavy 1 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.
    Power sword Melee Melee User -3 1 -
    Soulreaper Cannon 24" Heavy 4 5 -3 1 -
    Twin heavy bolter 36" Heavy 6 5 -1 1 -
    Twin lascannon 48" heavy 2 9 -3 D6 -
    Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3
    Chaos Land Raider - M BS A
    Chaos Land Raider1 9-16+ 10" 3+ 6
    Chaos Land Raider2 5-8 5" 4+ D6
    Chaos Land Raider3 1-4 3" 5+ 1
    Chaos Rhino - M BS A
    Chaos Rhino1 6-10+ 12" 3+ 3
    Chaos Rhino2 3-5 6" 4+ D3
    Chaos Rhino3 1-2 3" 5+ 1
     
    • Like 2
    • Poop 1
  2. so I've been putting together the beginnings of a Imperial Fistish Space Marine Army and having trouble deciding what type of transports to take.  I don't expect this army to be the most competitive but I still don't want it to get stomped all the time.  So far my list is:

     

    Space Marine CAD

     

    HQ

     Pedro Kantor

     

    Troops

    2 - 10 man TAC - Melta, Combi Melta - transport

    1 - 10 man TAC - grav - combi grav - grav cannon - transport

     

    Elites

    Ironclad Dreadnought - Frag Assault launchers - Drop Pod

    9 Man Sternguard squad - Transport(Kantor goes here)

     

    Heavy Support

    Sicaran Battle Tank with Las sponsons

     

    Space Wolves Formation

    Arjacs Shield Brothers

    1 Land Raider Crusader

    1 Arjac Rockfist

    5 Wolf Guard Terminators

     

    It comes out to roughly 2000pts and after the new codex drops I'll be able to confirm the points in for sure.  So ya I was thinking of putting the TAC squads is Rhinos while the Sternguard goes in a Drop pod.  Mainly so that there is more than just the Sicaran and the Landraider as targets first turn.  But I feel that Pods are far more effective than Rhinos unless you have 6 of them running around the table.  Any imput you dudes have would be great.

     

    Thanks

    Dave

     

×
×
  • Create New...