Psychic Army-Really Long - Warhammer 40K Fantasy
 

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!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 5 of 5
  1. #1
    Senior Member Hive Fleet Scorpii's Avatar
    Join Date
    Nov 2004
    Location
    U.S.A.
    Posts
    503
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x2)

    Psychic Army

    I helped make this army but we had not yet finished it. With the new site it got abandoned and I thought that it would be interesting to finish. I hope this is helpful as it took three days of non-homework-or-anything time to put it together.

    HQ

    Shaper of the Ether-90 pts

    WS 3 BS 3 T 3 S 3 W 3 I 5 A 2 Ld 9 Sv 4+ inv.

    May purchase up to 30 points of wargear from the Armory, as well as up to 50 points worth of Psychic Powers.

    Fleet of Foot

    Shield of Distortion-Same as GK armor(do not know what this does)

    Ether Blast-Check Armory

    The Shaper Walks Alone: Shaper of the Ether may never be mounted in a vehicle or join a unit at any time.

    Independent Character

    Come to Me: At any time that a friendly unit is within 12" of Shaper of the Ether place the unit where the entire unit is within 6" of the Shaper of the Ether. This may only be done once per turn and the unit that was moved using this ability may not assault that turn. In addition any friendly Deep Striking unit that Deep Strikes within 6" of Shaper of the Ether will not scatter.


    Warlord of Ves'Tra-120 pts 0-1

    WS 6 BS 3 S 4/5 T 4 W 3 I 4 A 4/5 Ld 10 Sv 4+ inv.

    The Warlord may select up to 70 points of wargear from the armory, and may take a single psychic power of any points cost.

    Fleet of Foot

    Talons of Disharmony- A thousand tiny shards of ether sewn together through the Warp, taking the form of a pair of massive claws. It gives +1S, +1A, the model wielding them ignores inv. saves and re-rolls to hit rolls.

    Strike From the Warp-Deep Strike

    Our Souls Shall Never Rest-If the Warlord of Ves'tra's Throne loses his last wound, place the model on its side instead of removing it from the table. At the beginning of your next turn, roll 1D6. On a roll of 1-2, the Warlord is reborn in a shimmering flash of white light, and returns to play with 1 wound. On a roll of 3-5, the Warlord's body convulses and shatters, sending thousands of glass-like shards spraying in all directions. Every model within 6" (including your own/allies) takes a single Strength 2 hit. On a roll of 6, the Warp has looked kindly on the Warlord and has resewn his body into a new form. He returns with all 3 Wounds, but his Attack and Weapon Skill characteristics are lowered by 1.


    Ether Warlord- ___ pts 0-1

    Some Warlords of Ves'Tra eventualy become almost entirely made out of warp energy as it has been restored by the Warp so many times that it is almost part of it.

    WS 8 BS - S 7 T 7 W 4 A 3+2 I 5 Ld 10 Sv 3+ inv.

    Ether Swords-The four Ether Swords disable inv. saves and count as power weapons as they are created out of Warp energy and cut through Psychic barriers and physical ones as if they don't excist.

    Mind Shield- Same as the racial rule but the attacking psycher gets -2 Ld as well as the -1 from the power as Ether Warlord has mastered the art of Mind Shields.

    Blink-Ether Warlord's inv. save may not be negated as the save is from the Ether Warlord moving several feet a second in random directions.

    Ether Warlord may choose up to 50 pts in powers from the armory and must choose one psychic power.

    HEAVY SUPPORT

    Zombie Giant-100 pts 0-1

    Created by Zombies eating a large creatures essence, these hulking beasts often stop moving after a while, so only fairly new ones will be taken along with the army.

    WS 2 BS - S 6 T 8 W 4 A 4 I - Ld 2

    Feel No Pain

    Mind Leech-

    Psychic Leech-Zombies are often created by other Zombies feeding on the mind of a victim. The Whenever a unit with Zombie in its name kills a non-swarm living (non-tank, non-necron, or non-demon) unit in CC put a Zombie into play. If it had wings or a jump pack it is a Winged Zombie. If it is a monstrous creature it is a Zombie Giant, if it was infantry than it becomes a regular Zombie. Monstrous winged creatures retain their winged capabilitys, but lose them after the battle. Zombies Created this way become part of the army unless they are Winged Monstrous Creatures in which case lose the winged capability, and so will be able to be played in the next mission if the rules allow it.

    Terror: Units in CC with Zombie Giant have a -2 to their leadership, as a giant thing bearing down on you is not a pleasant sight.

    Zombies! Zombies!: May only be taken if there is one zombie unit, Zombie Giant becomes part of that unit. Only one Zombie Giant is allowed per unit of Zombies.

    Mindless-Zombie Giant automatically passes all morale tests.



    Psi-Behemoth-

    WS 4 BS - S 6 T 6 W 4 A 1 Ld 11 Sv 4+ inv.


    Made of Psi- Psi-Behemoths are immune to all psychic powers, Psi-Behemoths also causes all inv. saves besides its own to fail if any member of the unit is within 4". Psychic tests also count as getting a 12 if they originate within 6" or designate a target within 2".

    Monstrous Creature

    Summon-Psi-Behemoths appear in a mist like shape in the beginning of the battle and do not become solid until it chooses to and all Psi-Behemoths are on the field. They are also harder to hurt while in this form and gain a +2 to their Inv. sv. rolls. If you take several PBs one of them has to start on the field. That one may move 12" a turn but may not assault or be assaulted until it has summoned the other PBs, it also must use the H&R rules at the end of every assault faze. To summon you place the Ord. marker over the Psi-Behemoth and you fit as many PBs as you can under the template. Bits may stick out. If this does not allow you to summon all of the PBs then all of the newly summoned PBs follow this rule. They may not summon on the turn they were summoned. Summoning is taken place in the shooting phase.


    Hit and Run-When using the hit and run rule it must go towards the closest enemy unit.

    Rampage-PB gains an extra 5 attacks on the charge as they they run straight at the enemy and use their flailing tentacles to attack which cannot be used if the enemy is close up to the PB. When using Hit and Run if it runs into another unit it counts as charging for purposes of this rule.

    Dweller-120 pts

    BS 4 FA 13 SA 11 BA 10

    Heat Shield-All weapons with las, plasma, or melta in their name have their S halved when rolling for Armor Penetration against **** (round up).

    Psi-Cannon- S 9 AP 4 Ordnance/Blast (units under both count the weapon as being AP 2)


    Warper-90

    WS-1, BS-*, S-3, T-3, W-2, I-4, LD-9, SV-5+ inv.

    *A warper hits any thing under the template, be it partially or fully covered.

    Wargear: May select 40 points worth from the armory.

    Psychic Powers: May pick one power in addition to the following:

    Warp storm
    : S 7 AP 4 Large Blast/Heavy 1 Rng: Unlimited

    A warper may pick any location on the board to summon a warp storm. When a storm is summoned place the large blast marker over that location. For every turn after that role a scatter die. Place the template, with small hole over the epicenter of storm 2d6" in that direction. On a hit the player chooses the direction. Roll the 2d6 after the direction in chosen. Every turn the storm exists the warper must take a perils of the warp test at +1 the first turn, normal at the second turn, -1 at the third turn, and so on. The storm may be canceled at any time. While the storm is active the warper cannot move, assault, fight in close combat, or use any other powers. Only one Warp storm can be in play at a time.

    Powerful Mind: If the warper fails a perils of the warp test while using warp storm treat the location of his body as a warp storm for 2 turns.

    Valuable Cargo: any bodyguards that a HQ would be able to may escort the warper.

    Elite

    Psi-Guardian-75 pts 0-1
    WS 5 BS - S 5(10) T 5 W 2 I 1 A 2(3) Ld n/a Sv 2+/4+ Inv.

    Weapons and Armor
    Psi-Fist - The Psi-Guardian is equipped with two Psi-Fists, giving it an additional Attack as shown in the above profile. A Psi-Fist counts in every respect as a Powerfist, amplifying the Guardian's strength and Initiative as shown in the above profile. The only difference is the Psionic Shock - whenever a to-hit roll of 6 is made, a single enemy model chose by you reduces their Initiative to 1.

    Psionic Barrier - The Psi-Guardian is protected by a barrier just like normal troops, giving it a 4+ Invulnerable save. Since the Psi-Titan’s master creates this barrier, it is a stronger psionic energy source.

    Special Rules
    Constructs - Psi-Guardians are constructs, and are not living creatures. Therefore, they receive a 2+ armor save and a toughness of 5 due to the durable materials in which they were made. Also, any leadership tests they must make are automatically passed, and any psychic attacks on them automatically fail.

    Forever My Guardians - Psi-Guardians will always protect their master. All attacks and wounds must be directed to them before they can be directed to their master. This even applies when there are more hits than models, so the wounds/hits are spread evenly amongst the Psi-Guardians present in the squad. If the Psi-Guardian dies and there are extra wounds/hits, it is assumed that the Psi-Titan canceled those attacks.

    Size Matters - Each Guardian takes up 2 spaces in their transport.

    Lost in Death - Whenever a Psi-Guardian's master is killed (by attacks allowing you to specify targets - psychic attacks, etc.), the Psi-Guardians are assumed to be no longer functional. Remove them as casualties.
    Unit Size - 1-3 Psi-Guardians may be taken as a Bodyguard unit for your HQ or as an Elite choice.


    Automaton

    WS3 BS4 S5 T5 W2 I3 A2 Ld10 Sv4+Inv

    Units of 2-5

    Cost: 45 pts

    Special Rules

    Mind Shields/Psionic Barrier

    Feel No Pain: Being controlled by astral projection, the wearers of these automatons don't care if the shell is destroyed, and may make a FNP roll even against wounds that are double toughness or deny a saving throw.

    Psychic Spire: The automatons right arm is a crystal matrix that channels energy of its controller. During the shooting phase, Automatons may make a ranged attack with the following statistics.

    Range30" Str5 AP4 Assault 2

    Additionally, the Spire may be used in assault. If the wearer concentrates, the power of the spire can cut through even the toughest of armor, acting as a power weapon.

    Retinue: The Automatons may be chosen as a Retinue for the HQ choice. If they are chosen as this, they count as part of the HQ slot and not Elites. They may not leave the HQ until the HQ is killed. Against ranged attacks, the Automatons place themselves between fire and the HQ, similar to the Tyrant Guard rule in Codex Tyranids. They do not stop any attacks in CC.


    Council of Fate

    0-1 Squad per army

    WS 4/5 BS 4 ST 3/4 T 4 W 2 I 4/5 A 2/4 LD 9 Sv. 4+ inv.

    Squad Size 3
    2 Members and one Aurach make up the Council of Fate

    Cost: 50pts each

    Mind Shields/Psionic Barrier: The Council's Minds are particualy adept and adjusted to psychic activities and as such the following amendment should be made to the mind Shield rules. Any psyker attacking a Member of the council with a psychic attack will roll at -2 his/her leadership, and the council will get a Leadership of 10 for that attack only.

    Blades of fate: Only those who utilize them know the mystical properties of these mysterious blades. The Blades of Fate count as two powerweapons and as such grant an additional attack already included in the base profile. In addition to these rules the blades of fate give the wielder the following bonuses +1 Ws, +1 STR, +1 I

    Ether Pistol
    Rng 18' St 3 AP -
    The pistols the council uses are loaded with arcane ammunitions and such the enemy is granted no Inv. or cover saves against them. The pistols also grant the wielder 1+ Attack in CC.

    Psychic powers: The Aurach of the Squad may take one Psychic Power.


    TROOPS

    Psi-hunter-10

    WS-3 BS-3 S-3 T-3 W-1 I-4 A-1(2) Ld-8 Sv-5+(4+) Inv

    Squad: 2-6 psi-hunters

    Weapons=CCW and Runeshield (+1 to the inv save)

    Options: 1 Psi-hunter may be upgraded to a Psi-Assassin for +15 points. (+1 WS, +1 leadership, +1 Attack) All of the Psi-hunters may have power weapons for +8 points each.



    Controlled Zombie-5 pts

    Unit Size- 15-50/8-26

    Zombies are created by a Mind Flayer or having their psychic essence be eaten by a Zombie.

    WS-1 BS-0 S-3/4 T-3/4 W-1 A-1 Ld-2 I-1 Sv-6+/4+

    Feel No Pain-Zombies are affected by the Feel No Pain as they are mindless hulks.

    Mindless-Zombies automatically pass all morale checks

    Psychic Leech-Zombies are often created by other Zombies feeding on the mind of a victim. The Whenever a unit with Zombie in its name kills a non-swarm living (non-tank, non-necron, or non-demon) unit in CC put a Zombie into play. If it had wings or a jump pack it is a Winged Zombie. If it is a monstrous creature it is a Zombie Giant, if it was infantry than it becomes a regular Zombie. Monstrous winged creatures retain their winged capabilitys, but lose them after the battle. Zombies Created this way become part of the army unless they are Winged Monstrous Creatures in which case lose the winged capability, and so will be able to be played in the next mission if the rules allow it.

    Mind Leech-Each zombie may try to make a Ld test during the shooting phase. If it succeeds (you need twos) then one unit with CC with the unit of Zombies who passed the check must take a Ld test with a -1 modifier to their leadership for that roll for each Zombie that passed the leadership test. If the target fails this roll then one model chosen by the opponent become a Zombie for every point that they fail the test. Only works on living single wound units. Models with a Jump Pack or Wings become Winged Zombies.

    Options: One unit of Zombies may get +1 T, +1 Str, and +2 Sv for +5 points per model as they are from tougher units but has its unit size changed to 8-26. This Toughness bonus counts in terms of Instant Death and Feel No Pain.


    Espers-15 pts

    Unit Size: 4-10

    WS 3, BS 4, S 3, T 3, W 1, I 5, A 1, Ld 7, Sv 5+ Inv.

    Weapons and Armour:

    Psionic Rifle - Range 24", Strength 4, AP 5, Special: Rapid Fire, Psionic Leech.
    Psionic Leech - if ever more unmodified hits (i.e. doesn't count rapid fire shots) are successful than the number of models in the opposing unit, the player using the Leech may opt to replace those shots and force the opposing unit to make an automatic pinning check at -2 Leadership. Rapid Fire shots that still hit may still cause damage to this unit, as they are not part of the Leech.

    Psionic Barrier - The Espers are surrounded by a "force field" created from the energy focused from their mind. To represent this, each model is given a 5+ Invulnerable armour save, but in order to keep this ability they must have unrestrained access to their entire body, therefore they opt to not wear any armour whatsoever.

    Psi-Blades - The Espers can focus psionic energy into their palms, fists, arms, or any other part of their body to create Psi-Blades. These count as close combat weapons (but not an additional close combat weapon, therefore they do not gain a +1 to their attack statistic) that have the same effect as Ork Choppas. They will make any normal (non-Invulnerable) armour save count as 4+ if it is lower, and that armour save will stay the same if higher.

    Mind Shields - Espers can form barriers around their minds to help them repel any psionic attacks made against them. Any psyker attacking an Esper with a psychic attack will roll at -1 his/her leadership, and the Espers will get a Leadership of 10 for that attack only.


    Adamantine Souls-15 pts

    WS 3 BS 3 S 3 T 4 I 3 W 1 A 2 LD 8 SV 4+

    Squad Size: 4-10

    Weapons: 2 Close Combat Weapons

    Unliving: Since they are animated bodies, and not actually living, they must be literally destroyed to stop them. Therefore, they ignore any ranged attacks with S less than 4.

    Force Of Will: At the beginning on any assault phase, the make make a Psychic test. If they succeed, they gain +2 S and +2 Init. May not be used in the same round as Bolt Of Will.

    Bolt of Will: During the shooting phase, the Adamantine Souls may make a Psychic test. If they succeed they may hurl a psychic bolt at an enemy. Resolve as a ranged attack, including rolling to hit. Count the hit as Range 18" S 4 AP-. May not be used in the same round as Force Of Will.

    Unnatural Bodies: The Adamantine Souls are not native to their bodies, and thusly cannot maneuver very well. They use the Slow and Purposeful rule.


    Incorporeal Gate-90 pts

    FA 11 SA 11 BA 11 BS 4

    Mind Flayer-Handled by only the most skilled psychics, the mind flayer can rip the minds of an entire unit to shreds in seconds, leaving behind only mindless zombies.The mind flayer is a heavy weapon. The model firing it must take a psychic test at a -1 modifier for every 10 models in the target unit. If succesful the the target unit must take a leadership test at -2. If the target unit fails its leadership then the unit is reduced to a pack of drooling zombies, they count as destroyed for victory purposes. The zombie pack travels in random direction (scatter dice) 2d6 per turn. It will assault anything it comes into contact with. For assaults the zombies use their original strength, but are now ws1, a1, and have 1 wound. They are fearless, and cannot take advantage of any weapons they were previously holding.If a suitable unit is in range then the zombie unit can be mind controlled automatically. Incorporeal Gate counts as having a LD of 9.

    Warp Gate: Similar in design to both the Necron gate that is often seen on their Monoliths and the Web Way Gates seen in use by the Eldar clans it allows any units in reserve to come on to the board as if they were disembarking from this tank. The Warp Gate is in the back of the Incorporeal Gate. The unit it is attached to must be placed in reserves whether or not the mission rules allow it. If the Incorporeal Tank is destroyed then the unit that was chosen must disembark if they have not already done so as the tank is destroyed and each model must make a 2+ on a D6 or the unit takes a wound.

    Transport- Must be attached to either a Esper unit, a Psi-Titan unit, any HQ unit, a Psi-Hunter unit, or a Council of Fate unit.

    FAST ATTACK


    Winged Zombie-7 pts

    Unit Size 10-34/6-25

    Winged Zombies are created by either a Mind Flayer or a Zombie eating its Psychic essence.

    WS-1 BS-0 S-3/4 T-3/4 W-1 A-1 Ld-2 I-1 Sv-6+

    Feel No Pain-Zombies are affected by the Feel No Pain rule as they are mindless hulks

    Mindless-Zombies automatically pass all morale checks

    Psychic Leech-Zombies are often created by other Zombies feeding on the mind of a victim. The Whenever a unit with Zombie in its name kills a non-swarm living (non-tank, non-necron, or non-demon) unit in CC put a Zombie into play. If it had wings or a jump pack it is a Winged Zombie. If it is a monstrous creature it is a Zombie Giant, if it was infantry than it becomes a regular Zombie. Monstrous winged creatures retain their winged capabilitys, but lose them after the battle. Zombies Created this way become part of the army unless they are Winged Monstrous Creatures in which case lose the winged capability, and so will be able to be played in the next mission if the rules allow it.

    Mind Leech-Each zombie may try to make a Ld test during the shooting phase. If it succeeds (you need twos) then one unit with CC with the unit of Zombies who passed the check must take a Ld test with a +2 modifier to the roll (if the opponent rolls a seven when they have a ten Ld and two Zombies made the test then the roll becomes 11 and fails).

    Winged- Winged Zombies have Jump Packs

    Options: One unit of Winged Zombies may get +1 T, +1 Str, and +2 Sv for +5 points per model as they are from tougher units, but that unit also has its unit size changed to 6-25. This Toughness bonus counts in terms of Instant Death and Feel No Pain.


    Psi-hounds Pts-25

    WS-4 BS-4 S-4 T-4 W-1 I-5 Ld-5 Sv-5+ Inv

    Squad- 3-15 hounds, must have one Psi-Hunter Handler per 3 hounds (Psi-Hunter Handler is a Psi-Hunter with a power weapon (so for every three hounds you must pay for one Psi-Hunter with power weapon, so 18 pts)

    Weapons:
    Psi-Breath: S-4 Ap-4 Range-"36

    2 Power weapons

    Fleet- Psi-Hunter Handlers also have this.


    Screamer-30 pts

    WS-2 BS-4 S-3 T-3 W-1 A-1 I-4 LD 8 SV 5+ inv.

    Unit Size: 1-4

    Ether Focuser: A special implant that allows the user the following ability:

    Psi shot: Range: 60" Str: * AP 2 Heavy 2/Sniper

    *The Psi shot is a focused beam of psi energy, so it has a greater affect on psychers. If the shot hits a psycher than that psycher must take a psychic test at -1 or suffer an instant death. Against all other targets count this shot as a sniper rifle.

    Mind shield

    Psionic Barrier




    Armory

    Psychic Powers

    Psionic Grasp-15 pts
    The psychic uses his/her powers to take control of the opponent's minds. This ability can be used in the Assault Phase instead of assaulting or attacking.The opposing unit must make a Leadership check. If failed, then the player casting the Psionic Grasp may take control of that unit during the enemy's next turn. You may move, shoot, assault, or anything else that unit is allowed to do. Any special abilities that unit has, however, are negated as the psychic isn't proficient in those abilities, as s/he is controlling that unit.This ability cannot be used on Monstrous Creatures, models with more than 2 wounds, vehicles, or any models with special gules negating psychic attacks.

    Ether Blast-20 pts
    Range: 18" Strength: 8 AP: 1 Assault 1

    Warp storm-40 pts
    S-7 AP-4 Heavy 1 Range: 144"
    The psycher may pick any location on the board to summon a warp storm. When a storm is summed place the large blast marker over that location. For every turn after that role a scatter die. Place the template, with small hole over the epicenter of storm, in that direction. Every turn the storm exsits the warper must take a Psychic test at +1 Ld the first turn, normal at the second turn, -1 Ld at the third turn, -2 Ld the fourth turn, and fails on the fifth. If the Psycher fails the test than it takes a S6 hit that auto-hits and peirces Inv. Saves.. The storm may be canceled at any time. While the storm is active the warper cannot move, assault, fight in close combat, or use any powers.

    Mind Flayer-30 pts
    Handled by only the most skilled psychics, the mind flayer can rip the minds of an entire unit to shreds in seconds, leaving behind only mindless zombies.The mind flayer is a heavy weapon. The model firing it must take a psychic test at a -1 modifier for every 10 models in the target unit. If succesful the the target unit must take a leadership test at -2.If the target unit fails its leadership then the unit is reduced to a pack of drooling zombies, they count as destroyed for victory purposes. The zombie pack travels in random direction (scatter dice) 2d6 per turn. It will assault anything it comes into contact with.For assaults the zombies use their original strength, but are now ws1, a1, and have 1 wound. They are fearless, and cannot take advantage of any weapons they were previously holding. If a uncontrolled Zombie unit is in range then the zombie unit can be mind controlled automatically.

    Wargear


    Psi-spear-10 pts
    The model gets +1 A, +1 WS, and +1 S when charging.

    Psychic Ward-10 pts
    If there is a psychic power that requires this unit to take a test, this model ignores it.

    Clairvoyance Charm-10 pts
    Adds 6" to any Psychic Power used by the Psycher.

    Last edited by Hive Fleet Scorpii; June 15th, 2005 at 03:32.
    In Hive We Trust



  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Hive Fleet Scorpii's Avatar
    Join Date
    Nov 2004
    Location
    U.S.A.
    Posts
    503
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x2)

    Is anyone interested in continuing this or shoulIs anyone interested in continuing this or should I finish it up and make the changes?

    EDIT: Adding Army List (1000)

    HQ

    Shaper of the Ether-90
    Clairvoyance Charm-10
    Psychic Ward-10
    Mind Flayer-30
    Psychic Grasp-15
    155 total

    Troops

    30 Zombies-125
    29 Zombies-125 Total-305
    10 Espers-150 Total-455

    HS

    Zombie Giant-100 Total-555
    Dweller-120 Total-675
    Warper-90 765

    FA


    Elite

    Council of Fate-150
    Warp Storm-40
    Total-190
    d I finish it up and make the changes?
    Last edited by Hive Fleet Scorpii; June 7th, 2005 at 01:39.
    In Hive We Trust



  4. #3
    Son of LO Araith's Avatar
    Join Date
    Dec 2004
    Location
    Nederland
    Age
    28
    Posts
    2,044
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    53 (x5)

    Which changes do you mean?

    And could you, apart from units and stuff also give fluff, (playing) style etc? It's a bit difficult to judge only on stats.


    Tai'shar
    Lance Leader of the LO Codex: Wasters design team



    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

  5. #4
    Senior Member Hive Fleet Scorpii's Avatar
    Join Date
    Nov 2004
    Location
    U.S.A.
    Posts
    503
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x2)

    I am not sure about playing style and fluff, I only did about six of these units. I will add the fluff for them but I don't know the fluff for the rest of them. I mean adding point costs to some of the units as they don't have one. I got a profetional(SP?) writer to help with some of the names of the unnamed ones.
    In Hive We Trust



  6. #5
    Son of LO Araith's Avatar
    Join Date
    Dec 2004
    Location
    Nederland
    Age
    28
    Posts
    2,044
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    53 (x5)

    Fluff is essential. Without, it's just an empty shell which could be anything save for the names. Read the sticky on top of this forum for more info.


    Tai'shar
    Lance Leader of the LO Codex: Wasters design team



    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts