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Post by Hetfiltrator on Oct 18, 2009 15:30:18 GMT -5
Alrighty guys this is the Codex for the Blood Dragons, my first chapter, and they are quite different than their humanoid marine counter parts. Special characters Chapter Master Susano Firestorm High Chaplain Izanagi Heavyhand Bloodsheild Phantom Orochi Whitearrow Bloodshield Berserker Nagi Holysword Hq Captain Librarian Chaplain Elites Dragonguard (terminator) Drake-kin (Dreadnought) Blood Shield Phantoms Blood Shield Berserkers 0-1 Tau Battlesuits Troops Tactical Squad (no transport) Little Dragons (scouts) 0-2 Fire warrior squads Fast attack Tactical squads (mounted) Dragon wing bikers Land speeders 0-1 Pirahna Squadron Heavy Support Dragon's Fire (Devatator squads) 0-1 Land Raider (any varient) Predator Whirlwind Blood Dragon Special Rules Dragon's Blood: All models with the Dragon's Blood special rule are Fearless and suffer from rage. All help accepted: The Blood Dragons are a truely desprate chapter, willing to accept any type of help. They may take Kroot mercinaries. Guerrilla warfare experts: all Blood dragon infantry may take infiltrate or scout for +3 pts per model. Special Characters High Chaplain Izunagi Heavyhand WS 6 BS 4 S 10 T 7 W 5 I 4 A 5 LD 10 SV+ 2+ Special Rules: Monstrous creature, Litanies of hate, Honour of the Chapter Wargear: Crozius Arcanum, Rosary Monstrous Creature: High Chaplain Izunagi was hit by the Dragon curse especially hard turning the Battle hardened vet into a towering 10-ton creature he is thus treated as a monstous creature in all respects EXCEPT he may join a unit of Dragon Guard. Chapter Master Susano Firestorm WS 7 BS 5 S 5 T 5 W 3 I 5 A 4 LD 10 SV+ 2+ Special rules: Ambush in the darkness, Combat tactics, At peace with death Wargear: Dragon Claws, Terminator armour, Iron Halo Ambush in the darkness: You may elect to keep Chapter Master Susano in reserve with this Dragon Guard, If you do when your opponent declares his first non-deep strike reserve roles roll a D6 on the roll of a 3+ that unit comes in engaged in close combat with Susano & co At Peace with Death: no friendly models within 12" can suffer leadership test resulting in Susano dying. Dragon Claws: A pair of master-crafted Power fists that may count as lightning claws. Don't worry there is ALOT on the way
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Post by Hetfiltrator on Oct 18, 2009 17:43:48 GMT -5
Anyways I'm going to skip down to the troopers
Tactical squad: holding a nearly Identical purpose to their pure brethren Tactical squadsmen are at the forefront of every battle supporting those in need of aid and taking the fight to the enemy Tactical squads 90pts Squad size 1 Sergeant 4 Marines May purchase up to 5 more marines for +16 points each Two models can take any of the following -flamer, heavy bolter, myssile launcher +5 - Heavy flamer, meltagun for +10 - Lascannon, or plasma cannon* for +20 All models in the unit may take either scout or infiltrate for +3pts
Little Dragons are the first stage of Blood Dragon life. After their 8th year in the Scout corps they will molt their armour and grow a new set of armour. They are typically tasked in hunting down key individual and assassinating them or causing a huge commotion to cover for the army Little Dragons -1 Sergeant -4 Little Dragons May purchase up to 10 additonal Little Dragons for +15 points for every 5 models in the unit you may purchase one of the following - heavy bolter or flamer +5pts - myssile launcher or heavy bolter loaded with Hellfire shells +10 - Meltagun or plasmagun +15
For referance the Blood Dragons are no longer human (Even remotely) consider them more lizards in power armour.
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Post by Lord General Armstrong on Oct 18, 2009 23:17:42 GMT -5
So when you say molt thier armour and grow a new set. Do you mean it. Does that mean these marines can wear scout armour, molt grow power armour, molt grow termi armour. Cool
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Post by Hetfiltrator on Oct 19, 2009 17:36:44 GMT -5
Yes, think lizards.
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Post by The Envoy (AWOL) on Oct 19, 2009 17:54:32 GMT -5
Most of this is pretty decent, though without point costs for the special characters, it's hard to say. Guerrilla warfare experts: all Blood dragon infantry may take infiltrate or scout for +3 pts per model. This however makes me cringe a bit. It's a really powerful tactical advantage for extremely cheap. I'd either up the cost, or add in a drawback of some sort to even things out, because I'd just take small squads for 105pts. and just outflank my opponent and let the Krak Grenades all the AT work.
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Post by ElegaicRequiem on Oct 19, 2009 18:08:58 GMT -5
Switch it to just infiltrate.
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Post by Hetfiltrator on Oct 19, 2009 20:14:07 GMT -5
@ Requiem that was the original idea. Not sure why I added scout. @ Envoy I have no skills in making costs, tho' I like the idea of just giving them infiltrate. Also I should probly take that part back :All tactical squads (on foot), Phantoms, and dragon's fire units may infiltrate.
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Post by The Envoy (AWOL) on Oct 19, 2009 20:22:38 GMT -5
@ Envoy I have no skills in making costs, tho' I like the idea of just giving them infiltrate. Also I should probly take that part back :All tactical squads (on foot), Phantoms, and dragon's fire units may infiltrate. That actually sounds a better. Infiltrate for 3pts. isn't too bad, and with the unit restrictions make it much more reasonable.
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Post by Hetfiltrator on Oct 19, 2009 20:48:42 GMT -5
Kay good. can you do me a favor and give me an estimate for Izunagi? I'm gonna go with Calgar's cost for Susano.
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Post by The Envoy (AWOL) on Oct 19, 2009 20:57:23 GMT -5
I'd say somewhere in the 190-220pts. range. Str, 10 Monstrous Creatures are extremely powerful.
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Post by Lt. Erwin on Oct 19, 2009 22:35:16 GMT -5
Looks pretty interesting. By any chance, are these being converted from WHFB Lizardmen? Skinks for the 'Little Dragons,' Sauruses for Tactical Marines, etc? I use to know someone who did something similiar for IG, and it looked pretty cool aside from the tanks.
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Post by Hetfiltrator on Oct 21, 2009 16:39:50 GMT -5
No Erwin. I would love too but I couldn't convert to save my life (Have enough trouble with hand swaps). But yes that would be the idea but you must keep in mind that they do still have armour.
@ Envoy 230pts for Izunagi and I'm going to give him the Heavy-Handed special rule. Which means all models that survive his attacks strike with initiative 1 next turn.
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Post by The Envoy (AWOL) on Oct 21, 2009 22:46:46 GMT -5
@ Envoy 230pts for Izunagi and I'm going to give him the Heavy-Handed special rule. Which means all models that survive his attacks strike with initiative 1 next turn. That sounds like a reasonable compromise.
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Post by Hetfiltrator on Oct 22, 2009 18:51:30 GMT -5
These are really just coming to me in blasts so forgive the inconsistancies
The Seven Dragons
Type: Super-heavy tank
Structure points: 3
Weapons and Equiptment - Turret mounted Inferno gun - Hull mounted twinlinked heavy bolter - Hull mounted Demolisher cannon - Two sponsons each containing 1 Lascannon and 1 Flamestorm cannon - Searchlights and smoke launchers
Special Rules
Blessed hull: All Chain reaction results only count as Structure point lost.
Ancient Relic: Should the Seven Dragons ever die all friendly Blood Dragon models in the army make a leadership test if the test is passed they gain preffered enemy.
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Post by nicholasakira on Oct 22, 2009 23:54:33 GMT -5
Tau and marines in the same list?
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Post by Hetfiltrator on Oct 24, 2009 12:38:51 GMT -5
Yes. You see the Blood Dragons after their change became noticed widely were chased from their home world and took up refuge in tau space.
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Post by Hetfiltrator on Oct 27, 2009 17:43:54 GMT -5
new Seven Dragons' special rule The Seven Dragons: Each of the Seven Dragons guns is as ancient and venerable as the tank itself. All weapons count as primary.
Berserker Captain Nagi Holyspear 215pts
WS6 BS5 S4(5) T4(6) W4 I6 A4 LD10 SV+2+
Wargear: Kagehime no Naginata, Artificer armour, Frag and Krak grenades
Special rules: Rites of the Damned, Berserker Guard, Failure is not an option Wargear Kagehime no Naginata: The Kagehime no Naginata is an ancient spear from lost times. It is believed to be Eldar. It is treated as a Singing spear in addition to this once per game Nagi May use the psychic power Doom(or which ever one is the opposite of enhance). Also all Eldar have prefered enemy against him and his squad. Special Rules - Rites of the Damned: Having been a berserker for a long time the combat drugs are begining to take their toll on him. Nagi has +1S and +2T and Fearless. However before the game begins he and all models with the Rite of the Damned special rule must make a toughness test. Should He fail he starts the game with D3 less wounds. - Berserker Guard: Nagi must be accompanied by a unit of Berserkers. These all must have the Rites of the Damned. He may not leave them as long as there is still one alive. - Failure is not an option! Nagi and his unit are known for incredible feats of violence and suicidal recklessness. Nagi and his unit may inflict additional hits upon themselves (Base strength with no benefits) to give themselves preferred enemy for the turn.
Blood Sheild Berserkers are those few marine that have given up their right to become Dragon guard in favor of becoming savage close combat monsters. They are drugged with a certain chemical that drive them temporarily insane and into a fit of extreme violence. Blood Sheild Berserkers 200pts WS4 BS4 S4 T4 W1 I4 A3 LD10 SV+3+ Wargear: Two close combat weapons, Frag and krak grenades Special Rules: Rending, Rage, Fearless, Fleet, Unit size - 1 Berserker Sergeant - 4 Blood Sheild Berserkers May purchase up to 5 more for 25pts All models may take one of the following rites models with these rites may take any of the following upgrades - Rites of the Crusade (?) 5pts per model - a Power weapon +10 - a Evisarator +25 - a ?+20 Rites of the Martyr (Furious charge) +10pts per model - a Power weapon +10 - a pair of Lightning claws +30 - a Powerfist +20 Rite of the Damned (+1s, +1T) 20pts per model - Hand evisarator +15 (power weapon that rolls 2d6 armour pen) - Relic blade +20 - Thunder hammer +25
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Post by Hetfiltrator on Nov 20, 2009 17:58:39 GMT -5
As a captain of the Blood Dragons Orochi has seen many betrayals. He is captain of the rumored 11th company and is a master of infiltration and sabatoge.
Bloodsheild Phantom Orochi Whitearrow WS5 BS8 S4 T4 W3 I5 A3 LD10 SV+3+ Wargear; Phantom heavy rifle, Phantom claw, power armour, Frag and krak grenades, Phantom special rounds Special rules; Silent as night, Dead-eye, Emporer's tarot, Rites of the hunter
Special wargear; Phantom heavy rifle; once a weapon converted from anti-tank rifles during the Imperial purging Most Phantoms make excelent use of them as sniper rifles. Range 48" S X AP 4 rules Heavy 1, Pinning, 2D6+4 armour pen, wounds on 3+
Phantom claw; A specially designed guantlet that features a specially built hypodermic needle to deliver leathal drugs into the target's system. The phantom's claw counts as a close combat weapon that always wounds on 2+.
Phantom special rounds; Each phantom has a wide variety of different round that may be loaded into their rifles. Every turn Orochi fires he may choose a different round type Hellflare shell; Highly explosive shells that can crack open even the most sturdy armour. Range 48" S X Ap 3 / see heavy rifle Dragon's bane; Shell that that bathes the foe with highly potent toxins. Range 48" S X Ap 5 / Wounds on 2+, Small blast, Cannot harm vehicles
Special rules Silent as night: Orochi never deploys. Before the game begin select a bit of terrain. That is where Orochi is deployed after your opponent's first shooting phase shooting phase. Note that Orochi may still fire even if you go first.
Dead-eye; Orochi may allocate wounds on the targets he chooses.
Emporer's Tarot; Orochi has always been intensely faithful to the Imperium, even now that his chapter was driven out and declared heretics. He is very skilled in reading tarot cards and does so to determine one's fate. Everytime Orochi Fires at a Character or monstrous creature He may choose to declare Tarot Roll a D6 and consult.(note you always count as rolling a 6 against Chaos and adds +1 to the roll against Orks, and tyranids, Also you may only roll once per target.) 1- Spare them my son- Orochi may never take the final wound of the target. 2-3- Cripple them, brave one- If the model survives this shot Orochi's controling player may choose to decrease any one of the model's characteristics by 1(but not wounds). 4-5 -Crush them, son of mine- Orochi wounds on a 2+ instead of 3+ normally 6- The Emporer Declares death!- Orochi's hit's wound on 2+ and inflict D6 wounds, In addition Orochi must keep firing at the target until it is dead
Rites of the hunter; Orochi has stalked many targets since his days as a Little Dragon as such there is no place to hide should he be after you. Orochi is slow and purposeful and does not allow cover saves.
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Post by Hetfiltrator on Nov 23, 2009 17:59:05 GMT -5
Bloodsheild Phantoms Infiltrators beyond peer most Phantoms are assassins and saboteurs. Unit size: 5-10 Phantoms WS4 BS6 S4 T4 W2 I4 A2 LD10 SV+3+ Equipment; Phantom heavy rifles, Frag&krak grenades, phantom claws, Phantom special rounds Special rules; Silent as night, Rites, Move through cover, Special deployment
Rites Rites of the hunter; Slow and purposeful, No cover saves Rites of Sabotage; Any model with this rite selects a vehicle. The vehicle takes D3 S8 hits on it's side armour before the game begins. Rites of the dead-eye; May chose which models take unsaved wounds Special deployment; Phantoms are bought as a unit but never suffer from any unit cohereancy the also do not have to be deployed togather. Note any terrain feature a Phantom occupies at the begining of the game is dangerous terrain to infantry.
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