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post #11 of 56 (permalink) Old 03-19-11, 12:10 PM Thread Starter
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Brothers Serrus & Verrus
Champions of the 1st Company
The twins Serrus and Verrus are both masters of their position, often acting in support of one another to maximise their battlefield potential. They also complement each other in their specialist roles within their squads, using unique Wargear to best effect, often incorporating elements of the other’s battle-style.

Special Rules:
· Brothers in arms – if one of the twins is killed, the other gains furious charge, fearless and feel no pain
· Stubborn
· Unique

Wargear:
· Blade of the Vanguards [verrus] – relic blade that wounds monstrous creatures on a 3+
· Pistol of the Sternguards [verrus] – pistol equipped with hellfire rounds
· Bolter of the Sternguards [serrus] – 4-shot bolter that allows the user to allocate wounds
· Dagger of the Vanguards [serrus] – a poisoned (2+) blade

Last edited by spanner94ezekiel; 11-27-11 at 07:57 PM.
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post #12 of 56 (permalink) Old 03-19-11, 12:20 PM Thread Starter
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Other unique wargear/rules:

1st company - Veterans
2nd company - Thunder Riders
3rd company - Scouts
4th company - Tyranid Battle company
5th company - Death Company
6th company - Ork Battle Company
7th company - Eldar Battle Company
8th company - Chaos Battle Company
9th company - Necron Battle Company
10th company - tactical reserve
11th company - assault reserve
12th company - devestator reserve
13th company - watchful company

Sergeant upgrades:
  • Fists of the Typhoon - 2 wrist mounted bolt pistols allowing the wielder to use 2 chainswords so counts as a TL bolt pistol (6th company sgt.)
  • Swords of the Typhoon - same as above but with power swords instead of chainswords (9th company sgt.)
  • Dragonfire bolts (7th company)
  • Hellfire rounds (4th company)
  • Vengeance rounds (8th company)
  • Wrath of the Typhoon (psychic power) - all enemy models with 12" suffer a S4 AP5 [heavy] shooting attack with saves allowed

In game terms, to represent the separate battle companies, a squad may buy a "doctrine" from the following list:
- 4th Company - Tyranid psychic powers such as Paroxysm have no effect on this unit (+15)
- 6th Company - Squad members may exchange their bolter for a chainsword for no additional points
- 7th Company - The squad may take a unique device that disrupts the delicate grav fields that Eldar vehicles rely on, meaning that whenever they move, they must take a dangerous terrain test, and may not move more than 6". However, the Black Typhoons army may not use land speeders if this device is in play (+25)
- 8th Company - Oaths of Warding may be taken, which ignores Daemon invulnerable saves, and if within 12" of the unit, must take a leadership test at -2 Ld every opponent's turn. (+15)
- 9th company - Disruptive virus implants deny the Necrons' ability to reanimate, so wounds caused by the unit cannot be resurrected (+20)

Last edited by spanner94ezekiel; 11-27-11 at 08:42 PM.
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post #13 of 56 (permalink) Old 03-19-11, 02:35 PM Thread Starter
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Arkyrus - 250
WS BS S T W I A Ld Sv
7 5 4(6) 4 4 6 4 10 2+/4+

Ashmael - 220
6 5 4 4 3 5 3 10 2+

Kraan - 155
6 5 4 4 3 5 3 10 2+/4+

Mercurus - 160
6 5 4 4(5) 3 5 3 10 3+/4+

Andrial - 135
5 6 4 4 3 5 3 10 3+/4+

Ares - 150
6 5 4 4 3 5 3 10 3+/4+

Gunderin - 130
5 6 4 5 3 5 3 10 3+/4+

Serrus
4 5 4 4 2 4 2 9 3+
} 100 (must be taken together, as a Sternguard and Vanguard sgt upgrade)
Verrus
5 4 4 4 2 4 2 9 3+

Last edited by spanner94ezekiel; 11-27-11 at 08:45 PM.
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post #14 of 56 (permalink) Old 03-20-11, 12:27 PM Thread Starter
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Is there anything I should add or remove in terms of fluff/stats/rules. I know I went a bit OTT with The Dark Watcher, but hey, who doesn't. I'm thinking of redoing that and the 13th comapny now due to the new GK as I wrote this a while ago. Any ideas for rules and wargear to counter them would be much appreciated

p.s. Many thanks to baron spikey with his chapter b/g generator
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post #15 of 56 (permalink) Old 04-10-11, 03:53 PM
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Wow, they sound like they could kick ass all the way across the Imperium o_o.
The Unique characters seem a little overpowered though;they'd have to be 250 points or more on their own. D: Otherwise, they sound pretty cool. Do you have any pictures of the models? :D

Nurgle would just give all the other Chaos Gods AIDS or something and then he'd be the only one left.
Thats why he's the best. :3
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post #16 of 56 (permalink) Old 04-10-11, 04:01 PM Thread Starter
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Yes I do have a picture of Arkyrus and Ashmael, along with some other assorted minis, but my friend has the digital copies so I'll have to get them off him at some point.
Yeh, I'll agree they're a bit overpowered for their points, but any more and they'll be unfieldable. Are there any ways I could make them less OP.
On that note, are there any other points or criticisms you have about the codex so far?

The Black Typhoons | Dark Angels 3rd Company | Tharrus Draw's Warband | Dark Angels' Corner | Codices: Marvel Heroes and Marvel Villains

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post #17 of 56 (permalink) Old 04-13-11, 05:02 PM Thread Starter
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I would post the full codex with points list, but the file size is like 10 times what Heresy can cope with uploads wise
Help me out?

The Black Typhoons | Dark Angels 3rd Company | Tharrus Draw's Warband | Dark Angels' Corner | Codices: Marvel Heroes and Marvel Villains

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post #18 of 56 (permalink) Old 04-17-11, 06:19 PM
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I think this is really good!!! but how is Arkyrus still alive? he must be like 10thousand years old!!
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post #19 of 56 (permalink) Old 04-17-11, 06:21 PM Thread Starter
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Yep - it's what the warp travel did. Also, when he was plucked from the surface of Caliban, many millenia had passed before he arrived on a planet, though it only seemed like moments to him.

The Black Typhoons | Dark Angels 3rd Company | Tharrus Draw's Warband | Dark Angels' Corner | Codices: Marvel Heroes and Marvel Villains

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post #20 of 56 (permalink) Old 04-17-11, 06:22 PM
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ahh okay, thats pretty cool!!!
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