Showing posts with label Special Characters. Show all posts
Showing posts with label Special Characters. Show all posts

Wednesday, 21 October 2009

"Hark the Herald" - a Stonetooth Harker Special


Sorry guys ... did the damn "forgot to update before publishing" trick and published into the back end of last week - doh!

Check out this Special on Harker ... with fluff, tactica and conversion work.

Cheers.

Tuesday, 5 May 2009

OPINION: Digesting the new IG codex ... Infantry

By Suneokun.

I picked up the Imperial Guard codex on Friday... I've been reading it all weekend, trying to get my head around the changes... we'd been warned.

I'm fairly experienced with codex changes ... after all I've been into Warhammer since before the codex was invented and statsline were just released in WD - now THAT was a reason to buy the mag! The recent codex releases have been examples in point.

Codex: Orks

The new Ork codex release produced a bit of a stir, but it was still just a stir of the old material and codeci. Effectively, certain units had received a quick buffing (like Nob bikers), while other were simplified. Overall the Codex represented two distinct departures:
  1. Standardisation: relying on 5th Edition universal rules (like Feel No Pain or Stubborn) rather than 'special' army list specific rules...
  2. You can have everything ... at a cost. No longer would lists be restricted by selecting a particular 'flavour' of codex (Like Bad Moons/Deathskulls) - you could have anything in your 'deathskulls' army - it was up to you how fluffy you make it.
Codex: Space Marines

With the release of Codex Space Marines, another key ingredients came to the fore. The impact of the fifth edition rules was really biting, and this was feeding through to the codeci ... this resulted in the following two rules:
  1. Expansion of the Troops: No longer would troops be just a 'leftover' necessity. This was reflected in the space marine codex not so much in the troops themselves, but the pricing (tactical squads were made essential) and also the transport options...
  2. Balancing Act: in forth edition 'max-min-max' armies were rife. But different armies also played to certain flavours. IE: the army was only effective if ... space marines maxminmaxed or Imperial Guard gunlined... et cetera. This led to either very predictable or extremely weird builds...
So what's all this got to do with the new Codex, Suneokun?

Well, everything really. As some commentators have pointed out, the Imperial Guard Codex is the first 'true' 5th Edition Codex (although I think the other two above both had 5th Edition in mind). Before we get to the detail, it worth saying that it's a brilliant piece of work. Just like the Ork and Smurf codeci, it revels in the different elements of the Guard, presenting the armies in detail and offering exciting options. Just like the Space Marine codex, it offers the most options on the cadian and catachan armies (since these are the boxsets most widely available), but leaves things wide open with a special nod to 'characters' like the Rough Rider Mogul Kamir.

Balancing Act

Guard can be accused of one very common build under the previous codex ... castling up! The ability to field a tonne of heavy weapons has been guards staple, and this has led to a lot of 'heavy' armies, barracading their three 2 lemon rusks and a bassie lists behind a field of highly durable and highly lethal heavy weapon teams.

The new codex Nerf (an american term - to weaken and make soft) these units by combining the individual 6 man team (with 6 wounds) into 3 2 wound units) - suddenly all those autocannon, multilaser, scatter lasers and other weapons S6-7 will be gunning for instantkills on your heavy weapon team. A scatter laser will become a weapon of choice for the Eldar as a team of war walkers can kill an entire heavy weapons team with ease ... I'll get onto the tactics to prevent this in another post.

The focus of the writers and designers seems to be to move away from static guard armies towards a more aggressive footslogging footing. Ignoring shiny new toys like the Valkyrie, the Imperial Guard have gained awesomely in the mech division. The new Imperial Guard army is all about one thing - tanks. (As it ruddy well should be!)

Taking the fight ... to the enemy

First up, the Chimera is now cheap as chips at 55pts with all weapons and smoke. To add insult to injury the chimera is now the best mobile gun platform par excellance with a unit able to fire 5 of any weapon from the tank without it becoming open topped. This means that 'Chug Drive-by' will be the operation of choice. Also the Chimera acts as a 'mobile command post' meaning you juicy and valuable command squads can sit inside the Chug and batter down the hatches while actually expanding their 'sphere of influence' (orders range) by 3-4".

On to orders. These look like a lot of fun. None of the orders are game breaking, but a reroll to hit on antitank is nice, as is a reroll cover save roll (This looks fairly effective for guard, reducing the cover save from 50% saved to only 25%!) on high AP weaponry, this is a godsend and makes a mockery of gretchin bullet shields.

All the orders are focussed on making Guard more effective in close quarters (for the platoon commander) and long range (for the Company Commander). They won't work all the time, but with the application of a vox-caster, they should. The shorter ranges of these orders also means that commanders must run with the flock to get their full effectiveness.

Next up, the weapons options are tasty. Suddenly Heavy Flamers are available as a 'special weapon' option in both Command Squads and Veteran Squads. The Infantry Platoon is bristling with options, I personally cannot wait to try some of the orders out on a 30 man squad with heavy bolters and plasma ... oh and commissars.

Getting up close and personal: Special Characters and Squad Upgrades...

Out of all the special characters, only Creed and Kell is built for a "stand off and shoot 'em" command style. All the other named characters are similar to the upgrades available across the Smurf Codex as they significantly upgrade the unit they are with/Platoon they command/mini's they're standing close to.

First up are commissar's, these are an upgrade option for platoon command and infantry squads.. at first glance it looks like these models have taken a serious Nerf - they've lost a wound afterall... however on closer inspection the new price tag comes with a definite benefit, a one that pretty widespread... Commissar's give the unit they're with the 'stubborn' rule - meaning that they now ignore negative moral modifiers in close combat.

Ogyrns are stubborn too, combined with their T5 and furious charge - they are a lethal combination (although they cost as much as terminators!). For platoon command Squads, a stubborn commissar may be a blessing or curse (he'll still execute your valuable leader!), however stubborn plus Ld8 is a pretty tough combination. Plus if there's a Regimental Standard in the area - you get a reroll.

Iron Hand Straken is a close combat monster comparable with a broodlord (if he had a plasma pistol and a shotgun), with a 5 S7 I4 furious charge attacks, he ignores saving throws and rolls 2D6 for armour penetration! Oh and he is fearless and gives every unit within 12" counter attack and furious charge ... er buffed?

And he can take Nork Deddog (yey!) along with him ... who has FNP, stubborn and a strength 6 attack. I'm thinking Nork and Straken will be the anti Ork Warlord-Chaos Commander-Terminator option of choice?!

Harker and Lukas are cheap. The Catachan is a walking relentless BS4 heavy bolter platform that gives his veterans squad catachan devil bonuses (move through cover, infiltrate and stealth). While you cannot take Carapace armour if he's attached, you can take meltabombs and an additional Demolition charge (on top of the heavy weapon team and three special weapons, and harkers heavy bolter) ... ouch. Lukas bring his own orders to his vets squad - which gives you a reroll to hit with three plasma or melta guns - nice.

Sly Marbo is interesting, but I think he'll struggle just like Techpriest did to get on the FOC with so many other options. His best weapon on arrival is the demolition pack - but at 6" range it could be a really unlucky Marbo if it backfires and that's 65pts wasted...

Ratlings have lost their 'silly' go to ground rule (everybody can do it now), and they now run just as well at Ld6 (best put them next to Yarrick, or not), however they are a point cheaper...

Finally there's Yarrick. He's sat on the shelf a lot recently, however no more. He's the most expensive character (at twice the price of Creed or Straken), and rather than being an upgrade he's an independent character. That said he brings:
  • Yarricks unit is Fearless (blessing and a curse)...
  • All units within 12" of Yarrick are Stubborn...
  • Unit on charge with Yarrick gains reroll to hit (but not prefferred enemy, unfortunately).
  • All units within 6" of Yarrick use his leadership for pinning, leadership and orders tests.
  • He can move where he likes!
All this means that while the individual rules for Yarrick are nice and fairly useful (he's really hard to kill now, with a shot cancelling shield, saving throw, T4, Eternal Warrior and a 3+ FNP roll... he's a flank turning monster for transforming Guardsmen into psychopaths.

Special Weapon teams are now playing a much more central role, offering move and fire grenade launchers, three flamer anti horde options or even anti-tank melta death... combined with the twin-linked front lined orders.

In fact, everything in this army is a lot more assault orientated...

"I like to keep this handy ... for close encounters..."

The big news is that the stormtrooper have had a significant boost to their AP. All stormies can now get up close and personal and have a 9" assault weapon (hot-shot laspistol) and close combat weapon, giving them real close combat potential. The AP3 now means that the majority of armour classes are now unmade rather than being a paltry AP5... this combined with their two close combat weapon/firing charge option gives them huge potential. The new AP3 weapons are also a perfect completement to the plasma/melta combo's preferred in these units ... all good news.

However the big news should be this. Most Imperial Guard units are now automatically equipped with frag grenades. When combined with the propensity of 'stubborn' USRs and Ld8 Sergeants as standard, the guard are not to be sniffed at for staying power in close combat.

Veterans are another unit that benefits from frag grenades, and thankfully they've still got access to shotguns for assault goodness. One thing that is missing is their 'infiltrate' ability as standard. Veterans are now coming in with the other troops.

Penal Legion Squads... I'm not convinced by this one. Each of their upgrades are cute, allowing them to have 24" assault lasguns, furious charge, fleet or even two weapons and rending depending on a three way roll, but at 8pts each - they're pricey. That said they do come with scout as standard... and I love their 'rogue trader' nod ... I'd take one for fluff reasons if nothing else.

Techpriest Enginseer and Priests have become divorced from the FOC, and are now fairly handy. They've also done away with the Technical/Close Combat Servitor option and simply said that each Servo Arm has one S8 I1 no save attack in addition to their normal attacks. This means that 4 Servitors and a techpriest have 5 S8 attacks in close combat. I can see a lot of squads dropping their Heavy Bolters and Plasma Cannons and adopting this approach. Every servo-armed Servitor add +1 to the 5+ vehicle recovery roll. Plus the Techpriest is not an independent character, meaning he cannot be singled out to trigger a mindlock in the servitors. Suddenly there's a new favourite for Tank escort...

Finally, one of my favourite close combat units are struggling to fit. The Rough Riders are even less likely to arrives than in last codex. Hemmed in by Squadrons of Sentinels, Hellhounds and the shiny new Valkyrie - we're unlikely to see them. However they have some nice features ... like other units they've gained from the frag grenade upgrade. Plus they can have a psychopath leader in Mogul Khan - he might be fun!

"I got a bad feeling about this..."

Psykers have seen a significant boost in this codex. Has anyone actually thought through the danger of having a Chimera with a Psychic Choir and a Primaris Pyker along for the ride. This tank would cost 255 pts and do the following:
  • Move 6"
  • Fire 3 Multilaser (or Heavybolter/Flamer shots)
  • Fire a S9 Ordinance blast 35" with ap?
  • Fire 2d6 S6 AP5 shots or trigger a shroud which forces all opponent to take a leadership test to shoot at them...
However I can see a real powerful use for the 9 psyker squad. Easy to hide, this ten man squad can reduce any units leadership by -9 within 36". This makes them a lethal anti character or anti uber unit slayer (Apart from taking Straken, Nork and Commissar Yarrick in the same Unit that is!). Combine this potential of Hydra (ignore jetbike turbo boost cover saves) and Collossus (ignore cover saves and AP3) and your jetbike seer councils are going home, very very fast ideed!

Conclusion...

I've been working hard on digesting all this as I've been tasked with drawing up a 3000pt army list for an apocalypse battle with the new guard army.

Needless to say - I'm a virgin to Apoc! With a new army list! and I'm gonna die badly. But at least it's been an interesting and exciting excuse to plunder the codex for it's titbits!

I hope you enjoy reading this codex as much as I have... and ready your knifes and paint brushes, you WILL need to completely rebuild your army!

Friday, 7 November 2008

Mounted Rough Rider Commissar and the latest Ogryn update

By Suneokun.

I'm really quite excited by the rough riders I'm converting. However first up a quick picture to show how the Ogryn greenstuff work is progressing. After being intimidated by greenstuff for ages (largely due to a childhood accident including epoxy resin, a lead Greater Deamon and Khorne and the pet Jack Russell), and this was my first details attempt. Thanks go out to From the Warp and others for the advice over molding greenstuff. I am shocked about how pleasurable and easy it is to use and it will be a core part of my modelling and conversions from now on. Thanks to Ron for his comments... exciting times!

I'm very pleased with the 'belly effect'. Next up is to turn their pointy Prince of Persia fantasy shoes into solid footwear. Further adaptation may include:

  • A variety of caps and hats - suggestions please...
  • Cigars
  • Wounds and Bullet Holes (they are tough after all!)
  • Some body armour?
Suggestions on a post card please - or just comment underneath!

Mounted Commissar

Right, yeah, ok ... I know. Commissars aren't given "horse" as an upgrade option in wargear (although they should!), I expect this to be recified by the upcoming codex and bring the IG in line with the bike toting Ork and Smurf Heroes and Command Squad out their. Not to mention Eldar!

The inspiration for this model wasn't actually born until I opened the box. Just to recap, I've previously posted my devious plan to circumvent the need to spend £7 each on Attilan Rough Riders (which cost me £2.50 in 1997 and look rubbish). Therefore I have embarked on a cunning plan of combining regular garden Cadian foot troops with Warhammer Fantasy Horses.

I selected the Empire pistolliers as my sacrificial Warhammer unit and bought 2 packs and a pack of cadian's to make up the number. My cunning plan was to get one unit of 10 roughriders and one unit of 10 cadian's for a paltry £35 (thanks to Gifts for Geeks and BitzBox). Slashing the GW retail cost of £79 through cunning conversion techniques. For more detail and tactica, see here: Reinvigorating Rough Riders.

However, on opening the Pistolliers box and scanning the minitures, I discovered that the Great Coat of the dramatic leader was remarkably familiar! The cursed thing was clearly stolen from some passing commissar, from the Napoleanic buttons, to the split back and the fur layered interior and muffling collar!

"I will have someone's head for this!" I thought quietly (inside my own head) and explored the model closer. The sword, on closer inspection, looks remarkably more 40k than WFB. It even has 'power sword' like attachments along the top.

And so a plan formed inside my mind. The combination of this cloak sword and body (for carapace). A tank commander's cap and some greenstuffing on the legs to imitate carapace armour and there you have it!

Mounted Commissar - 56 pts
Independent Mounted Commissar - 66pts

WS BS S T W I A Ld Sv
4 4 3 3 2 4 2 10 4+

Wargear: Carapace Armour, Bolt Pistol, Power Sword, Rough Rider Steed.

Rough Rider Steed:
A Commissar may opt to enter battle on his favourite steed. The commissar will be attached to Rough Rider units as per the usual 'Advisors' rule. Note that this commissar may only be allocated once all HQ Command and Platoon Command Squads have allocated Commissars. The Rough Rider Steed costs an additional 5pts.

Construction

Putting this model together hardly counts as a conversion as it practically builds itself. The diagram below details the construction (GW style). Once I've painted the model I will post more pictures.

Any questions, give me a shout - I'm looking forward to the arrival of my Empire Lances and the conversion and construction of my remaining Rough Riders.





Sunday, 2 November 2008

Ciaphas Cain Review and Special Character Summary

Hi, Suneokun here! (soon I will be him ... Fritz, and then all the jetbikes will be mine!)

As a varied and fairly well read SciFi reader I sometimes am gripped with despair, when halfway through the latest 40k special, I'm greeted with something like...

"Methiason gazed in awe at the mighty space marine, with the body of an immortal god, lineage of the immortal Emperor and the intellect resounding in battle and the clash ... clang ... boing ... drip"

Which is effectively what happens as my brain drips out my ears after reading such dross. It's a similar sensation as one UK commentator made about recent Marvel and DC comic book movies (excluding batman - obviously!) where Ironman, the Hulk or another get a percentage way through the plot of the film, before the producer get frustrated and unleash the mighty special effects demon, and robots/heroes/monsters/transformers hit eachother a lot for the last 30-40 minutes of the film.

Don't get me wrong, I like robots hitting eachother as much as the next child of the eighties, it's gristle to the mill as far as I'm concerned. However, the critic part of me thinks ... come on guys, that plot what actually going somewhere and is now buried - how frustrating.

As similar sensation escalates through me during certain GW 40k novels, Graham O'Neill and James Swallow are particularly apt to run into the "out of time - quick write any old crap" prose form - which is disapointing.

Up until this point I thought the only person holding the lamp for 40k is the venerated Dan Abnett, I still prefer Jack Jeovil, but Dan's portrayal of titans, terminators, traitor inquisitors and tanith first and only are the de-facto "dogs bollocks" on the scene...

Until I read Sandy Mitchel (ergo Alex Stewart) first three books with Ciaphas Cain... Stewart freely dedicates his inspiration to both Harry Flashman and Edmund BlackAdder (gods of the English comedic anti-hero) and within the confines the the dark and dank 40k ennvironment his light, witty, self deprecating and hilarious banter is a great counter point to a masterful painting of life in the 41st millenium.

Stewart's touch is magic. He turns guard into likeable professional soldiers, he manages to make the sometimes inconceivable odds totally conceivable and he relishes in the fact that only his own character (like many a player looking at their own Tyranid/Ork/Necron force) is terrified on facing xenos all the time, all of which are bigger, uglier, nastier and twenty times more deadly then the puny humans facing them with their flashlights.

As much as I enjoy Dan Abnett works, he can sometimes stray into the inconceivable, as his men are too tough, too dependable, too loyal - through Ciaphas' critical and suspicious gaze we see a universe shaded in grey rather than black and white. His insights are brilliant, and some of his quips are simply genius.

Ciaphas is the genius antihero to Gaunt superhuman. The Id to the Ego - great work!

Put it this way ... if I had to live in the 40k world I'd rather be Ciaphas than Gaunt, Eisenhorn or Ventris. For starters, he knows when to leg it!

In dedication to the Ciaphas Cain character I have put together the following Independent Character Specification.

Ciaphas Cain and Jurgen: 75 pts. Cain can be purchased instead of a commissariat advisor. Cain counts as an independent commissar and is accompanied by Jurgen - his aide.

Ciaphas Cain - Hero of the Imperium

WS BS S T W I A Ld Sv
6 4 3 3 3 5 1 10 4+

Wargear:
Carapace Armour (stolen from Gravalax), Laspistol (or boltpistol), chainsword, medallion crimson.

Special Abilities: "I'll be over here!", Self Preservation, Paranoid, "Get Behind me, Sir!", Hero of the Imperium.

"I'll be over here!": Cain only ever cares about the safety of his own skin, if Cain passes a morale test during close combat, Cain can choose whether to pass or fail that test. Jurgen will automatically stick with Cain.

Self Preservation: Cain is a superb and celebrated swordsman and this is reflected in his weapon skill and initiative, however, his primary objective is to defend himself and therefore Cain only has one attack and gains no additional attack for carrying two close combat weapons. He gains any other bonuses (charges bonus etc) as normal.

Paranoid: Cain is totally obsessed over dangers to his person. As such he is never taken by surprise. To represent this Cain's saving throw is invulnerable.

"Get behind me, Sir!": As a result of Cain's impressive oratory skills and the inspiration and loyalty he inspires (many as a means of self protection) combined with his Heroic fame and the well stoked fable of his care for the troops, the rank and file of the Imperial Guard adore him. Once every turn, the player can choose to allocate any hit against Ciaphas to any friendly model within 2". This rule even overrules sniper abilities (like for Assassins).

Hero of the Imperium: Cain's legendary fame and unsought and undesired celebrity bouys up any unit. Cain counts as a leader and any unit within 12" may use his Ld for their morale test.

Jurgen: Aide

Cain's batman and aide. Jurgen is odious and smelly and plays a strong part in keeping undesirable adminstration at arms reach. He accompanies Cain everywhere.

WS BS S T W I A Ld Sv
4 3 3 3 1 3 2 10 4+

Wargear:
Carapace Armour, Meltagun, Hellgun, frag and krak grenades.
Abilities: Null point, Bodyguard, Melta Leveller.

Null point: Jurgen is a Null, an anti-psyker. This has saved Cain when facing Necrons, Genestealers, Tyranids, Orks and Tau. Any psyker within 12" of Jurgen (friend or foe) has their leadership reduced to 7 for all psychic tests. An psychic ability used against Jurgen and any unit Jurgen is part of has no effect (Jurgen simply 'earths' the power). Any psychically controlled creature (such as minor Tyranid or Wraithlord) within 12" of Jurgen is subject to the same nulling and reverts to unescorted behaviour. Deamon's within 12" of Jurgen roll 3d6 for stability tests and choose the highest dice.

Bodyguard: Jurgen is Cain's self appointed bodyguard. At the beginning of any combat, if Cain and Jurgen are within 2" of eachtother they can swap places, Jurgen will fight Cain's adeversaries and Cain will fight Jurgen (albeit unenthusiatically!)

Melta Leveller: Jurgen has finished off many a fight for Cain with his trusty melta, including killing a genestealer Patriarch and Worldeater Bezerker is close quarters. Jurgen may use his meltagun in close combat. It counts as a S8 power weapon, but Jurgen is counted as I1 (just like a powerfist). Jurgen can choose to fight normally or with his metagun, if he fights normally, his normal initiative applies.

Monday, 27 October 2008

Catachan Examples and WIP Orgryns update

Suneokun here! (Good grief, I'm turning into Fritz...!)

Haven't posted for a while as have been busy with work and other considerations... This is just a quick update on the Orgyrn models and some thoughts on the modelling of Catachans.

First Up - Catachans.

Just a quick note, the quality of painting here ain't great as they boys are only painted to battlefield standard, but I'm all about the conversions anyway!

As I've mentioned before, I'm a big fan of the catachan model. What it lacks in refined modelling, it more than makes up for in the variety and conversion potential. Here are some simple examples:


The objective with this 'demolition man' sapper unit was to get the feel for his suicidal charge with a 6" range piece of ordinance. The demolition pack is made out of an autocannon ammo pack with multiple grenades strapped to it! It's just leaving the specialists fingers as he slings the heavy object at the enemy. His other arm is struck out for balance as he sprints across the difficult terrain and you can see the demolition charge trigger device (from a sentinel model) on his right hand.

The next model demostrates how every model in the army can be individual. I wanted to give this veteran the sense of 'I just heard something!' and the combination of the standard 'strap arm' lasgun with the catachan combat knife does the trick nicely!

For the next model I wanted something completely frantic! My inspiration was taken straight out of the catachan textbook called 'Predator'. In this case I wanted the missile team loader to be doing his nuts and firing off his lasgun and his missileman's at the same time... in a deparate act to keep the enemy at bay so that the missile launcher can reload - shortly before getting minced!

Orgyrns WIP

Now I've finished the last of the elites (Storm troopers and Catachan Veterans), I'm free to start on the Ogyrns. I bought these Ogre Kingdom models about 2 months ago, along with a pack of greenstuff. It's my first attempt at the green, so subconsciously I've been putting off this work while completing all the other jobs. My first attempt last night was started at 11.15pm - bad mistake! The results are included below. The inspiration for this bunch of deliquents is that they are actually Adeptus Mechanicus Ogyrns employed as miners (good eh?) and that they come out fighting when needed! As mentioned before, they look more fearsome than they are, with the majority of the unit weilding enormous weapons as well as storm bolter mounted spikey fists! However their stats will be purely RAW (Rules as written), the exception will be my specialist Ogyrn Bonehead, who I intend to make into a rudimentary mining monster...!

First up, the Grunts...

Model #1: Ammoman

This fella, nicknamed 'ammoman' has the standard armament of the stormbolter, but I wanted to make him look extra awesome by linking it up with an enormous ammo crate on his back. You'll notice also that I've 'updated his giant sword with embossed aquila's from the vehicle sprue.

Work left: Boots and Belly!

Model #2&3: Thruug and Muug "The Jones Twins"

These two were part of the original creative process. I envisoned my Orgyrns charging the enemy and whacking the heathens with whatever comes to hand! In this case Thrug is abusing an bent up Autocannon while his brother has ripped a brightlance off a passing warwalker (or wraithlord ... he's REALLY brave!) and is swinging it about. The matching backpacks and weaponry is meant to give them a simatry ... but these are the least developed of the six.
Work left: boots, belly and something else...?

Model #4: Aquilaman!


Ever since I built they Ogryns I couldn't wait to add just one more option. I wanted a really big standard for the models to carry, preferably one with a huge 'hitty-thing' (technical term) on the end. I love the way this model hits a good balance between the warhammer heraldry but with a bloody big steel aquila, to bash you with!

Work left:
I want to keep this model quite clean, boots and belly it is!

Model #5: Radioman

This model was inspired by Devilin and is really there for the comedy value as Orgyrns can't have radio operators and wouldn't be able to operate one anyway. Doesn't stop them wantin' one though does it? In this case the 'radio' is a hodgepodge of a vehicle radio antenna, the original cadian radio, a lascannon powerpack and part of a lascannon too! It might work ... honest? Well the operator doesn't hold that much confidence in it and it operating the old fashioned way - bellowing! The stormbolter/sword was Ulysses 2010 inspired and I'm not that keen on!

Model #6: Ogyrn Bonehead Special Character: Sergeant 'Snapper' Slabcheek.

Prior to the invasion of Armageddon, Gef Slabcheek's career was a particularly uninspiring one. As an 'average' Ogryn close combat specialist, his administratum records denote his 'movement' from battlezone to battlezone. Like most Ogyrns, his faith in the Emperor and his agressive nature combined into a reliable warrior. Unlike most Ogyrns, Slabcheek seemed to survive.

It was during the battle of Armageddon that Slabcheek changed. Following orders, an Orgyrn Auxillia was sent into Ork held battlelines. The Ogyrn Auxillia was believed by commanders to be the best chance of breaking through. In this particular case however, the Ogyrns were met by a combined charge of a Nob's Squad and a gang of Burnboyz. The Chimera assault craft were ripped open and the Nobs and Burna's torched and hacked at the valiant abhumans.

When Slabcheek and his unit emerged from their unit they met the carnage head on. They plowed into the Ork Burna's, slaughtering them before they could bring their weapons to bare. They they grappled mightly with the impressive Nobz, trading blows like puglists! Only the arrival of the Ork Warboss tipped the balance. The giant Ork crashed into the maelstrom, stirking Gef with a glancing blow that sent his staggering away half stunned.

Moment later, when the Ogyrn regained his senses his entire unit lay dead, crushed with the titanic grip of the warboss. The warboss and the straggling Nobz were cheering and hooting, smashing their weapons into the remains of his comrades.

Something feral clicked within Gef Slabcheeks pysche. A rage and a racing intelligence surged through his body. Glancing down at his smashed and broken ripper gun he cast it away and took up the cumbersome weight of an Ork burna.

When the reinforcement arrived all they found was a bruised and battered Gef Slabcheek sitting on top of the Warbosses toasted carcase, a mad and diquietingly intelligent gleam in his eye.

Gef 'Snapper' Slabcheek

Points WS BS S T W I A Ld Sv
45 4 3 5 4 3 3 3 9 4+

Any Ogyrn unit may take Gef 'Snapper' Slabcheek as an upgrade to an Orgyrn model. He must be given exactly the equipment as detailed below, and may not be given any additional equipment. Gef is an Orgyrn bonehead and subequently replaces that unit.

Wargear: Heavy Flamer, Rat Snapper, Carapace Armour, frag grenades.

Smart: Slabcheek is smarter than your average bear, he can therefore operate the Heavy Flamer.

Hatread: Slabcheek hates Orks, as such he gains the 'preferred enemy' skill when fighting orks.

Rat Snapper: The rat snapper has been developed by an Adeptus Mechanicus tech to best complement the fighting style of Slabcheek. The Rat Snapper is a power weapon which grasps onto its victim, causing further damage. This is represented by the snapper being a master crafted power weapon.

Explosive Personality: Slabcheek doesn't believe in doing anything by half. He carries a huge barrel of promethium on his back. When Slabcheek is killed roll a D6. On the roll of 1-4 remove Slabcheek normally. On the roll of 5 or 6, Slabcheeks either triggers his fuel (or a stray shot does), place an ordinance template with the centre over slabcheek. Any model under that template is hit once by a heavy flamer (s5, AP4).

Friday, 22 August 2008

Staff Sergeant Hagard Munk


Independent Character - Staff Sergeant Hagard Munk

"You watch yourself boy, 'cause I ain't nice. I'm a nasty piece of work and I fight dirty and I win. You want my pipe, I'd give you better odds with the Tyranid."
Staff Sergeant Hagard Munk, prior to the securing of Tau Hill.

Background: Staff Sergeant Hagard Munk is a drill Sergeant and senior NCO of the Kochi 20th Light Infantry. Among the recruits he is a monster, to the veterans of the Kochi elite forces - he is a legend. Munk's background is vague, he came to Kochi as a child, the son of a mechanicus worker who came to work the crystal workshops of Kochi's 'Citadel'.  On coming of age Munk was accepted in to the Kochi Regulars PDF defense force.  He first came to the attention of his superiors during the cleansing of hive cluster three.  Still a Kochi conscript, or 'white blade', he led his fellow conscripts into a charge against the corrupt Servitor-Lord Tefkur.  Despite the losses of two thirds of the white blades corps, Munk carried the day and personally assisted Commissar Albrecht in torching the insane Techpriest Enginseer within his corrupted lair.

On the recommendation of Albrecht, Munk was fast-tracked to training with the Kochi Irregulars; the elite Veteran and Grenadier section.  His performance merited far above normal and further to physical tests and mental scrutiny, he was given his first command as a senior NCO.  The Kochi 20th Light Infantry Regiment were identified and allocated to help defend the Alliance Mining Sector under Adeptus command.  Munk's platoon was involved in the isolation and destruction of the Mining Sector Hive Node, further accolades were given in Munk's intelligent handling of the grenadier auxiliaries after the senior command squad was lost during the spook hunt for lictors within the Hive.  Further to this situation, Munk was given battlefield command of the Company.  Munk's rise in authority and stature rose inordinately until a political confrontation on Alliance Node #4.  Munk, in his usual bluff manner had taken command of the failing command structure and secured the evacuation of over four hundred men from the asteroid cluster. This was done, in spite of the inadequate command of the local PDF classed forces.  In revenge for the perceived slur, Commander Jennie deadlocked over one hundred men, without support or rearming in front of the Genestealer horde.  Needlessly condemning them to their deaths for no strategic advantage.

Following this, Munk challenged the Commander and in the ensuing fracar, killed the offending officer.  Following this action, the local PDF hierarchy demanded Hagard Munk's immediate court marshall and execution.  The Adeptus Mechanicus were less easily swayed, and made a demand of Munk.  Win back the asteroid, or consider yourself at their mercy.  After Munk's previous actions on behalf of the PDF forces, they willingly volunteered to assist the spearhead Kochi elite forces.  Thanks to Munks enlightened tactics and near prescient command, losses were realised at less than half the predicted amounts.  The asteroid was cleared to the price of 312 guard and 38 veteran grenadiers.  During this assault, Munk famously led the charge that defeated the Tyranid hive cluster of warriors and reclaimed the Mechnicus asteroid.  Pulling his Kochi dagger from his scabbard, he sawed a knuckle from the beast's claw, later he fashioned a pipe from the stiffened giant digit.

With such an exemplary officer and asset on their hands, the Adeptus was little inclined to accede to the Imperial Guard high command. However, while Munk fought the locale Imperial command became more vociferous.  Caught between the Adeptus Mechanicus loyalties and the Ministorum ultimatums the Kochi Command compromised.  Munk was heavily court marshaled, stripped of his officer status as Lieutenant-Colonel and given the little used title of Staff Sergeant.  Under an official cloud, but with the unofficial recognition of his respected seniors, Munk was transported back to Kochi VI, the new head of the Citadel Barracks and overseer of Irregular training.

Kochi had protected its own.

Statistics: Staff Sergeant Hagard Munk

Pts  WS BS S    T W I A Ld Sv
Munk    85 4 5 3(4) 3 3 4 3 10 4+

Any Imperial Army over 1,000 points may include Staff Sergeant Hagard Munk. If you take him he counts as one of your HQ choices. He must be used exactly as described below, and may not be given any additional equipment.

Wargear: Twin 'Carver' Hellpistols, Carapace Armour, trademark item (pipe and tabac), frag and krak grenades.

SPECIAL RULES
Twin Carver Hellpistols: Hagard Munk's master crafted twin 'carver' hellpistols have been modified by techpriest adepts on Kochi VI to produce a more lethal cut. As such they fire like a twin linked weapon but are +1 strength over a normal hellpistol. The carver hellpistols also count as an additional weapon in close combat and transfer a +1 strength advantage (stat included).
Trademark Item: Hagard Munk's Pipe and Tabac are carried by the perpetually frantic Private August 'twitcher' Reynolds. Reynolds carries Munk's Pipe, Tabac and trusted Meltagun "Blue Peter". See Reynolds stats below.
Leader: Any unit within 12" of Munk can use Munk's Ld characteristic for leadership and pinning tests.
Summary Execution: Kochi NCO's make Commissars look like pushovers. If any unit that Munk is attached to fail a leadership test, Munk will execute the officer to keep ranks.

Pts WS BS S T I A Ld Sv
Reynolds  - 3 3 3 3 1 3 1 6 5+

Wargear: Meltagun "Blue Peter", flak armour, trademark item (Munk's pipe and tabac), flak armour, frag grenades.

SPECIAL RULES
Bodyguard: If within 2" of Munk, then Reynolds may change places with him at the start of either player's Assault phase. He will then fight Munk's opponents and Munk will fight his (if any).
Reynolds Dies: If Reynolds dies, the advantage of the 'trademark item' is lost. The unit must take a pinning test immediately against Munk's leadership. If failed Munk is too busy trying to find his pipe (and kicking Reynolds corpse for dropping them).
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Potential model option for Staff Sergeant Hagard Munk, shame he's got no legs!
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“Reynolds , you are a nosy son of a moll, and a molls get gets a molls role, you get me?” Blank apprehension replied in the negative. “You’ve earned the exclusive right to carry my standard and particulars. Now hand me your rifle.” Reynolds reluctantly unslung his rifle. Under the NCO’s piercing glare he passed the weapon across. “Now put out your hands.” Whispered Munk.

Into Reynolds left hand Munk placed a small tin box the size of a las-cartridge. Into his other hand he pushed the gnarled rouge pipe. The brass mouthpiece was smooth and chill against his hand and the Tyranid flesh rasped on his palm. Thick purple porcine hairs jabbed into his flesh and made his hackles rise.

“That there’s my pipe and tabac. Drop my tabac and I’ll take your hand.” He laughed and slapped Reynolds on his thick arm. “Before you go putting those things in your pack. They ain’t yours, their mine. You just carrying them for me. They stay in your hands and you stay with me.” He grinned maliciously and pulled Reynolds close.

“You pack them away careful, trying to steal them, I kill you. You drop them, I will kill you. I get to the top and they’re not ready for me to take a toke, I kill you. You spill my tabac, I’m just gonna hafta take your hand. You see me and the Emperor are so alike – we all just sacrifice and mercy.”

Nork and Nark

Nork and Nark 'lead' the charge again, under the eye of the commissariat!

Master Darksol said...

oh, tell me that the Commissar was positioned with his Bolt Pistol to the Psycher's head on purpose. That pic reads SO awesome.


Thanks to DarkSol and Admiral Drax for the particularly positive responses to these models, thanks to your input - I thought it best to introduce you all properly:

Nork Deddog and Nark Muldoon

I'm a big fan of Nork Deddog as a bodyguard addition to Command Squads. See:
Nork Deddog Character Specification
for details. As part of my Kochi Light Infantry fluff I intend to introduce a friend to accompany Nork Deddog, his "pet" psyker Nark Muldoon.

Below you'll find a breakdown of how Devilin and I went about the conversion of Nork and Nark, the specification for Nark Muldoon and a cracking (if grotesque) fluff for the pair of them.

Conversions

Nork Deddog: The Nork Deddog model was converted from an old Warhammer Ogre by Devilin. His Rippergun is built from RT era lasguns and (dah-dah-DAHH!) zoid bits.

Nark Muldoon: Supplemented a genestealer hybrid body with cadian heavy weapon mortar and missile launcher arms to give it that psyker "I've got a headache" look. The plasma pistol is an old rogue trader era model and therefore I've classed it as a plasma "holdout" pistol (with the same spec as a bolt pistol).


Nork and Nark


Nark Muldoon - Character Specification

o Sanctioned Psyker Advisor, ability "Psychic Ward"
o Plasma "Holdout" pistol (Boltpistol spec)
o Carapace Armour
o Pig Sticker (Master Crafted Force Weapon)
o Black Ship Survivor (Honorifa Imperalis Mundanus)

____________________________

"Narky, wot you do up dere?" Nork grumbled "Captain says we go back now."

"Shush mate..." Nark replied in an urgent whisper. "I got one of my feelings, you know my feelings, don'tcha big man. They're rare wrong fella." He glanced down at Nork and winked, Nork shrugged and scuffed up ocre brown leaves with a single giant foot. "...but Narky, we gotta go." he mumbled.

Muldoon waved him to silence as he peered apprehensively from his position buried in the thick brambled foliage of the hedge. Before him lay a shallow gorge cut by a long dried out stream, on the other side of the canyon the leaf laden branches swayed softly. Still he sat quiet, trusting to his gut and not this tranquil visage.

His breath caught in his throat as in an instant two Eldar pathfinders appeared on the edge of the forest, their long rifles sweeping across the gorge and the bushes supporting Nark's weight. Suddenly Nark felt very exposed and vulnerable. He'd climbed the bush for a clear view and superb cover, but he realised with a sinking stomach that he had also cornered himself. There was no way he could dismount without giving away his position to those nasty looking sniper rifles.

His mind raced as the Eldar moved down towards the gulley. Thinking quickly Nark considered his desparate options. He looked down at Nork and exerting his will, reflected the image of the Eldar snipers onto Norks minds eye. Nork nodded silently, he understood Narks intentions, he then prodded himself in the eye, clearly trying to dislodge the image of the two Eldar. Crouching, the huge Orgryn started to edge himself along the hedges base. Trying to get a bead on the Eldar beyond.

Rolling his eyes in exasperation at the bodyguards behaviour, Nark looked back to the gorge. His "feeling" had now graduated to "headache" and he was certain the object of his discomfort was about to appear. The two rangers had slipped sinuously across the gorge and now signalled back across the clearing. Almost immediately a large contingent of Alaitoc guardians stood up and strode from the dappled shade of the trees. Under the glaring sunlight, Nark could see the details etched on their armour of lustrous blue and yellow. At their head stood an Eldar bedecked in glorious finery, hefting a rune encrusted spear, an Eldar Farseer.

Realising that their time was now upon them. Nark pulled his plasma holdout pistol from his belt and exerted his will over Norks slow thought processes. Nork's Ripper gun boomed repeatedly as barrage after barrage of buckshot ripped into the two Eldar rangers at close range, shredding their scout armour and flinging their bloodied bodies down into the wet grass. The Eldar farseer pointed at the bank as a dozen catapults were raised into position. Hundreds of razor sharp blades whirred across the gorge at the bushes, slicing through leaf, branch, trunk and bank as they filleted the cover that Nork had fired from.

But Nork had already gone, his enormous bulk punching through the thick foliage with great sweeps of his arms, he thundered down the back of the hedge towards Narks position. Nark raised his holdout plasma pistol and sighted the Farseer as shuriken blades whipped through the trees around him. His holdout pistol kicked hard as the plasma shot seared across the intervening space.

It caught the Farseer in the leg, searing through armour and flesh. The farseer piroeted as he fell, clutching his leg. The fire intensified as guardians moved to protect their leaders, plumeling the high hedge with fire.

Muldoon had already lost his balance to the holdout pistols kick and was now hanging upside-down by one leg in enemy fire. He heard crashes below him and sensed Nork's tumultuous approach. Releasing his leg from the branch, he fell briefly and landed clumsily into the bulky arms of Deddog, who thundered on without pause.

"We go back now?" Deddog roared as shuriken blades pinged through the wood and thunked into the carapace armour across his broad back. Nark Muldoon didn't reply at first, his headache had escalated to a fullblown volcanic migraine and his sinuses were filling with acid. He gazed up at Nork's concerned expression as pressure welled behind his eyeballs thanks to the farseers psychic attack. His eyes started to water and he felt the overwhelming urge to sneeze. He didn't so much sneeze as explode. Mucous and flehm spattered across Norks concerned face.

Deddog swore furiously and staggered as he squinted through his one clear eye. Nark grinned up at his accomplice's furious face as the giant's trudging gait carried them quickly away from the Alaitoc. "Sorry about the face, big man, but that flashy eldar was trying some mind tricks on us, gave me the sniffles is all."

Nork glanced down and grinned "Needed a wash anyhow." he said. Licking his lips.

Nark groaned.