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IL VII - The Berserkers of Uran (thread 1)


Raktra

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I'll take a whack at it.

 

Since this character has Master of the Legion and Artificer armor, I'm going to use the Legion Praetor page as comparison. 

 

Your statline is actually weaker than a standard Praetor being -1 BS/I/A and only +1 T. So, you should get 10 points cheaper there. 

 

Your inventory:

Artificer armor - Standard

Iron Halo - 25 points

Hell's Teeth - 10 points

Krak and....no frag? I'm a little curious about that. Is that an oversight or is he really supposed to be missing frag grenades?

Melta Bombs - 5 

Combi-Bolter - Standard 

 

Your Unique Blade is essentially a power sword with +1 S, which is +5 points there.

 

 

And the special rule, which is pretty tame, I wouldn't price it higher than 10 points. The to-wound rule works best, but maybe a Str test would work better? 

 

Overall, with how he is currently, I wouldn't price him higher than 150 points. 

Right-o. I want to refine and add a touch more to him, but I kind of want this guy to be the "secondary" character for the Legion, so not loads. Like Polux, or whoever that guy who isn't Khârn is. Then have the more expensive OHCRAPHEREHECOMES guy come later once I've got some more solid ideas down. More unique units and stuff.

On what to possibly add to this guy, should I put FNP on him or something? He's tough enough to sacrifice his own limbs to dodge trouble, seems fitting. Especially if that :censored: Chaplain Cassius gets it. Also any idea for what the sword's other rule could be, or should I just leave as-is? Ah, never mind that, the sword's actually happy as-is for a cheap guy.

Right then, had a proper mull over this guy at work, and I think I've got a better idea in mind. Plus a name!

 

 


Centurion Kehl Dorhak - 125

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 (in addition to the usual +1 for Slay the Warlord).

 

 

Fluff to come tonight. Looking a bit better?

*pull out antique adding machine*

 

Let's see what we've got. 

 

Centurion template: +1 T/W, -1 I = 5 points

Termie Armor with standard load-out: 35 points

Grenade Harness: 10 points usually, but Centurions don't usually have access to them, so maybe an extra 5 points for the special access?

Melta Bombs: 5 points

Tools of the Trade: 15 points

 

FNP: 10 points? 

Only a Flesh Wound: 10 points? 

Unique Warlord Trait: 10 - 15 points?

 

It's always harder to gauge how expensive special rules. Throw that all in and he's around 110 - 130 points. I'm curious, most of it fits well enough together, but why Monster Hunter?

I pulled it out of the air to be honest, I'm not even sure how I'm going to tie it in myself (or where I got 150pts from, my maths has gone batty today). Maybe something like "Headhunter - +D3 victory points if Kehl kills the enemy warlord" would make more sense.

Centurion Kehl Dorhak

Lobotomist, Captain of the 82nd, The Icepick

 

Kehl would've been unexceptional amongst the criminal element of the humans of Uran were it not for one unnerving character trait - the man seemingly did not care whether or not he was injured. After being caught in the act of one of his famed "lobotomies", he broke his own hand beyond recognition to be able to slip out of his restraints and finish the job. Some theorised this was a hint of surgical addiction, as he would often find cause to wound himself even when it was unnecessary, but no-one dared voice their concern to his face. Despite being past the usual age range for transformation from human to Space Marine, Kehl showed no displeasure over his painful procedure, and seemed displeased by his enhanced healing factor. Regardless, he was marked as psychologically fit for duty by the relatively apathetic and lax standards of the Berserkers and began to serve.

 

It was not long after his rise to the rank of Centurion towards the end of the legion's schism that he gained the opportunity to display his extreme resilience, and creeping insanity, in conjunction with the biology of an Astartes. Whilst battling the Eldar on some unpronounceable moon, he was hauled into the air by a wraith construct and hung from one leg as its slender blade came to strike him. Thinking fast, he slammed his power sword into the soft flex between the joints of his armour and cut off his leg, falling to the ground and dodging a fatal blow by a hair. As he tumbled, he quickly rammed a melta charge into the machine's torso, blowing it in two and taking it out of the fight. Thus began again a cycle of injury and recovery, resulting in a level of bionics unheard of outside of the Xth Legion being applied to Kehl's body.

 

After the Berserkers' break from the Imperium, and thus their scrutiny and restrictions, Kehl ordered the Apothecaries and Techmarines still remaining to attach what amounted to a portable surgical device to his spine, a large mechanical box that constantly pumped his body full of potent narcotics and could be triggered to staple his wounds with a thought. These psychotic actions speak volumes about the man, but speak more about the Legion itself, that someone who even the World Eaters may call demented would be allowed to retain a position of command.




BACKGROUND BACKGROUND BACKGROUND.

*cough* I mean yeah, fluff's up.

 

Well, that explains he is constantly hurting himself and surviving. Also, 'boxy thing' could be traded out for something a bit better. Perhaps a 'machine block' or a 'medical carton/package' etc. 

 

Other than that, entertaining read.

So, do any of my adoring fans (AHAHAHA no) have any ideas I could build upon for unique units? There's the traditional Legion specific Termies, but what else? Something to make up for the lack of jump units? Something wickedly esoteric? I'm worried if I go this alone we're gonna get Red Butchers and Rampagers 2: Ceramite Boogaloo going on.

Maybe an infantry unit that all have hell's teeth? Give them some ability to move faster (something like thw grey knight one use teleporter) and a pair of pistols?

 

Terminators maybe a unique power weapon type for them and grapnel guns that let them drag an enemy unit closer.

 

Also do you have any other unique wargear for your legion? You only have one item right now and can definitely have at least one probably two more.

Okay, quick idea I had for a unique power weapon:

(insert name) - RNG:- S:+1 AP:2 Melee, Unwieldy, Specialist Weapon, Battering Strike
Battering Strike - Invulnerables saves taken against a weapon with this rule are reduced by 1 (so a 4++ would become a 5++ etc)

Trying to continue on my theme of cracking defences. I kind of picture a smaller multi-headed power axe on a spiked energised chain, justifying the power axe stats and explaining the invulnerable kick as the constant strikes from the chain before the head hits helping to create an opening by scrambling the opponent's power field or some such. Standard on the special terminators, 15pts for an independent character to swap a combat blade/chainsword for it, +10pts for a character in termie armour to swap their power sword. Available to command squad members with the same costs.

Okay, adding 5pts to that thing and removing unwieldy. I wanna genuine alternative to a Paragon and I hate how everything worthwhile is at I1 half the time.

Also got an idea to replace jump packs. Details later, I'm actually at a wedding...

You could make them like...grapple hooks they shoot out in front of them (as previously mentioned here...and actually Simisons thread but it worked the other way around) and use them to pull them forward faster. Hell, even use it to grab onto enemy units/vehicles and pull themselves/ their target in faster.

You could make them like...grapple hooks they shoot out in front of them (as previously mentioned here...and actually Simisons thread but it worked the other way around) and use them to pull them forward faster. Hell, even use it to grab onto enemy units/vehicles and pull themselves/ their target in faster.

 

You really do like your grapple hooks.

GET OVER HERE.

Vague idea for a jump pack replacement. Gonna limit it to Independent Characters, Destroyers and the unique Legion unit if I go ahead with it. Lemme know what you guys think!

Super shoes of swag
Models equipped with super shoes move an additional 3" each time they move, whether it be standard movement, running, charging, fleeing or consolidating. Note that this does not affect pile-in moves, nor does it affect movement performed as part of a regroup move. In addition, they may re-roll difficult terrain tests, but abide by the second roll.

- Any unit that can take jump packs replaces the option for these at the same cost. Their unit type remains infantry for all purposes.

 

Idea behind it - some kind of pressure-based device attached to the bottom of each greave that fires into the ground to basically give the Marine using them the ability to bound about. Seem reasonable?

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