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A new psychic unit


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#1
Jamming_1

Jamming_1

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I found this the other day while going through some miniature carry cases, the games club i was with had a rule, that you had to create a unit or vehicle that didn't exist in the rules and that everyone was happy playing with or against so i came up with the idea of librarian Initiates (Scouts with psychic powers), i mean if an ordinary space marine has to survive being a scout to become a full fledge battle brother then why not librarians? And this was answered while i read the Soul Drinker novels where several characters in the later serries are psychic scouts. So after a time of toying around with them i came up with the following rules and costs for them to be included in any SM army list. Needless to say they were a big hit and just like scouts, if you know how to use them they can be a great advantage, and if you know their weakness then they aren't much of a threat.

I hope this will help enhance your games as it did with mine. Good Hunting.

Librarian Initiates: 75 Points

------------------------WS---BS---S---T---W---I---A---Ld-----Sv
Scout Sergeant-----4------4----4---4---1----4---2---9----4+
Initiate---------------3------3----4---4---1----4---1---8----4+


Unit Composition:
*3 Initiates
*1 Scout Sergeant

Special Rules:
* And they shall know no fear
* Combat Squad
* Combat Tactics
* Infiltrate
* Move through cover
* Scouts
* Strength in numbers
* Psyker

Unit Type:
* Infantry

Wargear:
*Scout armour
*Bolt Pistol
*Combat blade
*Frag and Krak Grenades *

Options:
* May include up to six additional Initiates for 13 pts per model
* The Scout Sergeant may replace his bolt gun and/or bolt pistol with:
- a combi-melta, flamer or plasma for 10 pts
- a plasma pistol for 15 pts
- a power weapon for 15 pts
- a power fist for 25 pts
* The Scout Sergeant may take:
- Melta bombs for 5 pts
- teleport homer for 15 pts
The squad may have camo cloaks for 3 pts per model

Strength in numbers:
A single Initiate can not bend the warp to his will but with the combined efforts of his brothers they can accomplish anything, for every Initiate of 3 or more they gain the following: gain +1 to their Ld to a max of 10 (this is only in conjunction with Psyker powers and no other Ld based test); able to use an additional psychic power and add another flame template to their Warp purge power (one sergeant and six initiates gives the squad psychic Ld of 9, the use of 2 psychic powers per turn and Warp Purge of assault 2 instead of one). If 3 Initiates are lost from the squad then they lose any bonuses that they gave to the squad.

Psyker Powers:
The Initiates have access to the following 3 powers and may not take any other power from the space marine’s codex:

* Warp Purge: - the Initiates can feel the warp pushing in on their minds, some can go mad or even burst in to warp flame if they do not purge this unnatural build up. This power is a psychic shooting attack and has the following profile:
Range Strength AP Type
Flame Template 5 2 Assault*
*(One template per 3 Initiates)

*Warp Shield: The Initiates distort the air that surrounds them making it difficult to see the squad and to target them. The power is used at the begging of the Squads movement phase and give the squad a cover save of 5+, the power will only last until another power is used in the same turn or at the start of the next movement phase of the squad.
*Hell Blades: the Initiates draw the raw power of the warp and wrap their combat blades within it, making the blade crackle with energy. This power is used at the beginning of the Initiates assault phase making their Combat blade to act as power weapons, the power will only last until another power is used in the same turn or at the start of the next movement phase of the squad.
"I am the shield against the darkness; I am the tip of the spear; I am the mailed gauntlet around the fist; I am the keen edge of the blades; I am war incarnate; I am A Knight Of Terra"

In Victory or Defeat there is only Glory!

#2
rpnightsend

rpnightsend

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I really like what you have going here, and I'd say it looks pretty balanced. 2 things though:
an S5 AP2 template is a little crazy. maybe make it S4, AP3? then, if the squad numbers 5 or more initiates, it goes up to S5? I really don't think it should ever be AP2.
Also, the hell blade power is crazy because thats a LOT of power weapon attacks. Maybe give them rending? and for every 3 initiates in the unit it rends on another +1? (so rend on a 5+ at 6 initiates, and on a 4+ at 9?)

Just a thought, but I like this a lot.
QUOTE (reckoning34 @ Jul 3 2012, 11:33 PM) <{POST_SNAPBACK}>
QUOTE (thade @ Jul 2 2012, 09:28 AM) <{POST_SNAPBACK}>
Even in death I still serve surf.
Fixed that for you.
QUOTE (Ramell @ Aug 10 2012, 11:14 AM) <{POST_SNAPBACK}>
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QUOTE (Phil Kelly)
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