haha... ok I was bored the other night and I just got done reading that Heros of the Imperium about the Deathwatch Kill team...and you know what...I want some updated Kill Team guys...
Sooo...I used Notepad (lost my key to Microsoft Office so when I rebooted my comptuers I lost Word) and came up with a decent idea...updated the ammo...some weapons...some stat lines...including those Flash Grenades they used in the hallway...I thought that was cool...
Sooo...hopefully this will catch on somewhere...
Also going to try and test it out this saturday and see how broken it really is...haha
Deathwatch Kill Team 0-1 Elites Choice
Unit WS BS S T W I A Ld Sv+ Commander -80pts 6 5 4 4 2 5 2 10 2+ Codicer -70pts 5 5 4 4 2 5 2 10 2+ Veteran -30pts 5 5 4 4 1 5 2 9 2+
Number/Squad: The Deathwatch squad consists of one Space Marine Commander, one Space Marine Codicer and between 4 and 8 Deathwatch Space Marines. Both the Commander and Codicer are Independent Characters and may not leave the squad. If all other Deathwatch Space Marines are killed, they may act as Independet Characters as normal and may join up to two different squads.
Commanders Equipement: Bolt Pistol, Bolter, Powersword, Krak, Flash and Frag Grenades, Melta Bombs, Artificer Armour, Iron Halo Special Rules: Deep Strike, Inflitrate, Independent Character, Furious Charge, Combat Tactics, Counter-Attack, Stubborn, And they shall know no fear
-Flash Grenades are used both Defensively and Offensively when the Deathwatch unit is charged or charges into combat, these Grenades are used with other ones, this makes it to where the other unit being charged or charing is reduced down 1 attack a piece to a minimum of 1. Thus a unit charging looses their chargin bonus and other units being charged are disoritened thus they are not able to fight like they normally would.
Codicers Equipement: Bolt Pistol, Bolter, Forcesword, Krak, Flash and Frag Grenades, Melta Bombs, Artificer Armour, Psychic Hood -The Psychic Hood is one issued by the Inquisition thus would follow the rules for the Deamonhunters Psyhic Hood Special Rules: Deep Strike, Psyker, Inflitrate, Independent Character, Furious Charge, Combat Tactics, Counter-Attack, Stubborn, And they shall know no fear
Veterans Equipement: Bolt Pistol, Bolter, Close Combat Weapon, Krak, Flash and Frag Grenades, Melta Bombs, Artificer Armour Special Rules: Deep Strike, Inflitrate, Furious Charge, Combat Tactics, Counter-Attack, Stubborn, And they shall know no fear, The High Ground for me
Options: The Commander may Select items as if he were a Space Marine Captain, minus Terminator Armour, Jump Packs or Bikes The Codicer may select items as if he were a Space Marine Librarian, minus Terminator Armour, Jump Packs or Bikes he may also choose any 2 Space Marine Librarian Powers, but as a Codicer may only use one per turn.
You may also buy Camo Cloaks for the entire squad for 15pts but as they are issued by the inquisition they confier a +2 cover save instead of just a normal +1.
Up to 2 Space Marine Veterans can be armed with a Special Weapon from the following list in place of their bolter: -Heavy Bolter with Hellfire Rounds and Suspensors: 10pts -Bolter with M.45 Targeter: 10pts -Twin-Linked Meltagun: 10pts
Any Veteran not armed with a Special Weapon may be armed with from the following list, the new weapon replaced their Cloose Combat Weapon or Bolt Pistol where needed: -Powerfist: 25pts -Lightning Claw: 15pts -Pair of LCs: 30pts -Power Weapon: 10pts
Special Weapon Options: Bolter with M.45 Targeter: A normal bolter equipped with a M.45 targeter with autosense link and Stalker silenced shells acts as a perfectly satisfactory sniper weapon. This weapon will also wound on a 3+ regardless of the target's Toughness. Range:40" Strenght:X AP:2 Heavy 2, Sniper
Heavy Bolter with Hellfire Rounds and Suspensors: Potentially a very versatile weapon - if equipped with an additional susupensor unit that provides just enough stability to allow it to be fired on the move. The effective range is reduced but it gains the abuility to provide suppressive fire while advancing. On the Move- Range:18" Strenght:5 AP:4 Assault 3 Stationary- Range:36" Strenght:5 AP:4 Heavy 3
All Marines Bolters can fire the Special Ammo type listed below. Only one type may be fired per turn.
Metal storm ammunition: A bolter loaded with Metal storm ammunition may be fired from the hip remarkable accuracy. The metal storm shells explode in prximity to the enemy, their fragmentation casing making pinpoint accuract unnecessary. The penetrative and destructive qualities of the round suffer as a consequence. Range:18" Strenght:3 AP:- Assault: 2
Inferno Bolts: A bolter loaded with Inferno rounds can cause far more horrific wounds than a conventionally loaded bolter. This is achieved by filling the bolt with an oxyphoshor gel. Re-roll any failed rolls to wound as well as Penetration rolls (you must accept the second roll even if it is lower then the first) Range:24" Strenght:5 AP:5 Rapid Fire
Quantom Bolts: A bolter loaded with a Kraken penetrator round is capable of piercing the toughest hide thanks to its adamantine core and improved propellant. Range:30" Strenght:5 AP:3 Heavy 2
Hellfire Rounds: A bolter loaded with Hellfire rounds is also capable of posioning the most powerful creature. The Hellfire rounds are made to carry mutagenic acid into the enemys' blood stream. The acid is so powerful that even the most enormous creature is vulnerable. A Hellfire round wounds on a 2+ regardless of the target's Toughness. Range:24" Strenght:X AP:4 Rapid Fire, Blast
Transport: Mars Pattern Rhino- 50pts BS Front Side Rear Rhino 4 12 12 11
Wargear: Storm bolter, Smoke Launchers, Searchlight, Extra Armour Transport Capacity: Ten Models Special Rules: Repair - The Mars Pattern Rhino can repair on a 4+ instead of a 6+
Mars Pattern Razorback- 65pts BS Front Side Rear Razorback 4 12 12 11 Wargear: Storm bolter, Twin-Linked Assault Cannon, Smoke Launchers, Searchlights, Extra Armour Transport Capacity: Six Models Special Rules: Repair - The Mars Pattern Razorback can repair on a 5+ similar to the rhino
Special Rules: Deep Strike: The Deathwatch have many ways of reaching a battlfield by surprise. Unless mounted in a vehicale they may always start the game in reserve and arrive by Deep Strike. Because of the ties with the Inquisition when this unit Deep Strikes is only scaters 1D6.
Furious Charge: As per rule book, each member of the unit has Furious Charge against only Xenos. (Chaos marines do not work but Chaos Deamons do, as well as Orks, Nids, Tau, Eldar, Dark Eldar, & Necrons.)
The High Ground for me: Any Veteran equipped with a Bolter and M.45 Targeter may leave the unit and move Independently from the rest of the unit for the remainder of the game. This unit cannot join any other units for the duration of the game.
I have read the codex...it is truely an awesome site...
HQ's are a bit pricey...ie each would cost about a Land Raider...Seth is cheaper...but no power weapons...but hey Strenght 8...with rending...be great against armour...Death Company Tyco fills and HQ spot and can kill everything...haha
Death Company Troops...30 guys can give you 6 DC dreads...but with only 6 troop slots...one squad of DC of 30 guys and 5 DC dread...haha..death to all...
I like the new Dreadnought Lightning claw verson...if you take two...for every unsaved wound you get another attack in...haha
"what do you call that dread there...the one charging into the Monsterous Creature Nids..."
But I wont lie...what I missed when the 4th Edition marines went to the 5th Edition...I lost my I5 Chaplain with 3 attacks and 3 wounds...
I GET HIM BACK...WITH A VENGENCE...any chaplain attached to a DC squad not only gets to re-roll hits...but since they are sooo freakin insane they get to re-roll wounds too...haha
granted no rending but still...THEY GUYS ARE INSANE...WHO NEEDS RENDING WHEN YOU ARE INSANE...haha
Gawd that is so awesome...then regular Chaplains are an elite choice...but really...why not pay the extra 30 points an HQ and clear up an Elite slot for something with more wounds and attacks...and a bigger bite like a Furioso Libby Dread guy with a Force Weapon and one of those Lightning claw strenght 6 thingies...haha...also it would be Strenght 7 on the charge because of Furious Charge too...haha
and I have it set up with the finger style power hand and heavy flamer and then the other weapons are all set up for swaping out...
I then took my Iron Clad dreads CCW arm and cut off the fingers and glued the other power weapon hand from the venerable to the front of it and then used that arm for my first dread and threw on two different venerable front peices to make a new one and made him into a Furiso Dread...looks pretty cool...I am thinking of painting him black and making him into a Death Company verson as the front really looks like someone would wear if they are locked in eternal crazyness...
I just need to figure out a way to get 2 DCCW weapons onto my Ironclad again...4 Strenght 10 hits on the charge is always a good thing...haha
Incoming! Spearhead Gather your tanks and ready your lascannons – in June the pages of White Dwarf magazine and games-workshop.com join forces to bring you a whole new expansion for Warhammer 40,000: Spearhead.
Spearhead is a new way to play Warhammer 40,000 that enables you to unleash exciting tank battles and daring breakthrough missions on the table top, bringing the full mechanised fury of the 41st Millennium to bear in your games. June's White Dwarf will contain the main part of the supplement, including new rules, missions and plenty of inspirational hobby advice. Alongside this, games-workshop.com will feature additional material for registered members such as details for how to assemble your Spearhead formations along with even more painting, modelling and collecting tips.
As if a whole new Expansion wasn't exciting enough, it's going to be accompanied by a range of new miniatures including some stunning new plastic kits – more details of these kits, and the Spearhead Expansion, will follow in May's issue of White Dwarf and on games-workshop.com in due time.
but lets take another look at that picture...
I mean how old is that picture...is that a Thunderhawk like most people think it is...orrr....I think you see where I am going with this one
Well sorry for the lack of updates I am still a bit peturbed about me having to take down the BA codex last month...I guess since I am not the voice over at Warseer GW gets all angry about it...
WELLL SORRRY FOR LETTING PEOPLE KNOW ABOUT HOW AWESOME YOUR STUFF IS...
Also I have been sick and injured for about 2 weeks now...just now getting into somewhat better shape...ish...haha
Played a few games over the past few weeks...Last Monday was the closest one for a tie or loss for me...came down to the last turn I had two guys left in a Tact squad and had them run behind the base for Capture and Control...and my own base was contested by one of my tact squads or what was left of it and one of the other guys BA Dreads and 5 man Assault Squad...
You would be amazed at how well those Grey Knight Termintators work...but you would also be amazed at how many armour saves I have failed with them...it is sad...haha