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JNAProductions
2016-09-06, 02:51 PM
Goultard-2,000 Points-Lord Of War



WS
BS
S
T
W
I
A
Ld
Sv
Unit Type


10
10
10
9
8
10
10
10
-
Infantry (Character)



Wargear
Dual Chain Blades

Special Rules
And They Shall Know No Fear
Armourbane
Blind
Concussive
Counter-Attack
Crusader
Eternal Warrior
Fear
Fearless
Feel No Pain
Fleet
Fleshbane
Furious Charge
Hammer of Wrath
Hatred (Everything)
Hit And Run
Ignores Cover
Instant Death
Independent Character
It Will Not Die
Jink
Monster Hunter
Move Through Cover
Night Vision
Pinning
Precision Shots
Precision Strikes
Preferred Enemy
Rage
Rampage
Relentless
Rending
Shred
Shrouded
Smash
Soul Blaze
Split Fire
Stealth
Strikedown
Stubborn
Tank Hunters
New Rules
God-Goultard can reroll dice multiple times-though never more than once from a single re-roll. In addition, he can take all saves allowed to him, instead of just his best. Finally, if he fails a characteristic test, he can reroll it once.
Expert Defense-Goultard has a 2+ Invulnerable save.
Hatred Of Magic-Goultard always Denies the Witch on a 2+, and generates an additional 6 warp charges exclusively used to Deny the Witch.
Impossibly Nimble-Goultard ignores all penalties for terrain, and automatically passes any dangerous terrain test.
Surprise Assault-Goultard can charge enemies even if they are not visible to him.
Fleet Of Foot-Goultard moves 24" in the movement phase, instead of 6".
Cool Guys Don't Look At Explosions-Goultard is immune to damage from exploding vehicles or buildings, including Super-Heavy explosions.
Good Aim-Goultard makes snap shots at -5 BS (minimum 1), instead of BS 1.
God Of War-Goultard rolls 4d6 when determining charge distance. In addition, he always hits in close combat on a 2+. Each successful hit generates an additional attack (these extra attacks can also generate extra attacks). Finally, if Goultard wipes out an enemy unit, he can choose to immediately charge another enemy unit if he passes an Initiative test. (If he fails, Consolidate as normal.) Note: Resolve each set of attacks before rolling the next. Trust me, it will save time.




Range
S
AP
Type


Ranged
24"
10
1
Assault 3, Hookshot, Snagged!


Melee
-
10
1
Dual Weapons



Hookshot-Goultard can, isntead of firing at an enemy unit, fire his blades at the ground to drag himself forward. If he does so, pick a spot within 24" and roll to scatter as normal. Place Goultard wherever the scatter result ends up. This counts as firing an Assault weapon at the enemy unit nearest the spot Goultard lands.

Snagged!-If Goultard hits (regardless of if he wounds) an enemy unit with his Dual Chain Blades, he automatically makes a charge against them in the Assault Phase. This allows Goultard to charge otherwise impossible models, such as Flyers or Flying Monstrous Creatures. If he charges a normally ineligible target and fails to destroy it, he is then immediately taken out of combat and suffers a S10 AP2 hit with Ignores Cover, as he plummets to the ground. If he successfully destroys the enemy, though, he suffers no damage (and can make an Initiative test as normal to charge another unit) as he is able to land properly.

Dual Weapons-The Dual Chain Blades count as two weapons, giving Goultard a bonus attack.