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Brother Caleb of the 10th Company


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Fox Claws proto IA

 

Brother Caleb of the Tenth Company

 

Points: 210 points

 

When the Snow Foxes retreated from Talris Lugh vowed that he would not leave the planet to the greenskins, and left orders for the scouts of the tenth company to stay and fight to the last man for the planet. Of course when he ordered this it was fully expected that the remaining battle brothers would be slain to the man, laid low by an unstoppable green tide. Nobody could have predicted that the company would not only survive but flourish upon the planet, using their training on Erus along with the skills they had aquired under Lugh to wage a stunning Gorilla war against the Orks. From the broken factories and burned out laboritories of Talris the remaining Tenth company warriors struck from the darkness with whatever tools they could scavenge, often working as lone hunters to strike at critical Ork positions with premeditated and preplanned attacks that left hundreds of the greenskins wiped out by anything form exploding supply depots to the Forge worlds own dormant systems.

 

These brothers are knwon as Gunmasters, warriors who have honed their skill and expertise in a state of constant single warfare with a foe that had proven far too much for the Chapter in its infancy. Nobody really knows how many of these brothers are alive on Talris, nor do they know how many of them are indeed from that initial company Lugh had ordered into battle. The best and brightest of each each Long Hunt are chosen to join the battle for the Forge world and communications with the brothers sent into that hell are minimal at best. Often communication only takes place when the chapter decides that the need is dire enough to extract a single Gunmaster temporarily and send him into the field. Few of these brave souls ever choose to disclose their name, and of them one is held in higher regard than the others, Brother Caleb.

 

Caleb is an absolute master at stealth and subterfuge. He is said to have slain countless orks in a single moment thanks to a well timed detonation of a minor plasma reactor, as well as the claim that he once orchestrated the launch of six Deathstrike Missiles that were being held for a 'special occasion' by an ork warband, triggering massive infighting when they struck their randomly chosen targets. Of course it is hard to tell how many these stories are true, but Calebs behavior on the battlefield takes away many doubts as to what he is capable of.

 

Even at the point of extraction there is no way of knowing if just which Gunmaster is being extracted, they choose not to speak unless it is to the Ri himself and even then in private. Usually the only hint that Brother Caleb is participating in a battle is the inevitable explosion of some critical objective or the sudden unseen slaying of an enemy leader at a critical moment of the battle. Such a revelation is always met by much revelation and exuberance by the Fox Claws who take it as a sign that the Emperor himself is intervening.

 

Caleb prefers the use of a sniper rifle and power knife in the execution of his duties, feeling tht the two weapons work perfectly in concert to give him the most combat flexibility for any mission. He is clad in copper-colored Artificer armor and posses an Iron Halo and Cammo cloak, all of which are he has acquired over the long decades of combat across the surface of Talris. Many of the Fox Claws that have seen him in combat claim that he uses some special form of ammunition for his rifle, though this claim is considered suspect considering the plethora of stories told bout the veteran warrior.

 

Brother Caleb WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3

 

Unit Composition: 1 (Unqiue), HQ

 

Unit Type: Infantry

 

Wargear

 

Sniper Rifle

Power Knife

Artificer Armor

Tears of Talris (counts as iron Halo)

Cammo cloak

Phoenix Shells

Wyrmmaw Shells

Steel Wind Shells

Melta Bombs

 

Special Rules:

 

And they shall know no fear

Operate Behind Enemy Lines

Independent character

Infiltrate

Scout

Acute senses

Lone Hunter

Ye shall know him by his works.

 

Lone Hunter:

 

Caleb, like all members of the tenth company, is a fearless and independent master of his craft. The constant war tourn hell of Talris has taught him how to survive against impossible odds without any form of support. While he will gladly fight the same battles as his brothers, caleb will always do so alone, avoiding the liability that more bodies can bring to his delicate work. Caleb may not join any other units under any circumstances.

 

And Ye shall know him by his works:

 

Requesting aid from a tenth company Gunmaster is not a matter in which one can be picky. These men fight a constant war of honor against a seemingly insurmountable green tide every day and consider it a hinderance to that task to be called away for any reason. Normally a team sent to pick up such a Warrior is sent with orders to retrieve the first Gunmaster they can contact regardless of who it may be. Teams hardly ever know who they have picked up from whatever patch of ground they have cleared, for even when the extraction has been made Gunmasters will never speak to anyone but the Ri, meaning that most brothers find out that Brother Caleb was among them only after teh battle is won.

 

At the start of battle roll 1D6. On a roll of 1 or 2 remove Caleb from your army list and replace him with a normal Gunmaster. This Gunmaster may have any gear available on the Gunmaster Wargear list and deploys as normal for a unit of his type. On a roll of 3-5 you may deploy Caleb as normal either by infiltration or the Operate behind enemy lines rule. On a roll of 6 Caleb may be deployed according to the Operate behind enemy lines rule, but does not need to be kept in reserve and is deployed from any table edge before combat begins.

 

Operate Behind enemy Lines:

 

See the Wolf Scout entry in Codex: Space Wolves

 

[bSpecial Ammunition[/b]

 

Brother Caleb always goes into battle carrying special ammunition found on within the bowels of Talris. Each of these special shells seemed to have been forged reverently by some Mechanicus Magos for some unknown perpose and it is likely that they were intended for some Inquisitor or other high ranking figure. Caleb may use special ammunition up to three times per battle. He may use the same type of shell more than once, as he never goes into battle without a small cache of these sniper rounds.

 

Phoenix Shells:

 

These handy little bullets are infused with a set of rare metals held apart by a small chamber holding a third, catalytic material. Upon impact the Phoenix shell is designed to crumple and breach, causing a near instantanious reaction that generates massive amounts of heat and energy in a very focused space, quite similar to the effects of a Melta gun. Phoenix Shells give Calebs Rifle the following Statistics

 

Range: 30" Str: 8 AP:1 Heavy 1,Melta

 

Wyrmmaw Shells:

 

This highly unusual piece of ammunition includes multiple-stage thrusters, a rudimentary guidance system spirit and a grinding head tipped by a monomolecular drill head designed to boar though tough targets and continue moving. Whenever a Wyrmmaw round is fired choose the closest model in line of sight to Brother Caleb. Draw a 6" line in any direction from that model, an attack is made on all units along this line as if they had just been fired upon, using the same BS as Brother Caleb. This round gives the Rifle the following statistics

 

Range: 30" S: - AP: 4 Heavy 1, Line, Snipier, Special

 

Steel Wind Shell:

 

Little more than a frag grenade in concept, this powerful little device still manages to pack a substantial whollop into a very small package. Upon impact with a target or the ground, the cocktail of high explosives within it detonate causing the specially designed Adamantine casing to fracture in all directions at a massive velocity. The small size of the shell itself means that there is little real shrapnel to go around, but because of the charge it can easily slice though armor and flesh alike while continuing to move outwards relentlessly.

 

Range: 36" S: 3 AP: 6 Heavy 1, Large Blast

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Only issue I see is that hellfire shells can only be used in heavy bolters. Hellfire rounds only in regulare bolters.

 

Also as someone who works outside of standard supply lines keeping a suply of special ammo would be difficult. I would sugest looking at the vindicare assasins special ammo rules, multiple special ammo types but with limited amunition. Anyway up to you. Be sure to make a note as to weather useing the special munition causes a loss of the rending special rule on the rifle rounds.

 

Though again you are quite posible overpriced, Though I am much less sure than with your other characters. He will prety much always have a good save (2+/4++, stealth USR) and has captain stats, but he isnt very leathal (single shot ranged weapon, no rule to pick targets out of a unit). No clue how to price the special rules but your only siting 160ish in wargear and profile.

I feel comfy with 30 for the special rules, and the Hellfire Shell seemed to make more sense to me profile wise, plus I'm not sure on the different Bolter Caliburs and if the sniper is closer to the normal boltgun or Heavy bolter, or if the heavy bolter can fire the shell simply because it is heavier itself and a sniper might be able to do it. Plus it was intended to up his lethality a bit since he can either fire a pinning weapon or a weapon with a blast template.

 

As for the Ammunition, again the fluff is that its a forge world and Calab has had his run of it. He has enough Hellfire to reasonably assume he could use it for every shot in a battle, even though he probably takes a mix of that and regular. Its a way to give him more flexibility since as you said he doesn't have target selection and I was a bit weary about giving that to him. Honestly it just seems like that could end up being a 'space marine assasin' at that point and that was not quite what I was going for fluff wise. He may need more tweaks though, and the cost may change, but for what he has (Potential to come in first turn on opponents board edge, with melta bombs) I think the price fits.

very well. But be aware that bolters (run of the mill regular bolters) are fully automatic grenade launchers, the bolts are big, heavy bolters even bigger. They are both larger than sniper rounds. But regardless you are going to have to write your own rule for his ammo, hellfire shells give a specific profile (heavy 1 blast) as do rounds (24" rapid fire), niether of which are apropriate for a sniper rifle.

Actually I think it might be better to write up a few kinds of speciality rounds he can switch from. After all the Tech preists keep teh best stuff for themselves, so why wouldn't he find a cache of high end stuff?

 

hmmmm to the editing board!

  • 2 weeks later...

Pheonix shells should be strength 8 for consitency (melta)

 

Wyrmmaw either needs a strength, or the sniper special rule, or be a poisened attack, as it is, it cant actualy hurt anything, even a grot.

 

Steal wind, is actualy pretty nifty

Pheonix shells should be strength 8 for consitency (melta)

 

Wyrmmaw either needs a strength, or the sniper special rule, or be a poisened attack, as it is, it cant actualy hurt anything, even a grot.

 

Steal wind, is actualy pretty nifty

 

Fixed and Fixed, thanks for the Feedback.

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