Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
When you upgrade a person from a standard unit to a Aspiring Champion, Do you have to buy the aspiring champion seperate if so, where? And if not, then what do you do?
Also if i wanted to give a biker termy armor, do i deed to model it that way?
I'm a noob myself so any of you guys feel free to correct me.
Any average troop model can be an aspiring champion, (if you spend the extra points on him) you just have to make it clear that he's the boss of the squad. Give him the trophy rack thing that comes with the 'command sprue' (the one with the power fist, heavy bolter, plasma gun etc.) on his back pack, U could add some more interesting parts if u like, to make sure he stands out as the boss.
Also i've seen sum blister pack models of 'chaos champions' so i guess that u could use one of those.
As for the terminator armour/biker thing, i think i've read sumwhere that you can't combine a bike with termie armour, and for good reason really. Imagine it: a unit that can move 12" a turn and fire heavy weapons, has extra bike mounted weapons, a 2+ armour save, a 5+invun save, and a modified toughness of 5! that would have to cost a LOAD of points to make it a viable unit.
Well, there's my first attempt at helping sum1. Yeah go me! :a
an aspiring champion is an upgrade for a squad.
for example a chaos biker unit can upgrade one biker to a champion for X points.
its not a new separate model that joins the squad.
as for terminator armour, technically you cant combine it with a bike but using the chaos armoury you can give the equivalent of termi armour to your biker champion
give him "deamonic armour" for a 2+ armour save and "deamonic aura" for the 5+ invunerale
then give him a power weapon, deamonic mutation and deamonic strenght and go kill some space marines.
Small words of advice on aspiring champions:
1. In squads that are going to see CC take Aspiring Champions and give them a power weapon. power weapons ignore normal saves, and are worth it.
Example: 6 man squad charges a unit of vanilla marines. the champion gets 2 attacks plus 1 for charge, thats 3 possible unsavable (except with invulnerables). if you hit 2 you splatter 2 marines without a save!
2. don't spend a lot of points tooling up aspiring champions, its a waste as they still only have 1 wound (unless thousand sons)
3. if your thinking of tooling up a champion, do it to a lord or lt, as they get the initiative bonus, and extra wounds and attacks.
4. chaos is fun! be orignal. i give 1 of my aspiring champions a servo arm because i play iron warriors, that an extra attack that counts as a power fist, so at the end of combat i have a change to either kill a marine outright, and hits on strength 8.
5. bikers can't take terminator armor, and if you spending the points giving a biker daemonic armor and aura, then your not thinking smart! spread out your points, that could be another biker that will give more attacks and shots.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
omg, terminator bikers with assault canons, i can see it now, the new wraithlord, lol
Yeah, champs are pretty nice, i play Tzeench and realy buff them up, i giv deamon armor, deamon aura, deamon resilience, and bolt of change to all of them.
"Democracy is two wolves and a sheep voting on what's for dinner"
-Guns don't kill people, bullets do.-
-Support your local game store! Don't buy online or from GW stores.-
Champs just have to stand out from the rest of the squad. Guve him a special close combat weapon, a mutation, or something from the other kits like a emporers children head.
Tzeentch champions actually only have 1 wound. Aspiring Champions of Tzeentch are fearless and have the sorceror ability, and do not have to take psychic tests to use psychic powers. Regular line troopers are fearless, have the Demonic Essence ability and the Slow and Purposeful rule.
As MouseC112 said, it might be worth consider to replace the asp. chamo with a Lt or lord if you want to tool up. However, there is a flip-side to that coin. Lords and Lts are Independent Characters and could be targeted by your enemy. An Asp. Champ is the last to stand of the troops in the "kill zone", as you can choose to take the wounds on the other squad members.