What's Your Army?

No... I don't think he did, but he might not have fielded them. Do you have a link or something to that?
Nope, sorry.
Nice stuff Mrtn!
Thanks.
Here are those based slaves, twentyfour of them:
Slaves4.jpg

Slaves5.jpg

Slaves6.jpg


I've converted about 50 of the little buggers.
 
Thanks. :)
The medium brown is VGC Earth with a Devlan Mud wash, and the darker is VMC Chocolate Brown with a Badab Black wash.
Here's something I finished yesterday:

"Where did that cannon ball come from?"
Notme1.jpg

Notme2.jpg

Notme3.jpg


It works as a diorama by itself, or as a not very filling unit filler with the slaves. :)

DwarfGiantRat1.jpg

DwarfGiantRat2.jpg
 
Is that.. centi-rat, rat-aur, teh mutant freak thingy, smoking a pipe? It has that Sherlock pose..

The cannon ball is hilarious! :D

If I get my hands on another one (they're out of production, but I'm bidding on a bunch of rats on Swedish ebay right now) I will convert it with a pipe and Sherlock hat. :D :goodjob: Thanks for the idea!

Thanks Varwnos. I only have older pics of rats and skaven I painted two years ago. Here are a few, and if you click around in that folder I have some other old skaven.

I was over to a friend this friday for painting, and base coated a warpfire thrower team, a couple of old beastmasters, a skaven slave musician, and almost finished five gobbos. Nice progress if I say so myself.
 
Did the goblin/cannonball bit come from the Goblin Fanatics? The only other thing I could think of was the battle for skull pass. Anyways very good job on the painting, and love the pose! :)
 
It's from Battle for Skull Pass. That box is amazing for what you get, especially if you play dwarves or greenskins, or can use them for anything in another army (skaven slaves, chaos troll, cannon for example).
 
Yea, I don't know if I've mentioned this but one of my friends has bought the set 4 times. 4 cannons and 4 trolls plus troops. Not to mention templates and dice.
 
Sneak peak of the new SM Codex:
HQs
Master
Has well over 20 wargear options, and access to a once per game S:10 AP:1 Orbital Strike that is somewhat similar to the Witchhunter power.

Librarian
Leadership 10, and has an entire page of various powers. Big news is the Psychic Hood which now has a range of 24" instead of infinite.

Master of the Forge
Access to the Conversion Beamer, an old-school Rogue Trader era weapon with a 72" range that grows more powerful the greater the distance to its targets. At its top end, it is S:10 AP:1 Large Blast.

Elites
Terminators
Available in squad sizes of 5-10. Stormshields for Assault Termys confirmed as 3+ invulnerable vs all attacks (assault and shooting).

Techmarines
Has a power allowing you to improve the cover save of a single piece of ruins in your deployment zone by +1. Access to the Thunderfire Cannon, which is artillery and has multiple fire modes based upon 4 small blast markers. One of the fire modes makes its target count as being in difficult ground next turn. ~neat!

Honor Guard
These bad boys have access to "Relic blades" which are +2S powerweapons. Their squad leader is the "Company Champion" who is required to direct attacks vs enemy ICs if possible. ~cool!

Troops
Tactical Squads
Available in 5-10 men. Squads of ten grant access to Flamer/Multimelta/Missile Launcher/Heavy Bolter for FREE. ~Heed the words of the Codex Astartes indeed!

Scouts
WS/BS:3; the heavy bolter option has access to Hellfire rounds.

Land Speeder Storm
Scout transport land speeder nullifies enemy teleport homers and icons within 6". Enemy deepstrikers within 12" roll double scatter. Enemy units who are assualted from it are at -2 Leadership.

Combat Tactics
New marine special rule allows you to voluntarily fail any morale check for any unit in the army.

ICs
Shrike (Raven Guard)
Grants the entire army Fleet instead of Combat Tactics. He has rending lightning claws and Infiltrate.

Cantor (Crimson Fists)
Grants the entire army Stubborn instead of Combat Tactics. Sternguard Veterans count as scoring units.
 
Sneak peak of the new SM Codex: (part 2)
Marneus Calgar
First off, Marneus Calgar is described as awesome; the Abaddon of loyalists. Not simply because he's an outstanding fighter but because of the support he provides for his army. He gives all Ultramarines the ability to pass or fail any Leadership test (other reports say morale checks). This is a superior ability to Combat Tactics as that only works in CC and the marines can normally only choose to fail.

Marneus also has a rule called "God of War" which allows him to re-roll virtually anything (shooting to hit rolls, attacks rolls in assualt, to wound rolls). It is basically the psychic power Warp Time, but is always on and works with Marneus' shooting. His storm bolter built into the Gauntles of Ultramar is AP2. Marneus had 4 base attacks on his statline and is armed with two powerfists. ~you do the math

Calgar possesses Eternal Warrior without any mention of a mantle. Power armour is apparently no longer an option for him, but his "Honour Guard" are still in power armor. Finally, he's wearing his Terminator armour with an additional 4+ invulnerable save.

Honor Guard Vs Command Squads
There is a bit of confusion regarding these units so here are some other morsels we've heard. Honour Guard and Command Squads are two different things. Only "Chapter Masters" can get Honour Guard and they cannot take apothecaries (so no Honor Guard-Feel No Pain combos). Command Squads are available for company captains. The leader of the Command Squad is the company champion who gets to re-roll all hits against enemy ICs.

Command Squads

* Command Squads may only be taken for Captains (one per Captain).
* There is no sergeant option as the entire squad are veterans.
* The Company Champion is an optional upgrade character. The basic squad is 4 veterans and 1 Apothecary.
* Basic weapons are chainswords and either bolters or pistols.
* Any squadmember can replace his pistol or sword with: storm bolter, flamer, plasma gun, meltagun, combi-weapon, power sword, powerfist, lightning claw, or thunder hammer. Pistol may be replaced with a plasma pistol. Melta bombs and storm shields can be taken by anyone.
* The squad may be upgraded to ride bikes.


Librarians
Nine psychic powers:

* Avenger: essentially an AP3 heavy flamer
* Force Dome: 5+ invulnerable for the librarian and squad until the end of next player turn
* Gate of Infinity: librarian and squad Deep Strike back within 24" but with a minor risk...
* Machine Curse: shooting attack causing a Glancing Hit on 1 vehicle within 24"
* Might of the Ancients: Librarian gains strength 6 and rolls 2d6 armour penetration
* Null Zone: all enemy units within 24" re-roll successul invulnerable saves for rest of player turn
* Smite: 12" range, assault 4 St4 AP2
* Quickening: gains Fleet and Initiative 10
* Vortex of Doom: 12" St10 AP1 Heavy1 Blast; failed test results in the blast being centered on the librarian without scatter.
 
Sneak peak of the new SM Codex: (part 3)
HQ
Chapter Master
- Ws6 Bs5 S4 T4 W3 I5 A4 Ld10 Sv3+
- May take a Relic blade and Storm Shield.
- May take Artificer Armour.
- Has around 20 Options
- May take Terminator armour, Jump Pack or a Bike
- Gives a one shot Orbital Strike which is S10 Ap1.
- Has a Bolter, may upgrade to Storm Bolter, Combi Plasma, Combi Melta, Combi Grenade Launcher
- May replace Bolt pistol and CCW for pair of Lightning Claws or a Relic Blade

Captain
- Ws6 Bs5 S4 T4 W3 I5 A3 Ld10 Sv 3+
- May take a Relic blade and Storm Shield.
- If he takes a bike, Bikes may be taken as Troops
- Much the same options as above, does not have the orbital strike.

Chaplain
- Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Price is about the same.
- Comes with Crozius and Rosarius
- Still allows rerolls to hit.
- Makes unit with him Fearless
- Can replace his bolter with storm, combi-, powerfist, plasma pistol.
- When taking terminator armour he replaces “power armour, boltgun, frag and krak grenades for Terminator armour and” one shooting weapon.

Librarian
- Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Has gotten cheaper.
- Comes with Force weapon and Psychic Hood
- May have 2 powers.
- May be upgraded to an Epistolary which allows the use of two powers a turn. Apparently this is expensive.
- Psychic hood now has a range of 24" (whether it means that the power is within 24", or the Psyker I dont know)
- 9 powers:
Avenger - essentially an AP3 heavy flamer,
Force Dome - 5+ invulnerable for Librarian and squad until end of next player turn,
Gate of Infinity - Librarian and squad Deep Strike back within 24", but with minor risk...,
Machine Curse - shooting attack causing Glancing Hit on 1 vehicle within 24",
Might of the Ancients - Librarian gains strength 6 and rolls 2d6 armour penetration.
Null Zone - all enemy units within 24" re-roll successul invulnerable saves for rest of player turn ,
Smite - 12" range, assault 4 St4 AP2,
Quickening - gains Fleet and Ini.10,
Vortex of Doom - 12" St10 AP1 Heavy1 Blast...failed test = blast centred on Librarian without scatter.

Master of the Forge
- Ws4 Bs5 S4 T4 W2 In4 A2 Ld10 Sv2+
- Comes with Servo Harness
- Has Conversion beamer which gets stronger and more powerful the further away he is firing, in three stages. Maxes out at S10 Ap1 Large blast at 72"
- Allows Dreadnaughts to be taken as Elites AND heavy support if he is there.

Honour Guard (?-10)
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld10 Sv2+ 30+ points as standard.
- Can only be taken if a Chapter Master is present in the army.
- Artificer Armour and power weapon as standard.
- Can take Relic Blades which are a two handed power weapon that gives St6.
- Can take Aux. Grenade launchers.
- One may take a Chapter Standard which, if it still has the same rules as now, gives them Counter attack.
- They may take a Chapter Champion, Champion is WS 5.
- Chapter Champion must direct attacks against enemy Independant characters if he can.
- May NOT take Storm Shields.

Command Squad:
- May only be taken by captains.
- 4 vets and 1 apothecary, Company Champion is an optional upgrade for one model.
- Chainsword and either bolter or pistol as standard.
- They can have bikes.
- Any can replace pistol or sword with: Storm Bolter, Flamer, Plasma gun, Meltagun, Combi-whatever, power sword or fist, lightning claw, thunder hammer.
- Pistol can be replaced with Plasma Pistol.
- Melta bombs and Storm Shields can be taken by anyone.
- Apothecary gives the unit Feel no pain
- One may take a Company Standard which, if it still has the same rules as now, gives them Counter attack.

Kor’Sarro Khan, Captain of the White Scars 3rd Company
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
- Gives models in his unit hit and run and Furious Charge.
- Moondrakkan is a bike he may take. It’s a bike which can use the Run ability and can also Fleet
- Moonfang- A Power sword. Any 6’s on the to wound roll become Instant Death.
- May exchange Chapter Tactics for Outflank.

Kayvaan Shrike
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
- Jump pack, Iron Halo and master crafted rending lightning claws.
- May exchange Chapter Tactics for Fleet.
- He has Infiltrate and gives it to his unit.

Pedro Cantor
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
- Storm Bolter (Assault 4 and AP 4) and Powerfist
- Sternguard in his army count as Scoring units
- May exchange Chapter Tactics for Stubborn.
- All friendly units within 12” receive +1 attack.

Marneus Calgar
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
- Can be fielded in either power armour or terminator armour. Has an Iron Halo with either.
- 2 Powerfists and a Stormbolter (Assault 4 AP 2)
- He has a power weapon which he is allowed to use (only when in artificer Armour?)
- Eternal warrior.
- His Chapter Tactics allows his army to choose to pass or fail any Ld tests.
- May reroll any failed to wound rolls in both shooting and hand to hand.
- May take 3 squads of Honour Guard, if they are all 10 man. These do not take up FOC slots.

Chaplain Cassius
- Ws5 Bs4 S4 T6(!) W2 In5 At3 Ld10 Sv 3+
- Feel No pain
- New background.

Chief Librarian Tigurius
- Knows all(!) the psychic powers available to the marines.
- May use 3 powers per turn.
- Allows army to reroll any reserve rolls.

Captain Lysander
- Ws6 Bs5 S4 T4 W3 In4 At4 Ld10 Sv2+
- Thunder hammer is Master Crafted and gives Lysander S10, he also adds +1 to the damage against vehicles
- Storm Shield (3+ invulnerable save for him)
- Eternal Warrior (Again?!)
- Bolter Drill- The Squad he is with is allowed to reroll misses with Bolters, bolt pistols, storm bolters and heavy bolters.
- Allows one piece of terrain to be fortified, to give +1 to its normal cover save.
- May exchange Chapter Tactics for Stubborn.

Captain Sicarius
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv3+
- 1 tactical squad gets Counterattack, Infiltrate, Scout or Tank hunters for free.
- An army led by captain Sicarius may re-roll the dice when attempting to seize the initiative.
- Blister pack allows for bare head & helmet in hand or wearing helmet with plasma pistol in hand.
- His mantle gives him Feel no pain(?)
- Is able to kill a Wraithlord in one hit with his wargear(?)

Vulkan He'stan
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv2+
- Chapter tactics allows all meltas and flamers to become twin linked and all Thunder hammers to become Master Crafted.
- 3+ invulnerable (GAH!)
- Heavy Flamer (which rerolls to wound)
- S6 Power weapon, Master Crafted

Brother Chronus
- Upgrade for a Space Marine Vehicle
- Gives it Bs5 and allows it to ignore Crew Stunned and Crew Shaken results.
- If vehicle is destroyed he can scurry away and crew another one.

Scout Sergeant Telion
- Upgrade for Scout Squad
- Can give his BS of 6 to another scout in the unit.
- Armed with a long range 'stalker' pattern boltgun with the pinning and rending special rules.

Elites
Sternguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Come with Bolters and 4 Kinds of Specialised round
- Dragonfire bolts- Normal Bolter, Ignores cover
- Hellfire Rounds- wound on a 2+.
- Kraken bolts- 30” range, S4 Ap4 Rapid Fire
- Vengeance rounds- 18” range, S4 Ap3, Rapid Fire, Gets hot
- Can Upgrade bolters to Storm Bolters (lose the specialist rounds)
- Can take Combi weapons (keep the rounds).
- Can also take from a small list of special and Heavy Weapons (Flamers, Heavy flamers and such.)
- One of the Sternguard can take a Powerfist or Power weapon
- They may choose which round to use each turn.

Dreadnaught:
Just like now, also may take twin CCW's or twin autocannons.

Venerable Dreadnaught:
WS and BS 5, with most of the Dreadnaught's basic weapons options.

Ironclad Dreadnaught:
Basic Dreadnaught Stats with front and Side armour 13.
- Probably comes with a Heavy Flamer rather than a Storm Bolter
- Can take a Hunter Killer
- Has Move through Cover.

Terminators(5-10)
- Basic Terminators just like now.
- Cyclone Now Heavy 2
- 1 Heavy weapon, 2nd may be purchased if squad has 10 models.

Assault Terminators(5-10)
- As now.

Techmarine
- Comes with a 2+ save.
- Allows one piece of Cover in his deployment zone become +1 to its cover save.
- Still has servitors. May choose to leave them.

Legion of the Damned
- WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv 3+ invulnerable
- Their Sergeant has Ws5
- They always Deep Strike, but reroll scatter if they want.


Troops
Tactical Marines(5-10):
- Start at 4 marines and a sarge for 90 points, full squad is 165.
- Sergeant is included in cost, may take powerfist, storm bolter, combi-bolter.
- Variable squad sizes are possible.
- Special and Heavy weapons are unavailable unless there are 10 marines in the unit, but then they get free Flamer and a free Multimelta or Heavy Bolter or Missile Launcher. Meltagun- 5 points, Plasmagun 10, Lascannon- 10, Plasma cannon- 5
- Bolter, Polt Pistol, Frag and Krak grenades as standard. (NB: they do NOT have a CCW)
- Sarge can take Power weapon, Power Fist, Lightning Claw, Plasma Pistol, Storm Bolter, Combi Flamer, Combi Plasma, Combi Melta (and maybe combi grenade Launcher)

Scouts
- Ws3 Bs3 S4 T4 W1 In4 A1 Ld8 Sv4+
- Sergeant is WS4, BS4.
- Sergeant may take combi-weapon, plasma pistol, power weapon or powerfist.
- Shotguns probably S4
- May be an option for Teleport Homers.
- Their Heavy bolter can take hellfire Rounds
- Squads can be equipped with camo cloaks, granting the Stealth USR.

Bikes
- Requires a Captain on a bike.
- Requires 5+ bikes. For details of bikes see Fast Attack options.

Rhino:
- Probably will drop to 35 points ala Dark Angels and Blood Angels.

Razorback:
- Comes with heavy bolter included in cost.
- May upgrade to: twin-linked heavy flamer, twin-linked assault cannon, twin-linked lascannon, lascannon and twin-linked plasmagun.

Drop Pod:
- Drop pod assault means that Half of all Drop pods come in on the First turn (GW doesnt want Deep striking armies to come on turn 2 or later...understandable)
- Drop pods in the first wave can act as guiding beacons for pods in the Second wave.
- Costed at slightly more than 2 marines.
- Holds 12 marines or 6 terminators or 1 Dreadnought or 1 thunderfire cannon.

Fast Attack
Bikes (3-8+trike):
-May combat squad, requires 8 bikes plus an attack bike. Divides into 4B/4B+1AB.

Attack Bikes (1-3):
- Must pay for Multi-Melta.

Scout Bikes (3-10):
- Can upgrade bike with a grenade launcher
- Can booby trap areas of terrain with hazardous cluster mines.
- Sergeants can be equipped with locater beacons. These function as a teleport homer for any deep-striking unit (drop pods, jum packs etc.)

Assault Marines (5-10):
- Sergeant may take a Storm Shield or combat shield.
- Only sergeant may have melta-bombs.
- Special weapons are 1 for every 5 models
- Specials include flamers and plasma pistols.
- May remove jump packs and get a free rhino or drop pod in return.

Vanguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Sergeant may take a Relic blade and Storm Shield.
- Come with Bolt Pistol and Close Combat weapon, can all take from a bunch of upgrades including: Power weapons, Power fists, Lightning claw (yes, one)
- Probably have an option to take Bolters
- May also take Combat shields and storm shields.
- Jump packs are an upgrade which gives them the Heroic Intervention rule. May take a transport instead.
- Heroic Intervention allows them to assault the turn they Deep strike.

Land Speeders (1-3):
Pretty much as now.
- Typhoon missile launchers fire as Heavy 2 missile launchers.

Land Speeder Storm:
- Has a Jammer which disrupts deep striking close by.
- Scouts charging from it -2 from the enemy Ld.
- Carries 5 scouts (and scouts only) and counts as Open Topped

Heavy Support
Thunderfire Cannon
- Has techmarine crew.
- Can fire in 3 different ways (all heavy 4): St 6 AP5 blast, St 5 AP6 blast ignores cover, St 4 AP- blast causes difficult terrain test in next turn/dangerous terrain for vehicles(inc. skimmers)
- May be mounted in a Drop Pod.
- Techmarine attendant can bolster defences, providing a 1 point bonus to the cover save of a single ruin in the Space Marine deployment area.

Predator:
Pretty much how it is in Codex: Blood Angels (i.e. expensive)

Vindicator:
- Siege Shield allows it to auto-pass terrain tests.

Devastator:
- Sergeant has a Signum, allows one Marine to fire at BS 5.

Whirlwind:
- Has BA/DA style ammo. (Including incendiary?)

Land Raider
- Machine spirit allows an extra weapon than allowed to be shot at any available target.
- Multi Melta is now a pintle option for all variants.
- Can Carry 12 models

Land Raider Crusader
- Machine spirit as above
- Frag Launchers as normal (useful too, now.)
- can carry 16 Models

Land Raider Redeemer
- Machine Spirit as normal
- Redeemer cannon: Range- Template S6 Ap3 Heavy 1
- Transport Capacity: 12 models


Not unit specific:
Decision to split in to combat squads is made at the time each unit is deployed or when a unit disembarks from its Drop Pod.
Combat Tactics – allows any unit to automatically fail any Morale Check it takes (from shooting and CC).
Combat shields now give a 6+ invulnerable save.
Storm shields now give a 3+ invulnerable save.
Aux. Grenade launchers are short range, can fire in tandem with another weapon.
All sergeants are veterans now, so are just called sergeants.
 
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