For Holy Terra Because space is scary

6Oct/115

The great Games Workshop v. Chapterhouse debate – I weigh in.

Note: I am not a lawyer, nor do I play one on TV.  I obviously buy a lot of Games Workshop products.  I have also purchased Chapterhouse Studios products.

The rumormill is buzzing with talk that Games Workshop (GW) may be holding up its production schedule until this little unpleasantness with Chapterhouse Studios (CHS) is settled.  For those of you who don’t know what the deal is, the short short version is GW claiming that CHS has infringed on its intellectual property (IP) and wants them to stop.  CHS says that they’re not, and they’d like to not stop, because stopping would basically mean they would cease to exist as a company.

When this case initially came up, I was firmly in Chapterhouse's court.  When I first heard about the case, GW seemed to me to be pressing a losing issue based on CHS’s product line and claims of “after market” products.  To me, it looked like GW was essentially trying to argue that no one could make anything compatible with their product line and strongarm a small business into folding.

However, in the intervening time since this case started, Chapterhouse got a lawyer and then seemed to have double down on the issue.  Instead of selling "Flaming Fist Shoulder Pads” (which is what they were when I purchased them), they now sell "Shoulder Pads for Flaming Fist - Tactical Marines" which "works well with any loyalist or Imperial Fist (Crimson Fist) or second founding space marine® chapter."

In short, CHS is no longer selling after-market upgrades for GW products, they are actively selling GW’s IP as their own.

GW wasn't selling shoulder pads for Crimson Fists when I bought some from CHS a few years back.  They had in the past (and would again), but those shoulder pads were and are in no way similar to the ones that Chapterhouse was selling at the time, in either design or description.  CHS’s are generic enough to not actually infringe on GW's IP... at least until they are explicitly described as such.  But it didn’t end there.  CHS came out with an "upgrade" pack for the Tervion, and things really got ugly.

Just so everyone understands what I'm talking about why I ironiqote "upgrade," I'm going to compare for you two different CHS products:

Stormraven “TRU Scale” upgrade kit vs. Tervigon upgrade kit.

The Stormraven upgrade is simply that – an upgrade.  GW would likely have no case if it tried to sue over this.  CHS has created an upgrade kit that is compatible with an existing kit to enhance that kit in an aesthic only manner.  It has no game value, replicates no rules, and in no way impedes GW’s ability to release a similar model that they could reasonably be assumed to want to release.

The Tervigon kit, on the other hand, does all of those things.  It has game value – they have essentially created a model for something GW created without license from GW to create that model.  In doing so, they have replicated rules.  And, most importantly, they have impeded GW’s ability to create their own version, because if the courts were to rule that CHS has the right to do this, CHS would then be within its legal rights to sue GW if GW ever made a Tervigon model that looked even remotely like theirs (you know, the way GW described a Tervigon) - even though GW (by legal definition) created the concept of the Tervigon, and described it in both physical parameters and game use terms.

"Upgrade" or not, what CHS has done is attempted to establish itself as the creator of the physical version of a an actual GW concept, and that infringes on GW's ability to effectively market their own IP.  I think GW has more than a solid argument that they haven't just copyrighted an "idea" of a Tervigon, but rather that they have published an accurate description and specifications for use for it, and therefore have the right to decide who can create the physical representation of it.

Now, some people have argued not necessarily on the merits of the claims, but that by winning, GW would then be free to kill all of the other aftermarket sellers.  That is simply not the case (nor is it a good argument).  There’s a huge difference between these shoulder pads and these, and this vehicle upgrade and this one.  CHS leaves no room for misinterpretation – they are selling specific upgrades for specific chapters and are even using copyrighted chapter logos without license.  Scibor, on the other hand, is selling shoulder pads and plates that just happen to fit GW products (and maybe other 28/32mm products), and just happen to use concepts that GW has used but are by no means exclusive to nor copyrighted by GW.  We've got blatant copying vs. broad strokes.  CHS started at the line between those two, and when they were told that they were at the line, they ran straight over it.  The net result is, in the short term, GW’s product release schedule has been held up over legitimate legal concerns.  In the long term, the effect will either be an end to CHS (and more fanboy ranting about how horrible GW is), or GW’s IP being diluted, which will lead to higher prices and lower quality (and more fanboy ranting about how horrible GW is).  It seems like a lose-lose for GW, except that fanboys were ranting before this case and will be ranting long after it fades into memory.  Personally, I’d rather wait for GW to put out their own Tervigon (well, actually, I don't care about the Tervigon, but I want a an actual Jes Goodwin-designed Eldar Farseer on Jetbike model).  And just remember – even if CHS loses and folds, there’s still plenty of legitimate non-infringing aftermarket sellers out there making good product, so you can keep on converting and individualizing your toy soldiers.

One final word:  I'm glad that CHS has found a real law firm to represent them pro bono. (and as a U2 fan, I am always pro-Bono BADUM-BUM! I'm here all week). With solid legal representation, being smacked down by the courts isn't just GW rolling some chump for everything he's got or bullying them into submission for lack of ability to defend themselves.  This won't be David v. Goliath. It's going to be an actual argument of law, and is likely to pave some important legal highways.  So congrats, 40k players, you're involved in a hobby that will likely have a lasting effect on our legal system.

Filed under: Etcetera 5 Comments
30Sep/110

Draigo and Librarian

One of my local 40k friends dropped some GK stuff in my lap to paint up, and here's two of those pieces. They're almost finished - both need a bit of touch-up.

Librarian:

Grey Knights Librarian

Click to enlarge

Grey Knights Librarian (Back)

Click to enlarge




The hand is magnetized to allow for a Storm Bolter. I wish I still had some GK Storm Bolter arms left over to really complete the model, but alas, they were all used.   I tried to go for some glow from his eyes and around his hood.

Draigo:

Kaldor Draigo

Click to enlarge

Kaldor Draigo (Back)

Click to enlarge




Got a bit specific with the freehand. The red border was actually done with a brush!  I used one of the GK Terminator heads instead of the two included because I thought it looked better.

27Sep/110

Fandex: Eldar | Seer Council

I've heard some juicy Eldar rumors that suggest a new Codex within a year, so I'm pretty much going to abandon writing a fandex that will likely take longer than that to write and not be nearly as good (or, worse - better).  Also, my basement recently flooded and one of the (luckily few) casualties were my 3rd Edition Eldar Codexes. One last thing before I stop, though: Farseers and Warlocks.  This is pretty much a wishlist item.  Eldar are supposed to be the most potent psykers in the galaxy, able to bend the fabric of reality and tame the Warp with nothing more than their minds and a nice, hot cup of coffee.  Stars lived and died at their command, mon-keigh!  Yet, somehow, they're not nearly as good as that in the game.  I think that should change, especially in light of the psychic-spam that is the Grey Knights.  Eldar can cast, at most, five psychic powers per turn (Eldrad and a Farseer), whereas a GK list can  conceivably drop 10 or more?  Sure, the Eldar will make them do it on 3D6, but still... Eldar should be owning the rights to psychic powers.  But still, with great power comes a points cost.

Seer Council                      135 Points per Model

WS BS S T W I A Ld Sv
Farseer 5 5 3 3 3 5 2 10 -
Warlock 4 4 3 3 1 4 1 9 -
Seer Protégé 3 3 3 3 1 4 1 8 -

Unit Composition: 1-2 Farseers
Unit Type: Infantry
Wargear (Farseer): Rune Armour, Ghosthelm, Runes of Warding, Runes of Witnessing, Shuriken Pistol, Witchblade
Wargear (Seer Protégé, Warlock): Rune Armour, Shuriken Pistol, Witchblade

Rune Armour - Seer Protégés and Warlocks wear a wraithbone breastplate shaped into runic forms that ward off enemy attacks.  A model wearing rune armour has a 4+ invulnerable save.  Farseers wear a more finely-crafted and highly enhanced version of this armour.  Farseers wearing rune armour have a 3+ invulnerable save.

Ghosthelm - A Farseer's ghosthelm incorporates intricate crystalline psychic circuitry that masks their spirit in the Warp. If a Farseer suffers a Perils of the Warp attack, he does not need to re-roll a successful invulnerable save.

Runes of Warding - A Farseer can use runes of warding to throw up psychic interference to hinder his foe.  All enemy Psychic tests must be taken on 3D6, suffering a Perils of the Warp attack on any roll of 12 or above.

Runes of Witnessing - A Farseer uses runes of witnessing to guide his second sight along the twisting strands of fate.  Any Farseer with Runes of Witnessing rolls 3D6 and discards the highest roll when taking a Psychic test.  You must use the result of the two lowest rolls.  A Farseer with Runes of Witnessing  automatically cancels any attempts to nullify his casting of a psychic power on a roll of 3+ (Psychic hood, runic weapon, etc.).

Spirit Stones - A Farseer can use the power of a spirit stone to charge themselves with psychic energy and focus the minds of his protégés.   A Farseer with Spirit Stones is treated as Psyker Mastery Level 3.  Additionally, if a unit includes a Farseer with Spirit Stones, any other model in the squad may use his leadership for any psyker-related tests (invoking psychic powers, contesting a psychic hood, etc.).

Witchblade - Forged from psychically-attuned crystal, these fragile-looking blades can cleave effortlessly through armour and bone.  Witchblades are force weapons that always wound on a roll of 4+.

Singing Spear - A piece of the same crystal used to forge witchblades set atop a wraithbone shaft forms the fabled Singing Spear.  Requiring two hands to wield, this wicked weapon can also be hurled at foes.  Singing Spears are treated as two-handed Witchblades that may also be used as a shooting attack with the following profile:

Singing Spear - Range 12", SX, AP:6, Assault 1 (Singing Spears are treated as Strength 9 when used against a model with an Armour Value)

Special Rules
Farseer:
Fleet, Psyker Mastery Level 2, Psychic Powers, Spirit Seer, Independent Character
Seer Protégé: Fleet, Psyker Mastery Level 1, Psychic Powers
Warlock: Fleet, Psyker Mastery Level 1, Psychic Powers, Spirit Seer, Battle Guide

Spirit Seers - Farseers and Warlocks have, through centuries of communion with their fallen ancestors, learned to communicate through the fog of the Infinity Circuit in order to lead their revered dead in battle.  Their voice calls clearly through the veil, acting as a beacon to those who have been roused from their slumber to fight for their dying race.  Any unit affected by the Wraith Sight special rule within 12" of a friendly Spirit Seer may act freely as if it were not affected.

Battle Guide – Warlocks have achieved enough mastery at arms and the approval of their mentors to take their own place as leaders for their warrior brethren.  Any Warlock in the Seer Council may be removed from their squad when the army is deployed and attached to any of the following:  Guardians, Guardian Jetbikes (if the model has purchased an Eldar Jetbike at the listed cost),and Wraithguard.  The Warlock is treated in all respects as an upgrade model of that squad.

Psychic Powers - Farseers know any three of the following powers: Augmentation, Destructor, Doom, Eldritch Storm, Embolden, Enhance, Fortune, Guide, Mind War, Razorshield, Tuning the Web of Fate.

Each Seer Protégé knows one of the following powers (Warlocks know two): Augmentation, Destructor, Embolden, Enhance, Razorshield.

Options:
Any Farseer may take Spirit Stones at 30 points per model.

The squad may include up to 8 Seer Protégés at 35 points per model.
Any Seer Protégé may be upgraded to a Warlock at 20 points per model.

Any model may replace their Witchblade with a Singing Spear for 5 points.
Any model may replace their Shuriken Pistol with a Fusion Pistol for 15 points.

Any model may take an Eldar Jetbikes for 20 points.

Psychic Powers
Doom, Enhance, Embolden, Eldritch Storm,  Fortune, Guide, and Mind War
 - Remain unchanged.

Augmentation: All Psykers in the same unit have the range of all successful psychic powers doubled.  Only applies to powers with a range listed in inches.

Destructor: The Warlock focuses his anger and hatred and unleashes it in a blistering hail of burning psychic shards.  If successful, Destructor is resolved as a normal shooting attack with the following profile:
Range: 12” S:5 AP:4 Assault 4
Additionally, if the power is successfully cast, the casting model and any unit it is attached to are treated as having frag grenades on the following Assault phase.

Razorshield:  Adds +2 to the cover save of the caster’s unit, to a maximum of a 2+ cover save.  When not in cover, the caster’s unit receives a 5+ cover save.  The unit is considered to have defensive grenades.

Tuning the Web of Fate:  The Farseer gently plucks the strands of fate and opens up the myriad possibilities to his fellow psykers.  For the rest of the turn, any enemy unit within 6” of a psyker in your army (Farseer, Seer Protégé or Warlock) must re-roll all successful armor, cover and invulnerable saves.

The Web of Fate does not allow itself to be played with easily.  If this power fails for any reason (i.e., Psychic test fails, power is negated by Psychic hood), the casting Farseer immediately suffers a Perils of the Warp attack that is not affected by his Ghosthelm (successful saves must be re-rolled).  Additionally, if the casting results in a Perils of the Warp for any reason (as described above, or if a double one is rolled), every friendly psyker on the in table immediately suffers a Strength 4 hit as the psychic connection buffets them with the power of the Warp.

Allow me to explain myself:

Back in the days of 3rd edition when Eldar had two codexes to play with, there was this neat concept called the Seer Council. It let you cram two Farseers into an HQ choice and give them some Warlock meat shields companions. These Warlocks even had access to a neat new power. All of that got scrapped with 4th Edition, and I have wept bitter tears ever since, which is odd because I never played 3rd Edition. I guess I need something to weep bitter tears over, right? But I digress.

I updated the Seer Council idea with a lot of cues from the Space Wolves codex.  This version allows you to pack in 4 Farseers. The ability to create a psychic deathstar is apparent, but the real fun comes with the Warlocks.  Instead of giving Guardians and Wraithguard a Warlock upgrade, I've added the Wolf Guard mechanic of parceling out another unit's models.

Farseers come down in points a bit considering what they get.  With all of the built-in wargear, it's about a 15-20 point discount, but I don't see many Eldar players (and there were a surprising number at 'Ard Boyz) running a Farseer without all of the upgrades.  Well, for that matter, I don't see many Eldar players running a Farseer other than Eldrad unless it's Eldrad and another Farseer.  Totally tuned up with all the options I'm including (and buying the most expensive powers), a Farseer would weigh in at 155 points.  My counter to that is to increase the points on stuff I'm not including, and play around with the Warlock stats.

The distinction between the Seer Protégés and Warlocks was made to provide a level of respect to Warlocks.  In the fluff, they seem to be powerful enough psykers on their own, but the game doesn't bear that out.  Points-wise, I've kept Seer Protégés at essentially the same level as Warlocks were, with a purchased power.  They've got lower stats, but now they're packing force weapons.  Warlocks get a bump in Leadership and gain Spirit Seers, in addition to being able to be loaned out - for a big increase in points.

Special Rules don't get a big overhaul except for Spirit Seers, which is now free and explicitly states who can nullify Wraith Sight (I was planning on making Wraith Sight a lot worse than 1-in-6 - more like 3-in-6).

Initially I was working in a slightly different direction in the Blood Angels model, with the Warlocks a separate HQ unit like Honor guard and Seer Protégés as a multi-model IC Elites choice like Sanguinary Priests and were going to be the halfway point between Warlocks and Farseers.  After a lot of thought, I decided this was a better idea.

I tweaked the mechanics on all of the wargear except Runes of Warding.  Ghosthelms are tuned down to just requiring one invulnerable save.  Runes of Witnessing now have an anti-nullify power, so that psychic hood or runic weapon are no longer as menacing.  Take that, mon-keigh!  Spirit Stones grant the extra power and increase the leadership for all psykers in the squad for psychic tests.  Witchblades/Singing Spears get better in that they can cause Instant Death, but they don't wound as easily. I've also added the option of Fusion pistols at the average melta-pistol cost.  Jetbikes are a bit more expensive for Warlocks and a bit cheaper for Farseers.  A Jetbike council will still set you back some points.

Then there's the powers. I took all the Farseer and Warlock Powers and chucked them together.  I figure that Embolden is probably beneath the mighty Farseer, but they should probably have access to it.  There's still a distinction as to who can take what, but that's primarily just limiting the stronger powers to Farseers.  Conceal becomes Razorshield and gets a big upgrade.  This one might actually be unbalanced, as it tunes up the average cover save to 2+ and grants defensive grenades.  That's a kicker.  I may need to re-think that one.  Destructor stops being a heavy flamer and turns into a flechette launcher, providing some assault backup in the form of grenades (that you need to take a psychic test for).  Augmentation is almost identical to the 3rd Edition Craftworld Eldar codex power.   And finally, my new addition:  Tuning the Web of Fate.  This is a big one, the mega-doom.  Played correctly, it can cover your opponent's entire army and force them to re-roll every successful save against your attacks and even their own blundering.  Of course, if you happen to fail the power for any reason, you get beat with the Perils-stick.  And when you get beat with the Perils-stick, all of your friends get beat with it as well.  The possibility of wiping out your entire psyker corp by casting a single power is definitely something to think about.

Obviously, there might be some balance issues here.  If Guardians and Guardian Jetbike squads are both still troops, and Wraithguard are still Elites, I've essentially created a situation that allows someone to field 20 psykers across 11 squads with not a single one of them initially targetable in close combat.  A lot of armies might have an issue dealing with that... except Grey Knights, who would probably chew that up.

So what do you think?  On target?  Overboard? Completely broken?  Totally off-base?  Let me know.

Filed under: Fandex: Eldar No Comments
16Sep/112

Winning At A Number Much Lower Than All But Higher Than My Normal Costs

Tomorrow is the 'Ard Boyz semifinals, and I'm going to do something that I normally wouldn't do.  For starters, I'm not going to modify my list.  I'm not bringing the army that got me past the first round.  I'm not even bringing an army that I own.  It feels a bit weird, but opportunity knocks, there are significant prizes on the line, and there will be some of the least generous and fun players in the tri-state region in attendance.  Real WAAC guys.  I'm not that kind of player, so there's a good chance that I'd get slaughtered if I brought my fun-but-not-perfect army to the table.

The guy running the escalation league with me can't make it to round 2, so he offered up his Imperial Guard army for me to run.  I had to think about that for about 5 seconds before saying yes.

Here's the list:

HQ
175 Company Command w/  Creed, Astropath, Mortar
55 Chimera w/ Heavy Flamer

Troops
Platoon 1
60 Command Squad - 2x Meltagun, Autocannon
55 Chimera w/ Heavy Flamer
120 Infantry Squad 1 - Commisar w/ Power Weapon, Lascannon
70  Infantry Squad 2 - Lascannon
70  Infantry Squad 3 - Lascannon
70  Infantry Squad 4 - Lascannon
70  Infantry Squad 5 - Lascannon

Platoon 2
60 Command Squad - 2x Meltagun, Autocannon
55 Chimera w/ Heavy Flamer
120 Infantry Squad 1 - Commisar w/ Power Weapon, Lascannon
70  Infantry Squad 2 - Lascannon
70  Infantry Squad 3 - Lascannon
70  Infantry Squad 4 - Lascannon
70  Infantry Squad 5 - Lascannon

Platoon 3
60 Command Squad - 2x Meltagun, Autocannon
55 Chimera w/ Heavy Flamer
120 Infantry Squad 1 - Commisar w/ Power Weapon, Sergeant w/ Power Weapon & Meltabombs
70  Infantry Squad 2 - Sergeant w/ Power Weapon, Meltagun
70  Infantry Squad 3 - Sergeant w/ Power Weapon, Meltagun
70  Infantry Squad 4 - Sergeant w/ Power Weapon, Meltagun
70  Infantry Squad 5 - Sergeant w/ Power Weapon, Meltagun

Heavy Support
330 Leman Russ Squadron 1 - Battle Tank, Demolisher w/ Lascannon
395 Leman Russ Squadron 2 - Battle Tank, Executioner w/ Plasma Cannon Sponsons

That's close to 170 models romping around the battlefield.  However, it offers up only 13 kill points while providing 18 scoring units.  Mind = blown!  Of course, I'm nowhere near as good as this army's owner, so this list is in no way a guarantee of winning.  It does improve my chances, though.

 

Tagged as: 2 Comments
30Aug/111

Create a Character for the Red Scorpions Contest Final Entry (and then some!)

Here's my entry (along with the previously posted fluff and rules) for Red's Corps Create a Character for the Red Scorpions contest!

Commander Sebastos Aran, Red Scorpions 8th Company Captain

Click to enlarge

First the man himself, Commander Sebastos Aran.  And then a few gratuitous shots of his command squad.

Red Scorpions 8th Company Command Squad

Click to enlarge

Red Scorpions 8th Company Command Squad

Click to enlarge

Red Scorpions 8th Company Command Squad

Click to enlarge

I'm kind of upset at the picture quality.  I'm fairly certain the snow effect is a result of a dirty lens. It could be the clear coat showing up fuzzier than it looks in person, though.

Here's two bonus shots of the standard bearer, Brother Tressos, which I am simultaneously entering into the SistersofBattle.org contest:

Brother-Sergeant Tressos, Red Scorpions 8th Company Standard Bearer

Click to enlarge

Brother-Sergeant Tressos, Red Scorpions 8th Company Standard Bearer

Click to enlarge

Of course I'd have to plug my blog on my minis!

I'm not really a fan of doing non-metallic metal painting, but I always seem to do it for my contest entries.  All told, I used parts from 8 different boxes:
Red Scorpions Vanguard Veterans
Space Marine Assault Squad
Space Marine Tactical Squad
Space Marines Command Squad
Space Wolves Pack
Blood Angels Death Company
Grey Knights
Grey Knights Terminators

I've got my fingers crossed for a good showing in the contests!

28Aug/110

Red’s Corps comp update

Commander Sebastos Aran, Red Scorpions 8th Company Captain

Click to enlarge

Almost finished and starting to look good.  Commander Aran has a few days of growth.  In the the grim darkness of the far future, sometimes you go for days without a shave.

But I'm not just working on one model for this competition...

8th Company Command Squad

Click to enlarge

Since my rules for Commander Aran allow you to take a jump pack command squad, I figured I should probably include that.

Brother-Sergeant Laertes, Red Scorpions 8th Company Champion

Click to elarge

Company Champion, Brother-Sergeant Laertes.

Brother-Sergeant Polis, Red Scorpions 8th Company Command Squad

Click to enlarge

Brother-Sergeant Polis.

Brother-Sergeant Tressos, 8th Company Standard Bearer

Click to enlarge

Brother-Sergeant Tressos, Company Standard Bearer.

Brother Saulebrei, 8th Company Apothecary

Click to enlarge

Brother Saulebrei, Company Apothecary.

Brother Rutheki, 8th Company Command Squad

Click to enlarge

And finally, Brother Rutheki, who has been selected for service in Commander Aran's command squad as a prelude to promotion to Brother-Sergeant.  If he survives.

8Aug/112

Sebastos Aran – WIP

Sebastos Aran

Click to enlarge

We've got Vanguard Sergeant Culln's body and Jump Pack, pauldrons from one of Loth's honour guard, a set of Grey Knight arms with sword and storm bolter, and a Blood Angel head. By their powers combined, they are Commander Sebastos Aran, 8th Company Captain!  He's basecoated with Citadel Chaos Black spray, then hit with a 2:1 mix of Vallejo Model Air grey primer and black, followed up with a 3:2 highlight and then a 4:1 highlight.  Washes should start to give him a lot more life.

Sebastos Aran

Click to enlarge

One of these days I'm going to figure out how to get the entire model in focus.  Until then, I'll just be all artsy.  I think I'm going to rebase him - this base is low to begin with, and he seems a bit too low to the ground.

 

5Aug/113

Red’s Corps Competition – Starters

So, my life is about to change drastically with an addition to the family, which means about the only thing I'm (hopefully) going to get to paint this month is my entry for Red's Corps' "Create a Character for the Red Scorpions" Contest.  Here's the fluff and rules (so far - they may change slightly).

Hat tip to reader Elle for input on the points - I'm closer to your suggestion than my original points.

Commander Sebastos Aran, 8th Company Captain

Red Scorpions Commander Sebastos Aran

Click to enlarge

The battle-brothers of the 8th Company of the Red Scorpions are commanded by Commander Sebastos Aran, a warrior who has exemplified the doctrine of swiflty delivering overwhelming force. Already well-known for his hand-to-hand combat skills by the time he was granted power armour, Sebastos truly found his calling the first time he donned a jump pack. His superiors were impressed by his ability to think in three dimensions and view the shifting and chaotic landscape of the battlefield like a massive, quickly-moving game of chess. Aran served a longer than average term in the 8th Company, rising quickly to senior Sergeant and then twice declining promotion to the main battle companies in favor of training newly-promoted battle brothers.

A veteran of over 50 battles before finally accepting promotion to a main battle company, Aran served as a Devastator and Tactical marine as dictated by the Codex Astartes. Such assignments were brief, however, and in short order, he again donned his jump pack and assumed the mantle of senior Assault Sergeant of the 5th Company. He did not remain there long, and is noted for having one of the quickest ascents from reserve to veteran companies in the Chapter's annals. Earning himself a place in the 1st Company's Vanguard, Aran again rose swiftly to command his own squad. His courageous service during the Siege of Vraks along side the future Lord High Commander Carab Culln earned him a promotion back to his original reserve company as its commander, where his strategic acumen and rigorous training methods are responsible for a new generation of highly-effective Assault Marines.

During the Badab War, Commander Aran led his reserve company on a number of engagements, relieving beleaguered front-line units and arriving at tide-turning moments to smash traitorous forces.  Not one to sit back and observe the battle lines from afar, he earned much renown for leading by example, streaking over the battlefield at the head of a wave of Assault Marines to rain fury upon the enemy. Once engaged, his forces were often compared to the dervishes of old, spinning from foe to foe with murderous fury and cleaving a ragged path for the second wave to clean up.  Such were the successes of the 8th Company that many of Aran's charges were promoted directly to the main battle companies.  Aran himself was offered no less than three different promotions in the wake of the Badab campaign, including command of the 4th Company, all of which he declined.

Special Rules

And They Shall Know No Fear, Combat Tactics, Independent Character

Unto the Breach!: As the commander of an all-assault company and former Vanguard Veteran, Commander Aran's approach to warfare is swift and direct. Content to let tactical companies provide a steady advance and supply lines, he favors a highly mobile strategy and always commands from the front. If your army includes Sebastos Aran, a single Command Squad that you include may purchase Jump Packs at +50 points.

Strike of the Scorpion: The Codex Astartes dictates that Assault Marines should strike hard and fast at the vanguard on an attack, and Sebastos has forged his entire career around that concept. Not content to simply pick a target and annihilate it, he prefers to smash into enemy lines head on and blaze about like a whirlwind, leaving a path of destruction and disoriented defenders in his wake. Sebastos Aran and any unit he joins have the Hit and Run universal special rule.

Wargear

Glimmer: This massive, two-handed sword has a long and storied history within the annals of the Red Scorpion's Librarium. The details of the forging of the dusky grey blade are unknown, but it has been in the Chapter's armoury for at least a milennia, passing from chapter hero to chapter hero as such blades are wont to do. Glimmer was granted to Aran upon his appointment to command the 8th Company, and the blade once again sits in the hands of an honoured warrior, carving a swath through the Emperor's enemies and increasing its own fame. In hushed whispers amongst the Chapter's techmarines, it is suggested that the sword was forged on Titan and is one of the mysterious Nemesis Force Swords of the Grey Knights chapter. If in fact it is, the Grey Knights themselves must surely be aware that one of their fabled blades has passed out of their possession, but they have made no claim to it. Glimmer is a relic blade that grants Sebastos Aran a 3+ invlunlerable save in close combat.

Sebastos Aran - 180 points

WS BS S T W I A Ld Sv
Sebastos Aran 6 5 4 4 3 5 3 10 3+
Unit Composition:

  • 1 (Unique)

Wargear:

  • Power Armour
  • Frag and Krak Grenades
  • Storm Bolter
  • Glimmer
  • Jump Pack
  • Iron Halo
Unit Type:

  • Jump Infantry

Special Rules:

  • And They Shall Know No Fear
  • Combat Tactics
  • Independent Character
  • Unto the Breach!
  • Strike of the Scorpion

2Aug/115

Question for the masses

I'm working on a special character for a project and I want to get some feedback to see if I've created something well-balanced and priced.  So, here's the stats:

Usable with C:SM
Captain stats and wargear, plus:
Jump Pack
Relic Blade that grants 3++ in CC
Storm Bolter

Captain special rules, plus:
Hit & Run
Allows one command squad to purchase jump packs for +50 points

How much would be a reasonable cost for this?  I've got a cost in mind, but I'd like to hear what everyone else thinks is good.

Filed under: Etcetera 5 Comments
14Jun/119

Fandex: Eldar | Fire Dragons

The Stats:

Fire Dragons 130 points (Elites)

WS BS S T W I A Ld Sv
Exarch 5 5 3 3 1 6 2 9 3+
Fire Dragon 4 4 3 3 1 5 1 9 3+

Unit Composition: 1 Exarch and 4 Fire Dragons
Unit Type: Infantry
Wargear: Fusion Gun, Meltabombs
Special Rules: Tank Hunters, Fury of the Dragon, Devastating Firestorm

Fury of the Dragon: The Exarch has trained his squad well in the arts of unleashing fiery death.  At the beginning of the squad's Movement phase, the entire squad may choose to alter the profile on their Fusion Guns from Assault 1, Melta to Heavy 1, Melta for the duration of the turn.  In the ensuing shooting phase, all successful armour and cover saves taken against the squad’s shooting attacks (including the Exarch with any wargear upgrades) must be re-rolled. Invulnerable saves are not affected.

Devastating Firestorm: Fire Dragons delight in reducing their enemy's weapons of war to pools of slag.  Their sheer volume of anti-tank they bring to bear can often turn transports into death traps.  If the squad shoots or assaults a transport that still has a unit embarked and inflicts more than one Destroyed:Explodes! result, the embarked unit will be wounded on a 2+, and it must re-roll the resulting pinning test if it succeeds.

Options:
Add up to 5 additional Fire Dragons - 20 points per model
The Exarch may exchange his Fusion Gun for:
A Dragon's Breath Flamer - Free
A Firepike and Shuriken Pistol - 10 points

Fire Dragons may select a Wave Serpent as a Dedicated Transport at the listed cost.
A Fire Dragons squad numbering 6 models or less may select a Falcon as a Dedicated Transport at the listed cost.

Wargear:
Fusion Gun - Range:12", S:4, AP:1, Assault 1, Melta
Dragon's Breath Flamer - Range:Template, S:5, AP:4, Assault 1
Firepike - Range:24", S:8, AP:1, Heavy 1, Melta

Allow me to explain myself:

Currently, a 5-man squad of Fire Dragons with a fully powered-up Exarch will run you almost 20 points less than my new value-added pricing.   A 10-man squad with the same Exarch is almost 40 points cheaper - and my pricing doesn't even include the Firepike.  So why the upcharge?

Well, for starters, notice the 3+ save.  This was done primarily to mitigate this slightly-NSFW-due-to-language description of Fire Dragons.  This makes them more survivable in close combat.  Also, their armor should be able to handle a flamer.

Secondly, I chucked all of those "Exarch powers" - which will hold true for all of the other Aspect Warriors.  The entire squad gets the benefit, and the Exarch is built into the cost but gets some neat wargear.  I expanded the range of the Firepike to make it a Multi-melta, but also made it Heavy and paired it with a pistol so he can still assault.  The Fury of the Dragon power is a replacement for Crack Shot that makes a mockery of cover saves.  Camo-cloaked Sniper scouts won't be laughing so hard when they realize they have to re-roll their 3+ cover save against a volley of meltaguns.

Thirdly, I gave them access to Falcons.  Every other army is getting ridiculous tank access, so why not Eldar?  IG can field 9 Leman Russes, Space Wolves have access to the entirety of the Imperium's Razorbacks, and Blood Angels can actually field a force-org legal list with 6 Land Raiders for less than 2000 points.  Giving Eldar access to a few more Falcons isn't going to unhinge the game, especially considering that Wave Serpents are better, in my opinion. Power field on the front, a TL turret, seating for 12 and 22 cup holders?  Come in now for this attractive offer!

Lastly, if you hadn't noticed, they are transport wreckers extraordinare.  I always joke when someone rolls multiple 6s on the damage result table that said transport has "blown up, and then blown up again."  If a Rhino gets hit with 5 melta guns and the result comes up with three 6s, the embarked tac squad shouldn't get off just as easily as if their ride was popped by a lucky assault cannon hit.  So now, Fire Dragons can wreck a Land Raider's day, hope to kill more than exactly none of the Terminators inside, and then, with any luck, not get smashed to a pulp on the next turn.

Value added.  As the naughty-worded comic explained, an 80-point unit is an excellent trade off to drop a 250-point Land Raider.  I upped the price and added in the chance to increase their payoff.

Filed under: Fandex: Eldar 9 Comments