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Just read the Caiphas Cain books, and decided to rey my hand at making some rules for him and his trusty sidekick Jurgen.
Commissar Caiphas Cain
Sv 5+ 5++
Laspistol, Chainsword, Honnorifica Imperialis
It's for your own good!
-same as regular Commissars
Hero of the Imperium
-same effect as summarary excecution, but do not remove the officer, as Cain is dedicated to befriending his men, and avoids the problems associated with excecution whenever possible. However, if called upon to make more than one morale check a turn, this autopass will not apply, as Cain is actually a coward, and will convince his squad to fall back for tactical reasons, or something similar.
The Ld bonus to squad leaders still applies as normal.
-While Cain is always trying to find a way to stay out of trouble, trouble usually finds him. In the end though, he finds a way to escape relatively unharmed.Cain counts as having a 5+ inv save, the Medalion Crimson, and may reroll all failed saves. If Cain becomes a casualty, all squads 6" from where he fell gain the counter attack ability and +1 attack for the current or next CC phase, to represent their anger at the Hero of the Imperium falling.
-Cain doesn't think the Emperor is going to take the time to look after him personally, so he will try to find ways to save himself, and this usually involves putting his fellow troops in between him and the enemy.
Cain can only be attacked fully in CC if he is the only model in base to base contact with the enemy. If there is another friendly model touching the attacker, half of its attacks, rounding up, must be made to that model/unit instead of Cain.
For all other intents and purposes, Cain is an Independent Character.
-Cain is a very skilled fighter, and because of this may reroll one attack a turn, as if his weapon was master crafted.
Jurgen, Commissar Cain's aide
Meltagun, Laspistol, Frag and krak grenades
-Jurgen is fearless, and while he does not lead a squad, this ability lets him stay calm in the heat of battle.
Cain and any attached squad do not suffer any Ld modifiers from sp rules, being under 50% strength, or when regrouping.
-Jurgen has very bad hygiene, and in combat, this is represent by all enemies in base to base with him suffering -1 WS, to a minimum of 1.
-an extremely rare condition that makes Jurgen immune to all psychic attacks directed at him or the unit he is attached to. Any psyker 12" from him must pass a Ld check to do any actions against him or his squad.
-any equipment that the squad Cain and Jurgen are attached to is given to Cain and Jurgen for free. Every member of the attached squad must have the item for it to be conferred. This includes carapace armor worn by storm troopers. To benefit from this, Cain and Jurgen must be attached to the unit a the start o the game and may not leave the unit durring the game.
-Jurgen is very skilled at driving very fast. To represent this, any vehicle Cain is embarked in will be driven by Jurgen, giving the vehicle the ability to move an extra d6", without affecting how it can shoot or unload passengers.
-As a Valhallan, Jurgen has the preferred enemy trait against orks, like all guard from Valhalla.
-Jurgen must always accompany Cain, and is treated as wargear for fighting purposes; does not take a transport spot (as he drives, see above), is removed if Cain is removed, as he will tend to Cain's injuries, and will not make Cain count as a unit if not attached to one, for purposes of Independent Character rules.
Cain's preferred transport, the Salamander
All stats are the same as a Scout salamander, but may take either a H. Flamer or Autocannon, for the same price. It is also equipped with a pintle mounted storm bolter, improved comms, and track guards for no extra cost. it may take any other upgrades from the IG codex at the specified costs, as Jurgen would be prepared for any needed alterations.
If chosen, Cain and Jurgen start the game in the Salamander, and may disembark and reembark per the normal rules for open topped transports, but no one else may, and the Salamander cannot do anything until they are back on board.
The Salamander may carry both Cain and Jurgen, and up to 2 other models, attached to Cain. This makes it good for a speedy getaway, or putting him with another independent character, like and Inquisitor (such as Amberly Vail).
Hope you like it. I'm still thinking about the points for them. It seems high compared to most IG characters, but at the same time they do have some good abilities... What do you think?
Pretty awesome man.
Add some rules for Amberly Vail and her entourage, and you're set.
humm, im not too sure, you acctualy spesify cain as a coward, if you really read into the book and think i rekon you will find he isnt as he makes himself look all the time.
PROUD TO BE IN THE BRITISH ARMY.
~~ Surrender and serve me in life, or die and slave for me in death~~
While I don't have anything better to suggest, I feel the points costs are too low. Their various abilities are useful and make them rather durable, although at 190 pts together it is close, in my opinion.
Yea cadian315, I was thinking he might be a bit cheap too... hard to say exactly, since there aren't a lot of guard characters, and the ones there are kinda cheap. might bump it to 210 for both, but then it just looks excessively expensive, even though thats only 20 pts more.
I have to say that I like it. I'm a huge fan of the books (and of the Flashman books upon which the Cain stories are based) and I think you've captured the essence of the characters here.
One suggestion I'd make is the extra 6" of movement on the Salamander could be a d6" of movement, as Jurgen does indeed drive fast, but there are still mechanical limitations on what vehicles can do. I think the points cost is reasonable, and I'm going to see if I can craft up a suitable model and use him with my Valhallan army.
Thanks for drafting these up!:party2:
blood for the blood god - yay!
I agree with the D 6 movement for jurgen that seems more reasonable
But the bad hygene is somthing i do not agree with, - 1 attacks against the entire squad? that is to powerful. Even though he may smell bad, their is no way that an Ork screaming WAGGGHH is even going to give a thought about it. I would personally remove the ability all together, but i guess add if you really want it then make it -1 Ws vs a single model in base contact.
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"