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IL VII - The Berserkers of Uran (thread 1)


Raktra

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They aren intended to have D3 HoW each. All their are supposed to be a shock troop type thing as far as I can tell from his intention, and they have an unweildy AP 3 2 handed weapon. If they do not get the charge they are in trouble

That is true. But If they are going to have trouble with something then I doubt that a few HoW hits is going to help much.

 

All their attacks are rending, including HoW. I think they will hold up pretty well if they dive into a unit of power armoured marines. That's a lot of dice on the charge and auto-hits with HoW.

As I recall Hammer of Wrath doesn't get to benefit from rending. But re-checking their stats they are hitting at S6 AP3 I4 so they'll do great against power armour as you say. Against 2+ saves they do have their rending and the option of smash for a round, which is also nice against tanks. But to me 3A each on the charge isn't fantastic odds of rending hits given they can't have additional ccws.

 

Or do they have to take additional chainsword/combat blades because of the Legion trait?

I keep forgetting to add that to basic wargear. They will do, but as a 2-handed weapon it won't help. Also on HoW, if you explicitly state the attack has a special rule it gets it (Daemonette chariots spring to mind)

 

Right, responding to you properly now:

Down and Out - yeah, +1I to the model's regular CC attacks. I was thinking of old-school Furious Charge at the time. On the Executioners as a whole, I'll probably drop the dual pistols down to one.

 

Thrusters - the run enhancement's balanced out by the lesser initial move, but I see you on the consolidation thing. Totally forgot about transports, I meant to exclude thruster users from taking them. Where you've said about them being a straight replacement for JPs, they are (bear in mind JPs are totally banned from use). I agree and disagree on the terrain thing, because yes Berserkers won't currently take dangerous terrain tests, but they also can't just jump over terrain altogether. Maybe a compromise between the current two would be best - no "thruster movement" in terrain, still treat it as infantry?

Raktra - fair shout, no problem with that.

Dorran - another forgetful moment, Precision Strikes will go in there.

Vyrn - I like that idea. Maybe up his cost as well?

Relic - good point, I'll probably chuck it to AP2 standard as a fluff thing.

 

Godbreakers - if I reduced it to a single HoW attack each but slapped on the rending, would that feel any better? EDIT: hand flamer-esque things were my original thought. I'll screw about with it.

The Godbreakers won't get anything from having extra combat blades currently, but if you do decide to go for Hand Flamers they then would have the option of more attacks at lower S and AP, but still rending. And you're quite right about the Daemonette chariot and HoW, I'd quite forgotten about them.

 

For the impact thrusters you could say that using the bonus movement forces dangerous terrain, but you can always walk through at regular speed. You would then have the choice and there would be an element of risk involved. So you can get the bonus and 'guarantee' the charge, but someone might decide to faceplant into a tree on the way in. It would also give you the option to have a character that provides Move Through Cover to get around that downside.

 

For Vyrn I honestly didn't look too closely at his points cost. More at the rule/stat combinations. I think points costs are easier to tweak once the character is decided on, I don't think he looked under costed though.

 

I think the Godbreakers will be fine with rending HoW. You'd have to make sure to model them as extra spiky though :P

I can't find my spare cataphractii model I had lying around, but I have the rest of the bits I had in mind for this. Basically I would use the assault drills from the centurion. Or possibly a whole centurion model as they are huge and would fit the bill.

 

It would be interesting fluff wise if centurion were actually godbreakers that were "reinvented" as the design could be dound later by the mechanicum.

Oh man, don't tempt me guys. S:5 base Marines are a bizarre fetish of mine I've tried to dodge.

 

Well, you can put MKIII helmets on centurion, fiddle with the armour to make it look like layered plates and that would look convincing. 

 

It was my origian idea to build my Custom Autek Mor.

Okay, I'm gonna collect all the crunch with the suggested tweaks from the past few chats here, make it easier for everyone to find it all and start to wind this part down:

Legion special rules

* Legiones Astartes
* Death Cures All Pain - Models with LA: BoU only. All close combat attacks ignore FNP, including those from grenades and other special rules (where applicable).
* So Be It - Models with LA: BoU only. Immune to Fear.
* Angels Will Destroy the Skies - No model with the LA:BoU rule may have "jump" in their unit type. Note that this may preclude certain Rites of War.
* All non-vehicle models (if not already armed with one) must purchase an additional chainsword/combat blade at +2pts per model. Models in terminator armour and characters labelled as "Unique" are exempt from this rule. If a model that begins with a chainsword/combat blade exchanges it for another weapon, they do not need to purchase a replacement.

* No Chaplain Consuls permitted.

New Consul type - Desolist (+40pts)
* Wargear - Power axe
* Special rules - Adamantium Will, Crusader
* May not take boarding/combat shield

Rite of War - Demons, We Are
* Only The Strong - +1 to wound in assault against any unit containing one or more models with a WS or S value lower than the Legion unit's highest equivalent (use current value for both).
* Hell Frozen Over - Models may re-roll rolls of "1" on Deny the Witch tests to resist witchfire type powers.
* Must take a second compulsory HQ choice, which must be a Desolist.
* No model/unit may voluntarily fail a morale check, nor may they go to ground.
* No allies, no fortifications.

 

 

Unique Legion Wargear
Hell's Teeth - any character may replace their combat blade/chainsword for a set of Hell's Teeth for +10pts per model.

RNG: - S: User AP: 5 Two-handed, +1 attack, shred, Brutal Wounds
Brutal Wounds:
Unmodified to-wound rolls of a 6 are resolved at AP2
Hailing back to the prison gangs on Uran, Hell's Teeth were the nickname for the popular improvised weapons consisting two thick metal shanks at the same time, one in each fist. Old habits dying hard, after becoming Astartes the Berserkers improved upon their makeshift designs by setting them with proper handles and forging them from scraps of adamantium as opposed to old steel. Combined with their brutal fighting style, those who wielded these weapons became known for their unnerving skill at severing tendons and spinal cords, leaving the victims prone and useless as they bled out.

 

Impact Thrusters - Any model that is eligible to take a jump pack instead replaces the option for a set of impact thrusters instead for the same price (note that models/units that come with a jump pack as standard, for example Assault Squads, are exempt from this and still restricted by the Angels Will Destroy The Skies rule). Models equipped with impact thrusters move an additional 3" each time they move, whether it be standard movement, running, charging, fleeing or consolidating, and have the Hammer of Wrath special rule.
Note that this bonus movement does not affect pile-in moves, nor does it affect movement performed as part of a regroup move. In addition, models do not take difficult terrain tests, but must instead test for dangerous terrain when using their bonus movement in terrain pieces. For all intents and purposes, the model's unit type remains as infantry, but may not make use of transport vehicles.

With the banning of the use of jump packs, Techmarines of the Berserkers of Uran began research into an alternative methods of increasing the speed of on-foot assault units so as to prevent displaying weakness to the other Legions. Working with the genius of the teachings of Mars and the simple-but-effective methods of the Berserkers, the devices known as "impact thrusters" were developed. Consisting of three high-powered pistons attached to each calf, they operated by firing hard into the ground as the Marine runs, allowing for short bounds between each step. While not as swift as traditional jump packs, there was no risk of overheating from extended use, and could be continuously fired without a worry over fuel. Executioner squads are masters of their usage, using the added momentum to slam their foes to the ground with a vicious shoulder barge before finishing them off with their chainswords.

Centurion Kehl Dorhak - 125pts
Lobotomist, Captain of the 82nd, The Icepick
WS:5    BS:5     S:4      T:5     W:3     I:4      A:3     LD:9     Sv:2+

 

Unit Composition

  • 1 (Unique)

​Unit Type

  • Infantry (Character)

Wargear

  • Cataphractii Terminator Armour
  • Tools of the Trade
  • Grenade harness
  • Meltabombs
  • Combi-bolter
  • Power sword

 

​Special Rules

  • LA: BoU
  • Independent Character
  • Feel No Pain
  • "Only a Flesh Wound"

Warlord Trait - Headhunter

 

Tools of the Trade: Set of Hell's Teeth with +1S
In Kehl's criminal days, he earned the nickname "Lobotomist" due to his signature weapons - a single sharpened metal spike paired with a thick mallet. After using both to subdue his targets, he would pin them down and place the spike against their forehead before striking it with the hammer, puncturing their brain. Now that he has access to better materials and the power of a Space Marine, Kehl has improved upon this method to the point where he can dispatch several opponents in short order with these old favourites.

 

Only a flesh wound: If this model suffers a wound that would cause him to suffer instant death, before removing as a casualty make a Strength test. If successful, the model loses only one wound, as though he were under the effect of the Eternal Warrior special rule. Make one roll for each ID wound.

Headhunter: If Kehl is the army's warlord, do not roll for his trait, he possesses Headhunter automatically. If Kehl slays the enemy Warlord, the Berserkers of Uran player gains +D3 victory points (replacing the usual +1 for Slay the Warlord).

 

 

 

Executioner Headsman Dorran Kldier - 200pts
Silence, Black Hood, the White Devil's Equerry
WS:7    BS:5     S:4      T:4     W:3     I:5      A:4     LD:10     Sv:2+

Unit Composition

  • 1 (Unique)

​Unit Type

  • Infantry (Character)

Wargear

  • Artificer Armour
  • Iron Halo
  • Frag grenades
  • Krak grenades
  • Impact thrusters
  • Blame

​Special Rules

  • LA: BoU
  • Independent Character
  • Unstoppable Charge
  • Anatomical Precision

Warlord Trait - Shatter the Limbs, Sever the Head

Blame - RNG:- S:+1 AP:2 Melee, Specialist Weapon, Murderous Strike, Savage Blades
Savage Blades -
Models wounded by this weapon reduce their invulnerable save by 1 (i.e. a 5+ invulnerable save would become a 6+).

Unstoppable Charge - +1S and +1I on the charge. This does not apply during a disordered charge.

Anatomical Precision - Enemy models hit by an attack with this rule half their initiative value. Gargantuan Creatures, vehicles and models with a T value of 7 or more are immune to this special rule. Not that this does not stack (i.e. a Praetor who suffered two wounds would only reduce their I value once). In addition, the model has the Precision Strikes special rule.

 

Shatter the Limbs, Sever the Head - When this model is the Warlord, the controlling player may select up to 3 units to gain the Outflank special rule.

Executioners WS:4    BS:4     S:4      T:4     W:1     I:4      A:2     LD:8     Sv:3+
Sergeant        WS:5    BS:4     S:4      T:4     W:1     I:4      A:2     LD:9     Sv:3+

Cost - 160pts

Unit Composition

  • 4 Executioners
  • 1 Sergeant

​Unit Type

  • Infantry
  • Infantry, character (sergeant)

Wargear

  • Power armour
  • Bolt pistol
  • Frag and krak grenades
  • Hell's Teeth
  • Impact Thrusters

​Special Rules

  • LA: BoU
  • Furious Charge
  • Down and Out

Down and Out - If a unit consisting of at least three models that all share this special rule performs a Hammer of Wrath attack, it gains +1 Initiative for that turn.

Options
The Squad may take:
* Up to 10 additional men - 25pts each

 

Any model may:
* Replace Hell's Teeth with a heavy chainblade - free

 

One in every three models may exchange its Hell's Teeth for a:
* Power weapon - 5pts each
* Power fist or lightning claw - 10pts each

 

The sergeant may take any of the following:
* Artificer armour - 10pts
* Thunder hammer (replaces Hell's Teeth) - 15pts
* Melta bombs - 5pts

 

 

Godbreaker Terminators - 250pts
WS:5 BS:4 S:4 T:4 W:2 I:4 A:2 LD:9 Sv:2+
WS:5 BS:4 S:4 T:4 W:2 I:4 A:3 LD:9 Sv:2+ (Sargeant)

 

Unit Composition

  • 4 Terminators
  • 1 Sargeant

Type

  • Infantry
  • Infantry, character (sargeant)

Wargear

  • Ceramite Drill with built-in hand flamer
  • Cataphractii Terminator Armour

Special Rules

  • LA: BoU
  • Born to Die
  • Sent to Destroy

Ceramite Drill - RNG: - S:+2 AP:3 Melee, Concussive, two-handed
Overdrive -
Once per game, at the start of any Assault phase, a unit of Godbreakers may overdrive their weapons. If they choose to do this, they receive the Smash special rule for the remainder of the turn.

 

Born to Die - Models with this special rule may never be a scoring unit, regardless of the scenario or mission being played. In addition, they have the Stubborn special rule.

Sent to Destroy - All the unit's close combat attacks have the Rending special rule. In addition, each model gains Hammer of Wrath (D3) on the charge, which also benefit from the Rending special rule.

 

Options
* May add up to 5 extra Terminators - 45pts per model

 

Any model may replace his built-in mining torch with:
Single breaching charge - 5pts

The Primarch Raktra Akarro

The White Devil, Berserkerkin, Skyhunter

 

WS:8 BS:5 S:7 T:6 W:6 I:6 A:5 LD:10 Sv:2+

Cost - 460

 

Unit Composition

  • 1 (unique)

​Unit Type

  • Infantry, character

Wargear

  • The Behemoth Cuirass
  • The Grinder
  • Heartworm
  • Frag grenades
  • Impact Thrusters

​Special Rules

  • Primarch
  • Heaven's Judgement
  • Sire of the Berserkers of Uran
  • Skyhunter
  • Very Bulky

The Behemoth Cuirass - 2+/4++

Heartworm - Archeotech pistol, may fire twice in the shooting phase

 

The Grinder - RNG:- S:+1 AP:2 Melee, Specialist Weapon, Grind, Sunder
Grind - On a to-wound roll of a 5+, successful invulnerable saves taken against this weapon must be re-rolled.

 

Sire of the Berserkers - Raktra ignores enemy FNP rolls in close combat, and forces enemy models to re-roll successful It Will Not Die rolls resulting from wounds from his close combat attacks (keep track of how many of the lost wounds have been caused by Raktra). A BoU force with Raktra as its Warlord gains +1 to combat resolution whilst he is engaged in an assault.

 

Skyhunter - When models in a BoU force containing Raktra perform a shooting attack against a zooming flyer or swooping flying monstrous creature, their snapshots are resolved at BS2 rather than the usual BS1. Note this does not override any restrictions on which weapons can be fired usually placed by the snapshot rules. In addition, Raktra and all models with the LA:BoU rule (as well as Dreadnoughts) have the Preferred Enemy: jump infantry and Preferred Enemy: flying monstrous creature special rule.

 

Heaven's Judgement - Despite being Fearless, Raktra still has to take Fear tests to see if his WS is reduced vs Sanguinius.

RELIC: Fulgurite Mattock (50pts)
This deadly weapon traces its origins back to the day of Raktra's rescue by the Emperor, though its discovery did not happen until some time later. After the purging of the daemons that were mistakenly named Angels by the natives, the Emperor performed a rite of cleansing on the tainted land, leaving his mark on the place and burning away any remaining daemonic essence. When the time came for the world to be fortified and made ready for the recruitment of youths to become Space Marines, this area of was chosen as the ideal location for the screening and training of the Legion's librarians, as the risk of accidental feedback from the Warp was greatly reduced in such a holy area. Whilst constructio the foundations, members of the dig crews found one of their drilling machines had blunted itself on seemingly soft earth. Digging manually to search for the root of the problem, they uncovered a long, thick curved spike that had become lodged in the ground. Those present at the discovery said to have been overcome by a feeling of overwhelming awe, yet at the same time fear, when they gazed upon it. Soon enough, the Berserkers came to investigate the object, and stole it away to be examined more thoroughly. Though they did not realise its full power, nor that it came from the Emperor himself, the Berserkers recognised it as an extremely potent tool and, as is their way, immediately began to weaponise it. This resulted in what was essentially a stylised thunder hammer that required no power source, and would respond to the wielder's preferred fighting style almost perfectly, be it a serious of swift blows or a vicious two-handed gouge.
RNG:- S:+2 AP:4 Melee, Concussive, Rending

Alternatively, the weapon may be wielded in both hands, using the curved hook edge of the weapon, in which case using the following profile:

RNG: - S:+2 AP:2 Melee, Smash, Rending, Instant death, Two-handed, Unwieldy

The bearer chooses which method to utilise the weapon at the start of each round of close combat. He may not divide his attacks between the two modes during a round.

Vigilator Prime Vyrn A'kaarta
Scar of the Deceiver, the Last Shepherd

 

WS:5 BS:5 S:4 T:4 W:3 I:5 A:3 LD:9 Sv:3+

 

Cost - 180

 

Unit Composition

  • 1 (unique)

​Unit Type

  • Infantry, character

Wargear

  • Hardened power armour
  • Refractor field
  • Frag/krak grenades
  • Bolt pistol
  • Cameleoline
  • Power sword
  • Wishbone

​Special Rules

  • Sniper
  • Stubborn
  • Counterattack
  • LA: BoU
  • A Few Good Men

Warlord Trait - Strategic Genius

 

Wishbone - RNG:36" S:5 AP:4 Salvo 1/3, Bone-Breaker Round
Bone-Breaker Round - may instead choose to fire at S:6 AP:3 Heavy 1

 

A Few Good Men - a force containing Vyrn must have him as its Warlord. Under no circumstance may it contain Khel, Dorran, the Primarch Raktra, Godbreaker Terminators, or any Desolist Consuls. Chaplain Consuls are again permitted. The "Daemons, We Are" RoW may not be selected. Instead, his force must use the following:

 

RoW - The Old Ways

Surgical Proficiency - Tactical Squads, Breachers and Veteran Tactical Squads may upgrade their sergeant to an Apothecary for +30pts, using the profile, wargear and rules presented in the Apothecarion unit entry. He may not choose further options, and another Apothecary or Primus Medicae may not be attached to the unit.

 

Hold! - Scoring models gain counterattack when on an objective.

 

Secure The Prisoners - +1VP for each enemy unit caught by sweeping advance whilst in the Berserkers' deployment zone. Note that the enemy unit must be destroyed as a result of these actions.

 

Veteran Tactical Squads may be taken as a Troops choice, and at least one Veteran Tactical Squad must be chosen this was. Any taken in this manner must choose the Sniper special rule

 

Limits:
Must take a fortification slot with a minimum cost of 75pts. If it is possible to place a unit within/upon it, then one Veteran Tactical Squad must be deployed as such.

May not take more than one fast attack slot.

 

If Vyrn is killed, the enemy army is awarded a bonus victory point over that provided by Slay the Warlord.

  • 1 month later...

AH GOD FREAKING DAMMIT. I wrote up a really dramatic fluff-driven duel between Raktra and Roboute for my Primarch fights (Roboute just won) and then my laptop reset itself because obviously I've sinned against some kind of techno-Jesus, so I lost it all. The hell am I typing that up again.

I am grumpy.

Epic to see it all together :biggrin.:  After a quick proof-read I see one potential change: In the GodBreaker Terminators entry you say they have a built-in hand flamer but then later I think you refer to them as a mining torch ("Any model may replace his built-in mining torch with: Single breaching charge - 5pts"). I think you should consider changing this to be consistent, unless I have mistaken what you meant.

Anyways, kudos on this. I especially like the rules for you Vigilator; I think they convey fluff well.

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