Warhammer 40,000 (Defiler)

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RainOnTheSun
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Re: Drive me closer! I want to hit them with my Batarang!

Post by RainOnTheSun » Tue Jun 19, 2018 10:41 am

Batgirl III wrote:
Tue Jun 19, 2018 6:15 am
Imperial Guard Leman Russ Tanks
Warhammer 40,000 Equipment
Lord Solar Macharius wrote:What I cannot crush with words I will crush with the tanks of the Imperial Guard!
Oh, now we're talking. By and large, I am not a fan of Warhammer 40k. Everything I see of it takes its grimdarkness too seriously for my taste--the really crazy things about the world are never as fun for me as they should be, and the things that should be genuine power fantasy feel like they try too hard.

But I really, really like tanks. I especially like the Leman Russ, which makes me think of a heavy tank from the 1920s or 30s. That time when countries knew that tanks were a really big deal but they hadn't quite figured out what made a good tank yet. The all-around treads, the sponson guns, the big hull-mounted gun... love it.

The Baneblade is pretty good, too, but it doesn't have the same charming clunkiness as the Leman Russ. I know this is an odd criticism to make of something, but it looks just practical enough to make me think about how impractical it is.

But they named it The Baneblade, and I can forgive a lot for that.

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Batgirl III
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Re: Warhammer 40,000 (Leman Russ! Baneblade!)

Post by Batgirl III » Tue Jun 19, 2018 11:01 am

The Russ is pretty much a British Mark I-V tank that's been "squished" lengthwise and had a Churchill Mk IV's turret stuck on top.

Realistically, its a terrible design for a tank. Extremely tall, perfectly flat sides at a 90° angle to the ground? It's basically presenting the broadside of a barn to the enemy to shoot at... There's a reason such designs fell out of use during the First World War. Hell, even the designers of the Mark I tank knew it was a flaw, they just didn't have the ability to engineer their way around it... But damn if they didn't work on it.

But WH40k doesn't give a fuck about "realistic." WH40k gives the occasional nod to "verisimilitude," but mostly it all runs on high-octane Rule of Cool. The massive slab-sided, rivet-studded, weapon-bristling, smoke-belching Leman Russ looks hella cool. That's all it needs.
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BriarThrone
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Re: Drive me closer! I want to hit them with my Batarang!

Post by BriarThrone » Wed Jun 20, 2018 8:06 am

RainOnTheSun wrote:
Tue Jun 19, 2018 10:41 am
Oh, now we're talking. By and large, I am not a fan of Warhammer 40k. Everything I see of it takes its grimdarkness too seriously for my taste--the really crazy things about the world are never as fun for me as they should be, and the things that should be genuine power fantasy feel like they try too hard.
This is a setting with fungal space orks with collective subconscious psychic power empowering superstitious football hooligan culture, the Chaos Gods, and superhuman heavy metal space Vikings played straight. I'm not sure I understand what exactly you're talking about.

If you want an example of a "fun" 40k series that embraces the "gallows humor" aspect of grimdark, I suggest Sandy Mitchell's Ciaphas Cain books. Basically 40k Flashman.

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Re: Warhammer 40,000 (Leman Russ! Baneblade!)

Post by Batgirl III » Thu Jun 21, 2018 10:00 pm

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Hojotoho! Hojotoho! Hojotoho! Hojotoho! Heiaha Ha! Hojoho!
Imperial Navy Ground Support Aircraft
Warhammer 40,000 Equipment
Colonel Johanna van Meer, 13th Elysian Drop Troops wrote:The enemy commanders think themselves safe from the Emperor’s Wrath behind kilometres of fortifications and legions of warriors. They did not account for us. Make your peace with the Emperor, men — we drop in two minutes.
Valkyrie Airborne Assault Carrier
Equipment Level 15-19 ( 72-92 PP )

VEHICLE TRAITS
Size: Gargantuan [ 3 EP ]
Strength: 12 [ 0 EP ]
Speed: -- [ 0 EP ]
Defense: 8 [ 14 EP ]
Toughness: 12 [ 1 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Supersonic Flight 10 (2,000 MPH) [ 20 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 EP ]
Sensorium Senses 4 (Radar: Accurate [2], Detect Technology [1], Extended [1]; F: Limited to Aerial Targets) [ 2 EP ]
Hull-Mounted Multilaser Damage 7 (E: Dynamic [1], Multiattack, Ranged; F: Innaccurate [1]) [ 21 EP ]
DAE: Two Door-Mounted Heavy Bolters Damage 6 (E: Improved Critical [1], Ranged, Multiattack, Split [1]) [ 2 EP ]

VEHICLE OPTIONS
The Valkyrie Assault Carrier may replace its Hull-Mounted Multilaser with the following:
Lascannon Damage 7 (E: Dynamic [1], Penetrating [6], Ranged) [ +0 EP ]

The Valkyrie Assault Carrier may be upgraded with one of the following:
DAE: Dual Wing-Mounted Multiple Rocket Pods Damage 5 (E: Area [60' Burst], Extended Range [1], Ranged; F: Limited to Ground Targets) [ +2 EP ]
DAE: Two Wing-Mounted Hellstrike Missiles Damage 10 (E: Area [30' Burst, 8 Ranks], Extended Range [1], Feature [one extra use; 1], Homing [2], Penetrating [5], Ranged; F: Unreliable [single use; 2]) [ +2 EP ]

VEHICLE UPGRADES
The Valkyrie Assault Carrier may be upgraded with any of the following:
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ +5 EP ]
Flare/Chaffe Launcher Affliction 10 (Resist/Recover: Fortitude; Conditions: Attack Impaired, Attack Disabled; E: Area [60' Burst], Reaction [x3]; F: Instant Recovery, Limited to Machines, Limited to One Sense, Limited to Two Degrees, Unreliable [Five Uses]) [ +10 EP ]



Vendetta Gunship
Equipment Level 20-23 ( 100-115 PP )

VEHICLE TRAITS
Size: Gargantuan [ 3 EP ]
Strength: 12 [ 0 EP ]
Speed: -- [ 0 EP ]
Defense: 8 [ 14 EP ]
Toughness: 12 [ 1 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Supersonic Flight 10 (2,000 MPH) [ 20 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 EP ]
Sensorium Senses 4 (Radar: Accurate [2], Detect Technology [1], Extended [1]; F: Limited to Aerial Targets) [ 2 EP ]
Triple Twin-Linked Lascannons Damage 12 (E: Dynamic [1], Improved Critical [2], Multiattack, Penetrating [6], Ranged, Split [2]) [ 46 EP ]
DAE: Two Door-Mounted Heavy Bolters Damage 6 (E: Improved Critical [1], Ranged, Multiattack, Split [1]) [ 2 EP ]

VEHICLE UPGRADES
The Vendetta Gunship may be upgraded with any of the following:
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ +5 EP ]
Flare/Chaffe Launcher Affliction 10 (Resist/Recover: Fortitude; Conditions: Attack Impaired, Attack Disabled; E: Area [60' Burst], Reaction [x3]; F: Instant Recovery, Limited to Machines, Limited to One Sense, Limited to Two Degrees, Unreliable [Five Uses]) [ +10 EP ]



Image

Vulture Gunship
Equipment Level 15-19 ( 75-92 PP )

VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 0 EP ]
Speed: -- [ 0 EP ]
Defense: 8 [ 12 EP ]
Toughness: 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Supersonic Flight 10 (2,000 MPH) [ 20 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 EP ]
Sensorium Senses 4 (Radar: Accurate [2], Detect Technology [1], Extended [1]; F: Limited to Aerial Targets) [ 2 EP ]
Strafing Run Feature 1 (Attacks versus opponents on ground gain +2 Attack bonus) [ 1 EP ]
Heavy Bolter Chin Turret Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [1], Multiattack, Ranged) [ 21 EP ]

VEHICLE OPTIONS
The Vulture Gunship has four wing hard points for mounting weapons. Each weapon is bought as a pair, thus the Vulture Gunship may be upgraded as follows:
The Vulture Gunship's first pair of hard points must be upgraded with one of the following:
DAE: Twin-Linked Lascannons Damage 7 (E: Penetrating [6], Ranged) [ +2 EP ]
DAE: Twin-Linked Autocannons Damage 6 (E: Extended Range [1], Improved Critical [2], Penetrating [4], Ranged, Split [1]) [ +2 EP ]
DAE: Multilasers Damage 7 (E: Multiattack, Ranged; F: Innaccurate [1]) [ +2 EP ]
DAE: Multiple Rocket Pods Damage 5 (E: Area [60' Burst], Extended Range [1], Ranged; F: Limited to Ground Targets) [ +2 EP ]

The Vulture Gunship's second pair of hard points may be upgraded with one of the following:
DAE: Bomb Racks Damage 5 (E: Area [30' Burst], Extended Range [1], Feature [one extra use; 1], Indirect [1], Ranged; F: Unreliable [six uses]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +2 EP ]
DAE: Hellstrike Missiles Damage 10 (E: Area [30' Burst, 8 Ranks], Extended Range [1], Feature [one extra use; 1], Homing [2], Penetrating [5], Ranged; F: Unreliable [single use; 2]) [ +2 EP ]
DAE: Hunter-Killer Missiles Damage 7 (E: Feature [one extra use; 1], Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [five uses]) [ +2 EP ]
DAE: Multiple Rocket Pods Damage 5 (E: Area [60' Burst], Extended Range [1], Ranged; F: Limited to Ground Targets) [ +2 EP ]

VEHICLE UPGRADES
The Vulture Gunship may be upgraded with any of the following:
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ +5 EP ]
Flare/Chaffe Launcher Affliction 10 (Resist/Recover: Fortitude; Conditions: Attack Impaired, Attack Disabled; E: Area [60' Burst], Reaction [x3]; F: Instant Recovery, Limited to Machines, Limited to One Sense, Limited to Two Degrees, Unreliable [Five Uses]) [ +10 EP ]

Background:
The Valkyrie Airborne Assault Carrier is the aircraft issued to Storm Trooper units or Drop Trooper regiments. The Valkyrie is an advanced piece of hardware containing many system comparable with those found in Space Marine vehicles. Only a few Forge Worlds can manufacture them, and all the Valkyries that are built are supplied first to the Storm Troopers or Drop Troop Imperial Guard regiments, such as those recruited on Elysia or Harakon. Imperial Guard commanders of regiments not considered a priority for these vehicles are known to go to great lengths to acquire one.

Only the very best Imperial Navy pilots fly the Valkyrie. These pilots consider themselves an elite force in their own right. They are trained for dangerous insertion missions behind enemy lone, night flying, and maneuvring the aircraft in close confines and at very low altitudes. Each Valkyrie has four crew: a pilot, a co-pilot (who is also the weapons operator) and two door gunners to fire the heavy bolters.

The Valkyrie is closely related to two other vehicles, the Vendetta and Vulture Gunship. Whilst the Valkyrie and Vendetta are transport aircraft for carrying troops and equipment into the battle zone, albeit with a much heavier weapons payload on the Vendetta, the Vulture is a pure attack craft, with no transport compartment and a large multi-role weapons loadout. All three craft can hover in place and are mobile enough to squeeze into small spaces, such as between buildings, for low level attack runs. All three are atmospheric craft and cannot operare in the vacuum of space.

Mini-Rant:
I was an early adopter of the new vehicles, expanded rules, and other options introduced in Forge World's Imperial Armour series of books. However, the player community as a whole took a loooong time to warm up to their use. Debate still rages on the idea in several corners of the game's internet community. But back when when Games Workshop released a plastic kit from Citadel Models for the Imperial Guard Valkyrie, I knew it was going to be a tetonic shift in the state of the game. At first, the Valkyrie was only treated as a "skimmer," the same rule used for things like the Land Speeder turning the "ValkDetta" into an oversized hovercraft... But I knew: Flyers were coming.

The arrival of true aircraft in the newest editions has been a game changer for 40K: not just requiring players to develop new strategies and counter strategies to deal with them, but also for the game itself in the marketplace. There are a lot of miniatures wargames out there and all of them want to cut into Games Workshop's market. However, no other game presently has anything like the aircraft that GW's game does. The presence of a couple of finely painted aerospace vehicles over the table adds an incredible bit of visual flair that Warmachine or Infinity just don't have. Watching people play a war game in a hobby shop - with well-made terrain, carefully painted armies, and having a good time doing it - is the best advertising the hobby has. Bar none. A Valkyrie or two squaring off with an Chaos Hellblade adds an impressive third dimension to the game's visual appeal.
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Re: Warhammer 40,000 (Valkyries!)

Post by Batgirl III » Fri Jun 22, 2018 12:34 am

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Reaver Battle Titan
Warhammer 40,000 Character
Power Level 15 ( 200 PP )

Grand Master Augrim, Divisio Militaris Order of Imperial Eagles wrote:The Orders of the Adeptus Titanicus are the iron fist of the Emperor's rule. A velvet glove would serve no purpose.
ABILITIES
Strength 15
Stamina ——
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 2
Presence 2

SKILLS
Expertise [Archeotech] 5 (+5), Expertise [Tactica Imperialis] 10 (+10), Intimidation 3 (+12), Perception 6 (+8), Ranged Combat [Titan Weapons] 10 (+12), Stealth 1 (-14) Technology 5 (+5)

ADVANTAGES
Benefit (Status [4]), Diehard, Fearless, Improved Initiative (1)

POWERS
Titan Walker [ 98 PP Total ]
Adamantium Hull Impervious Toughness 9 [ 9 PP ]
Combat Walker Movement 2 (Sure-Footed [2]); Speed 2 (15 MPH) [ 6 PP ]
Construct Immunity 35 (Dazzle Effects [5]; Fortitude Effects [30]) [ 35 PP ]
Sensorium Senses 10 (Auditory: Extended [1]; Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Extended [1], Time Sense [1]; Radio: Extended [2], Radio [1]) [ 10 PP ]
Titanic Growth 15 (+15 Strength, +15 Toughness; +15 Mass, +3 Size, +1 Speed; +7 Intimidation, -15 Stealth; -8 Defenses; E: Innate [1], Permanent) [ 31 PP ]
Void Shields Protection 7 (E: Sustained) [ 7 PP ]

Titan Primary Armament [ 31 PP Total ]
A Reaver Battle Titan's right arm must be mounted with one of the following:
Gatling Blaster Damage 5 (E: Area [120' Cone or 5x60' Line; x2], Dynamic [1], Extended Range [4], Multiattack, Ranged, Variable Area [1]) [ 31 EP ]
Laser Blaster Damage 7 (E: Dynamic [1], Extended Range [1], Multiattack, Penetrating [7], Ranged, Split [1]) [ 31 EP ]
Melta Cannon Damage 9 (E: Dynamic [1], Penetrating [9], Ranged, Secondary Effect [4 Ranks]; F: Diminished Range [1]) [ 31 EP ]
Volcano Cannon Damage 9 (E: Dynamic [1], Extended Range [3], Improved Critical [1], Penetrating [9], Ranged; F: Activation [Move, -1]) [ 31 EP ]
Titan Power Fist Enhanced Ability (+1 Strength; F: Limited to Lifting); Damage 7 (Strength-based; E: Dynamic [1], Improved Critical [4], Penetrating [15]); Enhanced Advantage 3 (Fast Grab, Improved Grab, Improved Hold) [ 31 PP ]

Titan Primary Armament [ 2 PP Total ]
A Reaver Battle Titan's left arm must be mounted with one of the following:
DAE: Gatling Blaster [ 2 PP ]
DAE: Laser Blaster [ 2 PP ]
DAE: Melta Cannon [ 2 PP ]
DAE: Volcano Cannon [ 2 PP ]
DAE: Titan Power Fist [ 2 PP ]

Titan Carapace Armament [ +11 PP Total ]
A Reaver Battle Titan's carapace may[/i] be mounted with one of the following:[/i]
The 40 PP Carapace Weapon makes the 30 PP Primary Armament into Alternate Effect, for a net increase of +11 PP
Apocalypse Missile Launcher Damage 6 (E: Area [250' Burst; x4], Extended Range [2], Indirect [3], Ranged, Secondary Effect; F: Activation [Move, -1], Limited to Medium or Long Range) [ 40 EP ]
Inferno Gun Damage 6 (E: Area [250' Cone; x3], Incurable [1], Ranged, Secondary Effect, Split [1]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 40 PP ]
Plasma Blastgun Damage 10 (E: Area [60' Burst; x2], Incurable [1], Penetrating [9], Ranged; F: Unreliable) [ 40 EP ]
Turbo-Laser Destructor Damage 12 (E: Extended Range [3], Improved Critical [3], Penetrating [10], Ranged) [ 40 EP ]
Vortex Missile Damage 6 (E: Penetrating [6], Ranged); Movement 1 (Dimensional Travel [Material World to The Warp; 1]; E: Attack [resist by Dodge], Area [250' Cloud; x5], Increased Resistance DC [14], Ranged]) [ 40 PP ]
Vulcan Mega-Bolter Damage 6 (E: Area [10 x 60' Line; x3], Extended Range [1], Improved Critical [1], Multiattack, Penetrating [2], Ranged) [ 40 EP ]

DEFENSE
Dodge (6) Base 14
Parry: (8) Base 8
Fortitude: —— ——
Toughness: (15/22) ——
Will: (8) Base 6

WORKSHEET
Attack: 8 Effect: 15 Total: 23 (Unarmed)
Attack: —— Effect: 5 Total: 5 (Gattling Blaster)
Attack: 12 Effect: 7 Total: 19 (Laser Blaster)
Attack: 12 Effect: 9 Total: 21 (Volcano Cannon)
Attack: 12 Effect: 9 Total: 21 (Melta Cannon)
Attack: 8 Effect: 22 Total: 30 (Titan Power Fist)
Attack: —— Effect: 6 Total: 6 (Apocalypse Missile Launcher)
Attack: —— Effect: 6 Total: 6 (Inferno Gun)
Attack: —— Effect: 10 Total: 10 (Plasma Blastgun)
Attack: 12 Effect: 12 Total: 24 (Turbo-Laser Destructor)
Attack: —— Effect: 15 Total: 15 (Vortex Missile)
Attack: —— Effect: 6 Total: 6 (Vulcan Mega-Bolter)
Dodge: 6 Tough: 15/22 Total: 61/28
Parry: 8 Tough: 15/22 Total: 23/30
Fort: —— Will: 8 Total: 8


ABILITIES [ 14 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 7 pp ] +
POWERS [ 131 pp ] +
DEFENSES [ 28 pp ] =
200 PP TOTAL

Background:
The Reaver Battle Titan is a medium class Imperial Titan, a flexible war engine typically deployed to provide close support for conventional forces in a shock/assault role. The Reaver pre-dates even the mighty Warlord Battle Titan, though the date of its original manufacture is kept hidden within the deepest sealed archives on Mars and known to a handful of Magos in the Titan Legions. While not as common (or heavily armed) as the Warlord, nor as quick and agile as the Warhound, the Reaver is nonetheless a deadly machine and regarded as a holy engine of destruction by the Adeptus Mechanicus.

The Reaver boasts four Void Shield generators and is protected by thick, well-sloped layers of adamantium armour plating, giving it an immense level of protection. It can mount up to three weapon systems of terrible destructive power which are configured based on its mission role: those operating in support of conventional forces typically mount short-ranged, rapid-fire weapons and close-combat weapons, while operating as part of a Titan battle group one or two will be given longer-ranged firepower. Indeed such is the power of the Reaver that only another war engine of similar capability or entire tank battalions working together have a hope of defeating one in open combat. However the Reaver is not invulnerable, especially when fighting against larger Titans.

The Reaver's standard armaments consist of a single carapace-mounted weapon, typically equivalent to the smaller weapons carried by Warhounds, and two arm-mounted weapons equivalent to those carried by Warlords. As with other Titans these multi-configuration mounts allow a Reaver to easily swap out weapon systems, although many crews tend to stick with a specific configuration. In addition Reavers are built with a standard weapon configuration based upon their pattern: for example the standard configuration for a Mars-pattern Reaver, and the most common configuration for Reavers in general, is an 'Apocalypse' missile launcher with a laser blaster and gatling blaster.

Mini-Rant:
Due to the sheer cost of these things £480 for the body alone plus £60-100 for each of the three weapons, those few players that can afford a Titan usually opt for the Warhound Titan (£300-400) or just go nuts and get the £1300+ Warlord Titan. Honestly, I'd rather just have moar Leman Russ tanks!
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Batgirl III
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Warlord Battle Titan

Post by Batgirl III » Sat Jun 23, 2018 12:37 am

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Warlord Battle Titan
Warhammer 40,000 Character
Power Level 16 ( 220 PP )

Ervin Hekate, Princeps of the Warlord Titan Imperius Dictatio. wrote: I have fought as a God fights.
I am Imperius Dictatio.
Kneel before me and beg for you lives!
ABILITIES
Strength 16
Stamina ——
Agility 0
Dexterity 0
Fighting 10
Intellect 0
Awareness 3
Presence 2

SKILLS
Expertise [Archeotech] 5 (+5), Expertise [Tactica Imperialis] 12 (+12), Intimidation 5 (+15), Perception 7 (+10), Ranged Combat [Titan Weapons] 15 (+15), Technology 5 (+5)

ADVANTAGES
Benefit (Status [5]), Diehard, Fearless

POWERS
Titan Walker [ 101 PP Total ]
Adamantium Hull Impervious Toughness 11 [ 11 PP ]
Combat Walker Movement 2 (Sure-Footed [2]) [ 4 PP ]
Construct Immunity 35 (Dazzle Effects [5]; Fortitude Effects [30]) [ 35 PP ]
Sensorium Senses 10 (Auditory: Extended [1]; Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Extended [1], Time Sense [1]; Radio: Extended [2], Radio [1]) [ 10 PP ]
Titanic Growth 16 (+16 Strength, +16 Toughness; +16 Mass, +4 Size, +2 Speed; +8 Intimidation, -16 Stealth; -8 Defenses; E: Innate [1], Permanent) [ 33 PP ]
Void Shields Protection 8 (E: Sustained) [ 8 PP ]

Titan Primary Armament [ 40 PP Total ]
A Warlord Battle Titan's right arm must be mounted with one of the following:
Arioch Power Claw Enhanced Ability (+3 Strength; F: Limited to Lifting); Damage 6 (Strength-based; E: Dynamic [1], Improved Critical [4], Penetrating [20], Reach [1]); Enhanced Advantage 4 (Chokehold, Fast Grab, Improved Grab, Improved Hold) [ 39 PP ]
AE: with built-in Vulcan Mega-Bolter Damage 6 (E: Area [10 x 60' Line; x3], Improved Critical [1], Multiattack, Penetrating [2], Ranged) [ 1 PP ]
Belicosa Volcano Cannon Damage 12 (E: Dynamic [1], Extended Range [3], Improved Critical [1], Penetrating [12], Ranged; F: Activation [Move, -1]) [ 40 PP ]
Macro Gatling Blaster Damage 7 (E: Area [120' Cone or 5x60' Line; x2], Dynamic [1], Extended Range [3], Multiattack, Ranged, Variable Area [1]) [ 40 PP ]
Morai Quake Cannon Damage 9 (E: Area [60' Burst; x2], Dynamic [1], Extended Range [3], Ranged) [ 40 PP ]
Saturnyne Lascutter Damage 10 (E: Dynamic [1], Improved Critical [4], Penetrating [10], Reach [2]); Linked To: Weaken Toughness 11 (E: Affects Only Objects, Reach [2]) [ 40 PP ]
Sunfury Plasma Annihilator Damage 10 (E: Area [60' Burst; x2], Dynamic [1], Incurable [1], Penetrating [8], Ranged; F: Unreliable) [ 40 PP ]

Titan Primary Armament [ 2 PP Total ]
A Warlord Battle Titan's left arm must be mounted with one of the following:
DAE: Arioch Power Claw with built-in Vulcan Mega-Bolter [ 2 PP ]
DAE: Belicosa Volcano Cannon [ 2 PP ]
DAE: Macro Gatling Blaster [ 2 PP ]
DAE: Morai Quake Cannon [ 2 PP ]
DAE: Saturnyne Lascutter [ 2 PP ]
DAE: Sunfury Plasma Annihilator [ 2 PP ]

Titan Carapace Armament [ 1 PP Total ]
A Warlord Battle Titan's carapace must be mounted with one of the following:
AE: Apocalypse Missile Launcher Damage 6 (E: Area [250' Burst; x4], Extended Range [2], Indirect [3], Ranged, Secondary Effect; F: Activation [Move, -1], Limited to Medium or Long Range) [ 1 PP ]
AE: Gatling Blaster Damage 5 (E: Area [120' Cone or 5x60' Line; x2], Extended Range [4], Multiattack, Ranged, Variable Area [1]) [ 1 PP ]
AE: Inferno Gun Damage 6 (E: Area [250' Cone; x3], Incurable [1], Ranged, Secondary Effect, Split [1]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 1 PP ]
AE: Melta Cannon Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [4 Ranks]; F: Diminished Range [1]) [ 1 PP ]
AE: Plasma Blastgun Damage 10 (E: Area [60' Burst; x2], Incurable [1], Penetrating [9], Ranged; F: Unreliable) [ 1 PP ]
AE: Turbo-Laser Destructor Damage 12 (E: Extended Range [3], Improved Critical [3], Penetrating [10], Ranged) [ 1 PP ]
AE: Vortex Missile Damage 6 (E: Penetrating [6], Ranged); Movement 1 (Dimensional Travel [Material World to The Warp; 1]; E: Attack [resist by Dodge], Area [250' Cloud; x5], Increased Resistance DC [14], Ranged]) [ 1 PP ]
AE: Vulcan Mega-Bolter Damage 6 (E: Area [10 x 60' Line; x3], Extended Range [1], Improved Critical [1], Multiattack, Penetrating [2], Ranged) [ 1 PP ]

DEFENSE
Dodge (6) Base 14
Parry: (8) Base 6
Fortitude: —— ——
Toughness: (16/24) ——
Will: (8) Base 5

WORKSHEET
Attack: 10 Effect: 16 Total: 26 (Unarmed)
Dodge: 6 Tough: 16/24 Total: 22/30
Parry: 8 Tough: 16/24 Total: 24/32
Fort: —— Will: 8 Total: 8


ABILITIES [ 20 pp ] +
SKILLS [ 25 pp ] +
ADVANTAGES [ 6 pp ] +
POWERS [ 144 pp ] +
DEFENSES [ 25 pp ] =
220 PP TOTAL

Background:
The Warlord Battle Titan is a class of Imperial Battle Titan. It is the most numerous of Imperial Titans with millions having been built over the many years of its existence; in fact the design is older than the Imperium of Man itself. The Warlord is essentially a walking fortress, packing enough firepower to wipe out entire armies on its own. The only true threat to a Warlord is another Titan of the same magnitude, such as those used by the traitorous Dark Mechanicus or the alien Ork and Eldar races.

The Warlord is by far the most widely employed, numerous and versatile class of Imperial Battle Titan deployed by the Collegia Titanica; it is second in power only to the rare Emperor Class Titans. Some Warlords date back to time of the Great Crusade or even the Dark Age of Technology. The sheer longevity of the Warlord means a variety of different patterns and variants have been built, some mounting unusual upgrades such as landing platforms for aircraft, siege rams to batter down walls and assault pods to disgorge infantry into the enemy's strongholds.

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Re: Warhammer 40,000 (Warlord Titan!)

Post by Jabroniville » Sat Jun 23, 2018 6:56 am

So are the Battle Titans only Forge World-type stuff? I don't think I've seen their like at the GW stores in my area.

The use of flyers has definitely increased across the board, probably when they started building better "pegs/platforms" for them. Though they never took off as much in Fantasy, the game's "Meta" started including a lot of small units of Flying Cavalry, since they controlled the Movement Phase effortlessly, and could do rapid-fire damage to the small units (or Characters therein).

My local "Meta" (ie. my friends and I) never really got their use so much, since we tended to play much larger units- you can't do much with any Flying Cavalry if the enemy unit is 25+ models.

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Re: Warhammer 40,000 (Warlord Titan!)

Post by Batgirl III » Sat Jun 23, 2018 7:09 am

The only Titans produced by Citadel Miniatures are the Imperial Knight, Chaos Knight Renegade (same kit as the Imperial, with extra spikey bitz), Eldar Wraithknight, and Ork Stompa. All sort of “Baby’s First Titan” as they’re only about 6-7” tall.

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For anything else, you’ve got to special order from Forgeworld. Currently the Warlord Titan is the tallest model in the range, although the Tau Manta remains the largest (its a freakin’ coffee table.)

The Emperor-class Titan, if made to scale, would be between 3’ to 4’ tall... It’d probably be easier to cosplay as one and stand on the table than try to make a model.
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Re: Warhammer 40,000 (Warlord Titan!)

Post by Gamebook » Sat Jun 23, 2018 7:15 pm

I remember that the Warlord Titan you have used pics of for this build was rather controversial when it was released for the latest edition of Epic. A lot of people considered that it looked like a mecha and was not 40K enough in appearance. I have to say I've never much liked it myself, the old 'beetleback' Warlord that first came out with the Adeptus Titanicus boxed set back in 1988 looked better in my opinion.

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The latest incarnation of the Warlord from Forge World treads a middle path between the two styles. It is to my eyes very reminiscent of an Imperial Knight on a much grander scale.

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Re: Warhammer 40,000 (Warlord Titan!)

Post by Batgirl III » Sat Jun 23, 2018 7:30 pm

I prefer the more angular Warlord, mostly because I think it matches the Leman Russ tanks’ aesthetics better than the gothic beetle; The Leman Russ tank being the greatest model in the entire universe, the match is pleasing to me.

I do like the latest Forge World take on the model, so I can see the appeal of both designs.
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Necron Warriors

Post by Batgirl III » Sat Jun 23, 2018 9:42 pm

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NECRON WARRIORS
Warhammer 40,000 Character
Power Level 8 Minions ( 120 PP )

Excerpt from the Dogma Omniastra wrote:That we, in our arrogance, believed that Humankind was first among the races of this galaxy will be exposed as folly of the worst kind upon the awakening of these ancient beings. Any hopes, dreams, or promises of salvation are naught but dust in the wind.
Maechu, Farseer of Ulthwé wrote:They will seek to harvest us at first, for they will be hungry after their long sleep. Then they will turn their efforts to enslaving the survivors. The galaxy will bleed the stench of death into the void, and it will attract the others of their kind. We must choose unity or death.
ABILITIES
Strength 2 (Lifting: 4)
Stamina ——
Agility 2
Dexterity 2
Fighting 4
Intellect ——
Awareness 0
Presence ——

SKILLS
Athletics 3 (+5), Perception 5 (+5), Ranged Combat [Gauss Weapons] 8 (+11), Stealth 3 (+5), Technology 5 (+5)

ADVANTAGES
Close Attack (4), Equipment (6), Ranged Attack (1)

POWERS
Advanced Sensors Senses 3 (Visual: Direction Sense [1], Infravision [1], Ultravision [1]) [ 3 PP ]
Armored Plating Protection 12 (E: Impervious [7]) [ 19 PP ]
Automaton Immunity 60 (All Fortitude Effects [30], All Will Effects [30]) [ 60 PP ]
Inhuman Strength Enhanced Ability 2 (+2 Strength; F: Limited to Lifting) [ 2 PP ]
Living Metal Regeneration 6 (-1 every other round; E: Persistent) [ 12 PP ]
Networked Communication 2 (Radio: Short Range; E: Subtle [2]; F: Limited to Necrons from home Tomb Ship or Tomb Complex) [ 7 PP ]
Phase Out Movement 1 (Dimension Travel [to home Tomb Ship or Tomb Complex]; E: Reaction [when incapacitated]; F: Uncontrolled) [ 2 PP ]

EQUIPMENT ( 30 EP )
Gauss Flayer Damage 5 (E: Multiattack, Ranged); Weaken Toughness 5 (E: Multiattack, Ranged) [ 30 EP ]

DEFENSE
Dodge (4) Base 2
Parry: (4) Base 0
Fortitude: —— ——
Toughness: (12) ——
Will: —— ——

WORKSHEET
Attack: 8 Effect: 2 Total: 10 (Unarmed)
Attack: 11 Effect: 5 Total: 16 (Gauss Flayer)
Dodge: 4 Tough: 12 Total: 16
Parry: 4 Tough: 12 Total: 16
Fort: —— Will: —— Total: ——


ABILITIES [ -10 pp ] +
SKILLS [ 12 pp ] +
ADVANTAGES [ 11 pp ] +
POWERS [ 105 pp ] +
DEFENSES [ 2 pp ] =
120 PP TOTAL

Background:
The Necrons are an immortal legion of metal soldiers, the result of the vilest betrayal and a force of unmitigated destruction. The Imperium as a whole is still ignorant to the threat that looms beneath the surface of worlds dotting the galaxy. These abominations have existed since before mankind and even before the Eldar Empire; it is possible that the Necrons predate any race living today. It is thought that these metal soldiers act under the guidance of more powerful forces and vague reports and pict-recordings have shown enormous ethereal beings of godlike power or tall, stern Necrons bearing long staffs or wearing ragged cloaks.

Legends tell of an ancient race, desperate and dying, which made pacts with these god-beings to ensure their immortality. It is said that among the god-beings there was a peerless trickster, and through his machinations the dying people were trapped in their immortal shells. Since that time, the race lay dormant on their tomb worlds, awaiting a time when they might once again rise to eminence. The few reports which have circulated of attacks by these grave-silent legions depict a foe entirely without mercy or morality. They kill without hesitation and few know the fate of the unfortunate victims who are taken alive.

The glinting metal skull and skeletal chassis of a Necron Warrior is a bone-chilling sight on the battlefi eld. The basic trooper of the Necron legions, these warrior-machines are the most ubiquitous Necron form. They are simple in function, but the technology to which they owe their existence is beyond even the most skilled tech-savant. It has been reported that each individual Warrior is shaped from some sort of self-repairing metallic substance. This material, dubbed “living metal” in official records, is entirely unknown outside the Necrons themselves. This substance is capable of repairing even the most grievous damage, given enough time, and it is not unknown for disabled Necron soldiers to return to a functioning state several times over the course of a single engagement. If entirely disabled, the remains of a Necron construct phase from reality using some sort of powerful teleportation technology. It is postulated that these remains return to a safe location aboard a Necron Tomb Ship for repairs. It is for this reason that no actual remains of Necron technology have ever been found for study.

Another aspect of Necron technology that has been heavily speculated upon is their gauss weaponry. The mainstay weapons technology of the Necrons, the gauss flayer and its derivatives, use arcane sciences to magnetically strip their target of its armour, flesh, and bone, one atom at a time. These horrific devices leave no trace of their victims, literally vaporizing them, and work as well on the thick armor of vehicles, buildings, and even bunkers as they do on human flesh — devastating weapons against which there is little protection.

Mini-Rant:
I still have my copy of the White Dwarf issue where the Necrons debuted to battle the Sisters of Battle at Sanctuary 101. I immediately rushed to the games store that day to order multiple copies of the ten or so different miniatures that were available for the Battle Sisters. Ended up with around thirty of them and had to wait forever for them to get an official codex. I had to sell my Sisters of Battle collection about a decade back (the family had fallen on very rough times and the sale gave me enough cash to pay my mortgage for two months) but I'll always remember my Sisters and that White Dwarf fondly. So the Necrons get to claim some peripheral nostalgic love from me because of that.

As with the Eldar, I think the Necrons would also fit well into the typical comic book universe. It wouldn't take too much to remove the more overt "40K-isms" from their background and add them into any comic book setting as vaguely Lovecraftian zombie robots from space. Sort of a cross between DC's Manhunters and Marvel Zombies.
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Re: Warhammer 40,000 (Necron Warriors)

Post by Batgirl III » Sat Jun 23, 2018 11:38 pm

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Emperor Battle Titan
Warhammer 40,000 Character
Power Level 18 ( 280 PP )

From the memoirs of Precept Catotus, Griffins Titan Legion wrote:The ground trembled every other heart beat... the sound echoed louder with each beat, and haunted your soul as if doom was approaching... and then I saw it towering in the sky, still miles away. The fear and awe one felt was indescribable. I can only image the sheer terror our enemy felt when they beheld the sight of the Emperor Titan.
1d4Chan wrote:Imagine a city that hates you. Now give it city leveling weapons and legs to walk on, then fill it with more things that hate you. You have a rough idea of a Titan.
ABILITIES
Strength 18
Stamina ——
Agility 0
Dexterity 0
Fighting 10
Intellect 2
Awareness 3
Presence 5

SKILLS
Expertise [Archeotech] 6 (+8), Expertise [Tactica Imperialis] 13 (+15), Intimidation 6 (+20), Perception 7 (+10), Ranged Combat [Titan Weapons] 15 (+15), Technology 5 (+7)

ADVANTAGES
Benefit (Status [5]), Diehard, Fearless, Inspire (1), Leadership, Startle

POWERS
Titan Walker [ 128 PP Total ]
Adamantium Hull Impervious Toughness 15 [ 15 PP ]
Combat Walker Movement 2 (Sure-Footed [2]) Speed 1 (16 MPH) [ 5 PP ]
Construct Immunity 35 (Dazzle Effects [5]; All Fortitude Effects [30]) [ 35 PP ]
Sacristy Immunity 30 (All Will Effects [30]; F: Limited to Half Effect) [ 15 PP ]
Sensorium Senses 13 (Auditory: Extended [2]; Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Extended [2], Time Sense [1]; Radio: Extended [3], Radio [1]) [ 13 PP ]
Titanic Growth 18 (+18 Strength, +18 Toughness; +18 Mass, +4 Size, +2 Speed; +9 Intimidation, -18 Stealth; -9 Defenses; E: Innate [1], Permanent) [ 37 PP ]
Void Shields Protection 8 (E: Sustained) [ 8 PP ]

Titan Primary Armament [ 41 PP Total ]
An Emperor Battle Titan's right arm must be mounted with one of the following:
Doomstrike Missile Launcher Damage 7 (E: Area [120' Burst; x3], Dynamic [1], Extended Range [2], Indirect [3], Penetrating [7], Ranged; F: Limited to Medium or Long Range) [ 41 PP ]
Hellstorm Cannon Damage 10 (E: Dynamic [1], Improved Critical [2], Multiattack, Penetrating [8], Ranged) [ 41 PP ]
Plasma Annihilator Damage 10 (E: Area [60' Burst; x2], Dynamic [1], Incurable [1], Penetrating [8], Ranged; F: Unreliable) [ 41 PP ]
Vengeance Cannon Damage 9 (E: Area [60' Burst; x2], Dynamic [1], Extended Range [1], Penetrating [3], Ranged) [ 41 PP ]

Titan Primary Armament [ 2 PP Total ]
An Emperor Battle Titan's left arm must be mounted with one of the following:
DAE: Doomstrike Missile Launcher [ 2 PP ]
DAE: Hellstorm Cannon [ 2 PP ]
DAE: Plasma Annihilator [ 2 PP ]
DAE: Vengeance Cannon [ 2 PP ]

Titan Carapace Armament [ 12 PP Total ]
An Emperor Battle Titan's carapace must be mounted with six of the following:
DAE: Apocalypse Missile Launcher Damage 6 (E: Area [250' Burst; x4], Extended Range [2], Indirect [3], Ranged, Secondary Effect; F: Activation [Move, -1], Limited to Medium or Long Range) [ 2 PP ]
DAE: Laser Blaster Damage 12 (E: Extended Range [3], Improved Critical [3], Penetrating [10], Ranged) [ 2 PP ]
DAE: Plasma Destructor Damage 10 (E: Area [60' Burst; x2], Incurable [1], Penetrating [9], Ranged; F: Unreliable) [ 2 PP ]
DAE: Inferno Gun Damage 6 (E: Area [250' Cone; x3], Incurable [1], Ranged, Secondary Effect, Split [1]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 PP ]
DAE: Vulcan Mega-Bolter Damage 6 (E: Area [10 x 60' Line; x3], Extended Range [1], Improved Critical [1], Multiattack, Penetrating [2], Ranged) [ 2 PP ]
DAE: Gatling Blaster Damage 7 (E: Area [120' Cone or 5x60' Line; x2], Dynamic [1], Extended Range [3], Multiattack, Ranged, Variable Area [1]) [ 2 PP ]
DAE: Quake Cannon Damage 9 (E: Area [60' Burst; x2], Dynamic [1], Extended Range [3], Ranged) [ 2 PP ]
DAE: Volcano Cannon Damage 12 (E: Dynamic [1], Extended Range [3], Improved Critical [1], Penetrating [12], Ranged; F: Activation [Move, -1]) [ 2 PP ]
DAE: Vortex Missile Damage 6 (E: Penetrating [5], Ranged); Movement 1 (Dimensional Travel [Material World to The Warp; 1]; E: Attack [resist by Dodge], Area [250' Cloud; x5], Increased Resistance DC [14], Ranged]) [ 2 PP ]

DEFENSE
Dodge (8) Base 17
Parry: (10) Base 9
Fortitude: —— ——
Toughness: (18/26) ——
Will: (8) Base 5

WORKSHEET
Attack: 10 Effect: 18 Total: 28 (Unarmed)
Dodge: 8 Tough: 18/26 Total: 26/34
Parry: 10 Tough: 18/26 Total: 28/36
Fort: —— Will: 8 Total: 8


ABILITIES [ 30 pp ] +
SKILLS [ 26 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 183 pp ] +
DEFENSES [ 31 pp ] =
280 PP TOTAL

Background:
The Emperor Battle Titan is the second largest land based weapon the Imperium of Man can field (the first is a three-way tie between the Capitol Imperialis Mobile Command Center, the Leviathan Mobile Command Center, and the Ordinatus Super Heavy Ordinance Platform). Comparable to an gothic cathedral on legs, it stands approximately 54 metres tall, and is quite simply the most devastating vehicle ever seen on the many battlefields of the galaxy. It is seen as a physical manifestation of the Emperor's will, and just like the Imperium itself, once they are fully deployed, they are relentless, unyielding, and unstoppable.

The Emperor Battle Titan comes in two models: the standard 'Imperator' is an all-round assault and support vehicle, whereas the 'Warmonger' specializes in long-range fire support. The Imperator is commonly seen leading Titan assaults, while the Warmonger rains artillery on the foe with its city leveling firepower.

In comparison to Titans of other classes, the Emperor Battle Titans are rare with most Titan Legions only able to field three or four in a campaign. Captained by only the most battle-hardened and elite of Princeps, its interior is large enough for it to serve as a mobile headquarters, with room for dozens of operators and serfs. Their crews are composed of the finest crew members from other Titans within the Legion. The Titan Legion's Grand Masters often use Imperator Titans as their mobile headquarters from where they can issue commands or lead vital assaults personally. Imperators are most often employed as vast mobile fortresses, strengthening vulnerable sectors of the Imperial battlelines or to act as a reserve force; it can also transport around a hundred Imperial Guardsmen or dozens of Space Marines in its lower legs for either close defense or to assault a shattered fortress.

It is unknown which variant was designed first as this knowledge has been lost down the long millennia of the Imperium's existence. However, it is well documented that both the Warmonger and Imperator Emperor Titans were both utilised extensively long before the outbreak of the galaxy-wide conflict of the Horus Heresy.

Their only difference is in weaponry; the Imperator have shorter ranged weapons, while the Warmonger is armed with long-range artillery and missile platforms.

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Re: Warhammer 40,000 (Necron Warriors; Emperor Titan)

Post by Batgirl III » Sun Jun 24, 2018 3:59 am

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ELDAR GUARDIANS
Warhammer 40,000 Character
Power Level 8 ( 100 PP )

Abriel Hume, Imperial Commander wrote:Trust not in their appearance, for the Eldar are as alien to good, honest men as the vile Tyranids and savage Orks. There is no understanding them for their is nothing to understand — they are a random force in the universe.
Grünwald, Ordo Xenos wrote:Perfidious Eldar! These aliens had the stars in their grasp and now are left to sift the dust of their once fabulous realm. For all their intellect and mysticism they could not contain the beast within them, nor tame the wild monsters of the Shadow. Why should we pay them any heed?
Ralamine Mung, Ordo Xenos wrote:It is too easy for an Eldar to embrace the obscene virtues of Chaos, for Slaanesh is nothing more than a manifestation of the Eldar mind in its most wild and unconstrained form. Human morality is meaningless to the Eldar, and to the dark side of the Eldar mind all live is to be expended at a whim. Cruelty and generosity are but the impulse of a moment. Beauty and sensuality are virtues that can be expressed in bloodshed just as easily as in song. To an unfettered Eldar mind there is neither sanity nor madness, but merely a wave of perfect existence fulfilled by its own savage momentum.
ABILITIES
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 3 (+5), Acrobatics 3 (+5), Close Combat [Unarmed] 3 (+8), Perception 7 (+8), Ranged Combat [Eldar Weapons] 6 (+10)

ADVANTAGES
Defensive Roll (2), Equipment (4), Evasion (2), Improved Defense, Improved Iniative (2), Move-By Action, Ranged Attack (2), Uncanny Dodge

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute in Six Seconds Physical: 12 Seconds in Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Xenos Mesh Armor Device ( 25 PP Base; F: Removable) [ 20 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Psycho-Plastic Plating Protection 5 [ 5 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Vox Link Communication 3 (Radio, Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 20 EP )
Eldar Guardian Standard Issue [ 20 EP Total ]
One member of an Eldar Guardian Squad may add an Eldar Heavy Weapon Platform, see below, to his Equipment for an additional +6 PP
Shuriken Catapult Damage 6 (E: Improved Critical [1], Multiattack, Ranged; F: Diminished Range [2]) [ 17 EP ]
AE: Shuriken Pistol Damage 4 (E: Accurate [1], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]
AE: Plasma Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer]; F: Innaccurate [1]) [ 1 EP ]

Entire units of Eldar Guardian Squads may replace their Shuriken Catapults with the following:
Eldar Lasgun Damage 5 (E: Multiattack, Penetrating [2], Ranged) [ 17 EP ]
Weapons Platform wrote:Image
Eldar Heavy Weapon Platform
Equipment Rank 5 ( 25 EP )

One Eldar Guardian in each quads may replace their Standard Issue Equipment and Move-By Action Advantage for a Heavy Weapon Platform.

VEHICLE TRAITS
Size: Medium [ 0 EP ]
Strength: 2 [ 2 EP ]
Speed: 0 [ 0 EP ]
Defense: 0 [ 0 EP ]
Toughness: 8 [ 3 EP ]

VEHICLE POWERS
Anti-Gravity Carriage Flight 1 (4 MPH; F: Quirk [15' flight ceiling]) [ 1 EP ]
Remote Control Feature 1 [ 1 EP ]
Shuriken Cannon Damage 6 (E: Improved Critical [1], Multiattack, Ranged; F: Diminished Range [1]) [ 18 EP ]

VEHICLE OPTIONS
The Heavy Weapon Platform may replace its Shuriken Cannon with one of the following:
Bright Lance Damage 6 (E: Penetrating [3], Ranged); Weaken Toughness 6 (E: Ranged; F: Affects Only Objects, Instant Recovery) [ 18 PP ]
Eldar Missile Launcher (Krak) Damage 6 (E: Penetrating [5], Ranged) [ 17 EP ]
• AE: Eldar Missile Launcher (Plasma) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ 1 EP ]
Scatter Laser Damage 6 (E:Area [5x30' Line], Ranged) [ 18 EP ]
Starcannon Damage 6 (E: Improved Critical [1], Penetrating [4], Ranged, Split [1]) [ 18 EP ]
Eldar Storm Guardian Standard Issue ( 18 EP )
Plasma Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
AE:Eldar Chainsword Damage 6 (Strength-Based; E: Accurate [1], Improved Critical [3]) [ 1 EP ]
AE: Shuriken Pistol Damage 4 (E: Accurate [1], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer]; F: Innaccurate [1]) [ 1 EP ]

Two members of an Eldar Storm Guardian Squad may replace his Chainsword and Shuriken Pistol with one of the following:
Flamer Damage 5 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 18 EP ]
Fusion Gun Damage 8 (E: Penetrating [5], Ranged; F: Diminished Range [2], Innaccurate [1]) [ 18 EP ]

DEFENSE
Dodge (6) Base 4
Parry: (6) Base 1
Fortitude: (6) Base 3
Toughness: (8/10) ——
Will: (8) Base 7

WORKSHEET
Attack: 8 Effect: 2 Total: 10 (Unarmed)
Attack: 7 Effect: 8 Total: 15 (Eldar Chainsword)
Attack: 10 Effect: 5 Total: 15 (Eldar Lasgun)
Attack: —— Effect: 5 Total: 5 (Flamer)
Attack: 8 Effect: 8 Total: x (Fusion Gun)
Attack: 8 Effect: 8 Total: 16 (Krak Grenade)
Attack: —— Effect: 5 Total: 5 (Plasma Grenade)
Attack: 10 Effect: 6 Total: 16 (Shuriken Catapult)
Attack: 10 Effect: 4 Total: 14 (Shuriken Pistol)
Dodge: 6 Tough: 8/10 Total: 14/16
Parry: 6 Tough: 8/10 Total: 14/16
Fort: 6 Will: 8 Total: 14


ABILITIES [ 30 pp ] +
SKILLS [ 11 pp ] +
ADVANTAGES [ 15 pp ] +
POWERS [ 29 pp ] +
DEFENSES [ 15 pp ] =
100 PP TOTAL

Background:
The Eldar are an ancient race of elf-like humanoids. Once they dominated the Galaxy but are currently a dying race. After the Fall of the Eldar they lost their main homeworlds and are currently scattered among the stars, inhabiting planetoid-sized starships known as Craftworlds.

Superficially, the Eldar appear very similar to humans, though they are generally taller and slimmer, with sharp features and pointed ears. They are long-lived by human standards, and most will live more than a thousand years unless they die from accident or disease. Eldar also have much faster metabolic rates than humans, and their cardiac and neurological systems are more advanced. These traits manifest in their vastly heightened reactions and agility compared to humans. To them humans seem to move in slow motion with a certain degree of awkwardness, while to humans the Eldar can move with distracting grace and can be blindingly fast in combat.

The existing Eldar are essentially a refugee population, the scattered remains of their former strength and power. Even in such straits, however, they are still a powerful force in the galaxy.

Due to the gradual decline in the population of their race, the civilians of the Eldar Craftworlds are all too often forced to take up arms. Because of this every Eldar is trained and ready to fight as a Guardian if need be. In some Craftworlds the Guardians are the most common of all Eldar warriors. They are primarily a defense force, employed when a Craftworld itself comes under threat, as the Aspect Warriors are often not numerous enough to overcome the hordes of the enemy without support.

Build Notes:
Eldar Guardians are meant to fall somewhere between the elite Space Marines and the red-shirt Imperial Guardsmen. Compared to the Guard, they have superior firepower individually, frightening speed, superhuman agility, and superior skills. On the other hand, they are very few in number compared to the endless hordes of minions the Imperial Guardsmen can muster. The comparison is reversed when looking at the Eldar Guardians and the Adeptus Astartes. One on one, Space Marines have greater power but rare is the engagement where any chapter will have numbers equal to the Eldar. Of course, the Guardians are not meant to be used as the primary fighting arm of the Craftworld. The Aspect Warriors are more closely the equals of the Astartes, but tend to be very specialized.

When looking at the Eldar in an M&M context, they may actually be one of the easier factions from 40k to "transfer" into a comic book setting. Most comic book universes have a couple of mysteriously aloof, quasi-magical, advanced technology using alien empires. If you tone down the role of Slaanesh in their ancient history and keep the "Doom of the Eldar" a much more vague threat, then they'd work quite well in a M&M setting. I can see Eldar successfully filling the same "ecological niche" as the Shi'ar, Kree, or Thangarians. Heck, run an Eldar character through the typical 'proud alien warrior-race guy crash lands on Earth only to come to love and defend its people' origin story and you've got a pretty decent superhero! Most of the Aspect Warriors sound like they have superhero names already: Howling Banshee, Striking Scorpion, Dire Avenger. Dark Reaper, maybe not so much, unless you're going for an Iron Age concept.

Come to think of it, Raza of the Starjammers pretty much is an Eldar Corsair!
Last edited by Batgirl III on Sun Jun 24, 2018 9:28 pm, edited 2 times in total.
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Re: Warhammer 40,000 (Emperor Titan, Eldar Guardian)

Post by catsi563 » Sun Jun 24, 2018 4:48 am

Ah my personal faves and the full army I have besides the Tau

Only thing id ask is 2 dex and agi on an eldar??? a 4 or 5 easy

2 agility hardly brings to mind inhuman grace and agility
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Re: Warhammer 40,000 (Emperor Titan, Eldar Guardian)

Post by Batgirl III » Sun Jun 24, 2018 5:11 am

A Rank 2 Ability is considered “well-above average,” which seems fair for the Eldar Guardians. These are the civilian militia of the Craftworlds: Regular Joes and Plain Janes called up to military service in a time of crisis. They still possess the Eldar Physiology traits which gives them Leaping 1, Speed 1, Physical Quickness 1, and Mental Quickness 3 plus Advantages like Improved Initiative and Uncanny Dodge. They are twice as fast as a baseline human when it comes to physical acts and frightfully fast cognitively.

The Eldar Aspect Warriors will be more impressive, but for civilian grunts, these guys are actually pretty scary.
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