Ok, I read crimson tears for the third time last night, and I've finally got around to writing some rules for them. I think they're pretty good myself, and i've made Tellos really hard to represent...well the fact that he is really, really hard, and probably one of the coolest characters in the series...before he turned. So anyone else like to give their opinions on the rules? I didn't bother with Karraidan, as he seems to be simply a terminator commander, and Givrillian, while he was cool, didn't seem to offer any opportunities for cool rules.
So here you go:
Lord Sarpedon, Chapter master of the Soul Drinkers: 210pts
WS:5 BS:5 S:5 T:5 W:3 I:5 A:4 Ld:10 Sv:2+/5+
Wargear: Force staff, bolter, arachnoid legs, terminator honours(bonus included above), artificer armour
Psychic powers: The Hell
SPECIAL RULES
Force Staff: The force staff is a force weapon
Arachnoid legs: Sarpedon was one of the first mutants of the soul drinkers, growing eight powerful spider-like legs during a battle with the former chapter master Gorgoleon. They allow him to move a lot faster than a normal marine. Therefore, Sarpedon counts as cavalry.
The Hell: Sarpedon is capable of tapping into his enemy’s deepest fears, projecting them from his mind as a corporeal psychic image. Sarpedon may cast The Hell at the beginning of the shooting phase instead of firing a weapon. Nominate a unit to use The Hell against – upon the passing of a successful psychic test, Sarpedon can force the enemy to take a leadership test at -2 leadership. If the unit fails, they fall back, in a direction nominated by the Soul Drinkers player. To represent the enemy tripping over themselves or shooting their comrades in panic, roll a D6 for every member of the unit – on a roll of a 1, the model takes one wound with normal saves allowed. Note that Fearless units are not affected by this, and space marines will suffer no modifiers when taking their test.
Assault Sergeant Tellos of the Soul Drinkers:200pts
WS:6 BS:3 S:5 T:5 W:4 I:5 A:5 Ld:10 Sv:3+
Wargear: Tellos’ chainblades
SPECIAL RULES
Tellos’ chainblades: Tellos’ chainblades confer the rending ability on all of his attacks.
Fury: Tellos cuts such a swathe through the enemy that he is highly visible – he can always be picked out as a target, even if he is not the closest target.
Bloodlust: Tellos becomes a maniac in close combat. He longs to tear the flesh of his foes in an orgy of blood and destruction, but this could lead Tellos down the path of damnation… Tellos suffers from Blood Rage as described in the book of Khorne, Codex:Chaos Space Marines. He also gains +D3 charging bonus, rather than the normal 1.
‘Tellos can’t be killed…’:Tellos’ mutated, gelatinous flesh mean that blades and bullets simply pass through him and do no damage as he heals instantly. Tellos’ armour save counts as invulnerable. He also gains the “Feel No Pain� ability.
Tellos’ assault marines: Tellos may lead a squad of his personal assault marines. These count as regular assault marines without jump packs in all aspects (attributes, etc) but cost 20 points. They have +1 attack and suffer from blood rage, like Tellos. They may take no squad upgrades.
Sergeant Graevus of the Soul Drinkers:60pts
WS:4 BS:4 S:4 T:4 W:1 I:4 A:3 Ld:9 Sv:3+
Wargear: Power axe, bolt pistol, frag grenades
SPECIAL RULES
Mutant arm: Graevus’ arm is huge and heavily muscled, and it enables him to carry a power axe like it is a combat knife. Graevus may re-roll all failed rolls to wound because of this.
Leader: If Graevus is used, he must lead a tactical squad. He replaces the sergeant.
Assault sergeant Luko of the Soul Drinkers:95pts
WS:5 BS:5 S:4 T:4 W:2 I:5 A:4 Ld:10 Sv:3+
Wargear: Master-crafted lightning claws with an integral bolt pistol, terminator honours(bonus included above), frag grenades
Options: If the Soul Drinker player wishes, Luko may be equipped with a jump pack for +20 points.
SPECIAL RULES
Inspiring: Luko is an admired Soul Drinker, a pillar of burning righteousness amongst normal men. Any Soul Drinkers squad within 12� of Luko may re-rolled failed leadership tests.
Leader: If Luko is used, he must lead an assault squad. He replaces the sergeant.
Soul Drinkers scout-novice squad
Eumenes:30pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:9 Sv: 4+
Selepus:35pts - WS:5 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Scamander:30pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Nisryus:35pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Raek:30pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Wargear: Eumenes: Bolt pistol and close combat weapon
Selepus: Bolt pistol, Combat knife
Scamander: Bolt pistol, close combat weapon. Psychic powers: Storm of the Emperor’s wrath.
Nisryus: Bolt pistol, close combat weapon. Psychic powers: Precognition.
Raek: Sniper rifle
SPECIAL RULES
Infiltrate: Scouts may infiltrate.
Tactician: Eumenes is a master tactician, bearing the gene-seed of the Givrillian, a respected space marine who was killed by the daemon prince Ve’Meth. At the start of the game, the Soul Drinkers may take Eumenes advice on enemy deployment into account and change the position of one unit.
Knife fighter: Selepus is a powerful scout in close combat, and almost never uses his bolt pistol, being an expert in finding ****** in enemy armour with his blade. He may only ever use his bolt pistol if he is the last scout alive in the unit, but still gets an extra attack in close combat for it. He may re-roll misses in close combat.
Inexperienced psyker: Scamander can use his mind to make flame simply appear on the battlefield in front of him. Unfortunately, this drains his body heat, and can hurt him badly. Every time Scamander uses his psychic power, roll a D6. On the roll of a 1, he takes a wound with saves allowed.
Precognition: Nisryus’ precog powers are incredible – he can see far into the future, even though he is inexperienced as a psyker. As long as Nisryus is alive, the entire unit benefits from a 5+ invulnerable save.
Marksman: Sniper-scout Raek is a near-perfect shot with his sniper rifle, picking out gaps in armour, fuel lines and eyeslits to perform the perfect kill. On the roll of a 6 to hit, Raek has put a bullet straight through a vital part of the enemy. As such, the shot ignores armour saves.
Resourceful: Eumenes’ scout squad has learnt to work differently to other squads, breaking coherency to utilise their trooper’s ability in the best manner. To represent this, Raek and Scamander may be detached from the squad at any point, and “left behind�. Note that they may be detached together, or seperately. If this happens, they may not move or initiate assaults, but may shoot and use powers normally. They may rejoin if the squad moves within 2� of them again. Note that they will fall back and be pinned as normal, but may not sweeping advance.
So here you go:
Lord Sarpedon, Chapter master of the Soul Drinkers: 210pts
WS:5 BS:5 S:5 T:5 W:3 I:5 A:4 Ld:10 Sv:2+/5+
Wargear: Force staff, bolter, arachnoid legs, terminator honours(bonus included above), artificer armour
Psychic powers: The Hell
SPECIAL RULES
Force Staff: The force staff is a force weapon
Arachnoid legs: Sarpedon was one of the first mutants of the soul drinkers, growing eight powerful spider-like legs during a battle with the former chapter master Gorgoleon. They allow him to move a lot faster than a normal marine. Therefore, Sarpedon counts as cavalry.
The Hell: Sarpedon is capable of tapping into his enemy’s deepest fears, projecting them from his mind as a corporeal psychic image. Sarpedon may cast The Hell at the beginning of the shooting phase instead of firing a weapon. Nominate a unit to use The Hell against – upon the passing of a successful psychic test, Sarpedon can force the enemy to take a leadership test at -2 leadership. If the unit fails, they fall back, in a direction nominated by the Soul Drinkers player. To represent the enemy tripping over themselves or shooting their comrades in panic, roll a D6 for every member of the unit – on a roll of a 1, the model takes one wound with normal saves allowed. Note that Fearless units are not affected by this, and space marines will suffer no modifiers when taking their test.
Assault Sergeant Tellos of the Soul Drinkers:200pts
WS:6 BS:3 S:5 T:5 W:4 I:5 A:5 Ld:10 Sv:3+
Wargear: Tellos’ chainblades
SPECIAL RULES
Tellos’ chainblades: Tellos’ chainblades confer the rending ability on all of his attacks.
Fury: Tellos cuts such a swathe through the enemy that he is highly visible – he can always be picked out as a target, even if he is not the closest target.
Bloodlust: Tellos becomes a maniac in close combat. He longs to tear the flesh of his foes in an orgy of blood and destruction, but this could lead Tellos down the path of damnation… Tellos suffers from Blood Rage as described in the book of Khorne, Codex:Chaos Space Marines. He also gains +D3 charging bonus, rather than the normal 1.
‘Tellos can’t be killed…’:Tellos’ mutated, gelatinous flesh mean that blades and bullets simply pass through him and do no damage as he heals instantly. Tellos’ armour save counts as invulnerable. He also gains the “Feel No Pain� ability.
Tellos’ assault marines: Tellos may lead a squad of his personal assault marines. These count as regular assault marines without jump packs in all aspects (attributes, etc) but cost 20 points. They have +1 attack and suffer from blood rage, like Tellos. They may take no squad upgrades.
Sergeant Graevus of the Soul Drinkers:60pts
WS:4 BS:4 S:4 T:4 W:1 I:4 A:3 Ld:9 Sv:3+
Wargear: Power axe, bolt pistol, frag grenades
SPECIAL RULES
Mutant arm: Graevus’ arm is huge and heavily muscled, and it enables him to carry a power axe like it is a combat knife. Graevus may re-roll all failed rolls to wound because of this.
Leader: If Graevus is used, he must lead a tactical squad. He replaces the sergeant.
Assault sergeant Luko of the Soul Drinkers:95pts
WS:5 BS:5 S:4 T:4 W:2 I:5 A:4 Ld:10 Sv:3+
Wargear: Master-crafted lightning claws with an integral bolt pistol, terminator honours(bonus included above), frag grenades
Options: If the Soul Drinker player wishes, Luko may be equipped with a jump pack for +20 points.
SPECIAL RULES
Inspiring: Luko is an admired Soul Drinker, a pillar of burning righteousness amongst normal men. Any Soul Drinkers squad within 12� of Luko may re-rolled failed leadership tests.
Leader: If Luko is used, he must lead an assault squad. He replaces the sergeant.
Soul Drinkers scout-novice squad
Eumenes:30pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:9 Sv: 4+
Selepus:35pts - WS:5 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Scamander:30pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Nisryus:35pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Raek:30pts - WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:8 Sv: 4+
Wargear: Eumenes: Bolt pistol and close combat weapon
Selepus: Bolt pistol, Combat knife
Scamander: Bolt pistol, close combat weapon. Psychic powers: Storm of the Emperor’s wrath.
Nisryus: Bolt pistol, close combat weapon. Psychic powers: Precognition.
Raek: Sniper rifle
SPECIAL RULES
Infiltrate: Scouts may infiltrate.
Tactician: Eumenes is a master tactician, bearing the gene-seed of the Givrillian, a respected space marine who was killed by the daemon prince Ve’Meth. At the start of the game, the Soul Drinkers may take Eumenes advice on enemy deployment into account and change the position of one unit.
Knife fighter: Selepus is a powerful scout in close combat, and almost never uses his bolt pistol, being an expert in finding ****** in enemy armour with his blade. He may only ever use his bolt pistol if he is the last scout alive in the unit, but still gets an extra attack in close combat for it. He may re-roll misses in close combat.
Inexperienced psyker: Scamander can use his mind to make flame simply appear on the battlefield in front of him. Unfortunately, this drains his body heat, and can hurt him badly. Every time Scamander uses his psychic power, roll a D6. On the roll of a 1, he takes a wound with saves allowed.
Precognition: Nisryus’ precog powers are incredible – he can see far into the future, even though he is inexperienced as a psyker. As long as Nisryus is alive, the entire unit benefits from a 5+ invulnerable save.
Marksman: Sniper-scout Raek is a near-perfect shot with his sniper rifle, picking out gaps in armour, fuel lines and eyeslits to perform the perfect kill. On the roll of a 6 to hit, Raek has put a bullet straight through a vital part of the enemy. As such, the shot ignores armour saves.
Resourceful: Eumenes’ scout squad has learnt to work differently to other squads, breaking coherency to utilise their trooper’s ability in the best manner. To represent this, Raek and Scamander may be detached from the squad at any point, and “left behind�. Note that they may be detached together, or seperately. If this happens, they may not move or initiate assaults, but may shoot and use powers normally. They may rejoin if the squad moves within 2� of them again. Note that they will fall back and be pinned as normal, but may not sweeping advance.