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Rigel Cyrosea
2007-11-22, 02:27 PM
CODEX
IMMORTALS

This is a project I've been working on for a while. As the title suggests, it's a codex for Warhammer 40K. It's basically a mix of Underworld and the Dresden files, because they seem to go pretty well together, and I've always thought they'd make a cool Warhammer army. Obviously, there are no official models to use. You can use various DnD models, fantasy vampire counts models, and other proxies if you want to play a game with them. It's also a work in progress- I've finished drafting the main army list, but a lot of the wargear still needs to have rules defined, and most of the list still needs formatting. Any suggestions, questions, comments, etc. are appreciated.
One specific question I would like some feedback on is the spelling of Wizard. I've used "Wyzard" so far, because it fits with the way the other two factions are spelled, but I'm starting to think it's a bit too strange. Same with Magyck vs Magic vs Magick.

Introduction………………………………...Done
Immortals Special Rules……………….Done
Immortals armory……………….........Sorta Done
Wargear special rules……Not Done
The Immortals Army List………………Sorta Done
The Factions……………………………....Not Started
Vampyres………………………Not Started
Lycans……………………………Not Started
Wyzards………………………….Not Started
Reference Sheet……………………….....Not Started
Collecting an Immortals Army………..Not Started; May not be included
Immortals tactics…………….Not Started



INTRODUCTION
Welcome to Codex: Immortals. Within these pages lie documents which will allow you assemble armies of Vampyres, Lycans, and Wyzards. The future of these timeless warriors lies in your hands. Cast out by their former kind, these near – immortal peoples could be the saviors of a galaxy teetering on the edge of destruction, or they could be the ones to give it the final push.

Overview and Short History of the Immortals
The Immortals are not an independent race, but humans infected by a new, quickly spreading virus called Solamnabus. This virus does not kill its victims. It has evolved to the point where the symptoms of the disease serve only to keep its victims alive longer, so that it can gain more from them.

The first person to contract Solamnabus was a man named Alexander Corvinus. He became the first true Immortal. He had three sons. In each, a new strain of the virus mutated to increase each son’s individual strengths. Markus became pale, lithe, and nocturnal – the first Vampyre. William became fast, strong, and gained the ability to transform into a hybrid wolf-like form – the first Lycan. Morgan gained a great deal of arcane power – the first Wyzard.

The Solamnabus virus also made them near impossible to kill. Wounds would close, limbs re-grow, and sickness seemed to pass them over.

Each son pursued his own interests, but all were bonded by loyalty to each other and their father. They began to spread the virus, through bites and other means. These new Immortals shared the traits the brother they were infected by. Those infected by Alexander Corvinus changed to one of the three strains.

Soon, the Imperial Presence took notice of this alarming virus. The home planet of the Corvinus family was ordered Exterminatus. The planet was bio – bombed, but the Immortals survived, immune to the potent biological weapons of the Imperium.

Severely alarmed, the area’s High Inquisitor ordered all local Guard Regiments to assault the planet. They later found most of their troops fighting back against them.

Since then, Solamnabus and the Immortals have been spreading, with few setbacks. The only known way to kill them is decapitation or fragmentation, as apparently dead people will simply get back up hours or even days later.



SPECIAL RULES

Blood Drain
The Vampyres are true to their name in many ways, and drinking blood (or its equivalent) is one of them. During close combat, Vampyres will often bite, draining their opponent of some of their blood. This blood loss causes weakness.

The game effect of this is that any model which takes a wound in close combat from a Vampyre (Includes Vampyre Elders, Vampyre Wardens, Vampyres, and Vampyre Death Dealers, but not Vampyre Bikers, as they do not stay still long enough to drain.) or suffers a wound from certain weapons with the blood drain ability will suffer a loss of one toughness on a 4+.

This toughness loss remains for the rest of the battle, but a model can never lose more than one toughness from blood drain, no matter how many times it is wounded by a Vampyre.

Lycanthropy
Lycans have two forms. The normal one is their human form. The other is a hybrid–wolf form called Crinos form.
Most Lycans cannot switch between these forms at will. It requires a great degree of experience and control to do so.

Lycan Elders, Lycan Wardens, and Lycan Alphas can control their forms to some degree. At the beginning of a turn, these Lycans can attempt a change. This succeeds on a 4+ for Alphas and Wardens and a 3+ for Elders. (Roll for each model.)

If the change is successful, the models are removed and appropriate replacements are used. The model’s profiles change, as do the list of weapons they can use.

Crinos form models cannot use ranged weapons. Lycans may always carry two close combat weapons in addition to any ranged weapons. The extra attack from these is not included in their profile.

Lycans in human form in close combat may be forced to change. At the beginning of your turn, you must roll a dice for any Lycans in close combat who are in human form. On a six, they automatically switch to Crinos form, as detailed above.

Fleet of Paw
Lycans in Crinos form may move an extra D6 inches in the shooting phase.

Creatures of the Night
Vampyres are nocturnal. Although the sun does not hurt them, they are more at home outside of its reach. Due to this, they have excellent night vision.

Vampyres and Vampyre crewed vehicles (includes Vampyre Elders, Vampyre Wardens, Vampyres, Vampyre Death Dealers, Vampyre Bikers, Nighthawks, and Nightowls.) never need to roll to test how far then can see when using the night fight special rules.

Wyzard Spells
The Wyzards have great arcane ability, allowing them to tap into the power of the warp.

Some Wyzards (Wyzard Elders, Wyzard Wardens and Wyzards) may take spells. These spells have the same game mechanics as psychic powers. The model may take one major spell, and as many minor spells as desired. If they have a familiar, they may take an extra major spell. Abilities are used following the rules for psychic powers in the Warhammer 40 000 rulebook. A Wyzard may only use one major spell in a turn. If no major power is used, one minor power may be used per phase. Only powers that can be used in the assault phase may be used by a model in base to base combat.

Fearless Units
Any units which are described as being Fearless never have to fall back and are assumed to automatically pass any Moral checks they are required to take, even against attacks which normally force their target to fall back with no test taken.

Bloodthirsty Units
Some units, though not fearless, are still exceedingly difficult to deter. When these creatures have the taste of their enemies they will never back down. These units never fall back in close combat and are assumed to automatically pass any Moral checks they are required to take in close combat, even those which normally force their target to fall back with no test taken.

Magyck Items
Magyck Items are created and imbued by Wyzards, giving them great powers. Often these items are the mainstay of weaker Wyzards.

Only Wyzards (Wyzard Elders, Wyzard Wardens, Wyzards, and Apprentice Wyzards) may benefit from Magyck Items. To choose Magyck Items from the Immortals Armoury, a model must be a Wyzard.

Spell – Like Items
Some Magyck Items replicate spells. These allow Wyzards access to more spells then normal. Using one of these items requires a psychic test and risks perils of the warp as normal.

Other Magyck Items
Other Magyck Items create a multitude of different effects. They do not require psychic test unless stated otherwise in their description


IMMORTALS ARMOURY
VAMPYRES
Vampyres must select from this list.
Weapons
Vampyre models may have two weapons, but only one may be two-handed.
One-handed Weapons
Bleeder Pistol……………..8
Hawk Pistol………………..1
Raptor Pistol…………....10/8
Close combat weapon..1
Power Weapon…….....15/10
Saberex……………….....10/5
Whipdagger………………..3
Two-handed Weapons
Hawk Rifle………………....2
Combi-Red Death….....15/10
Boltbow………………….....5
Great Weapon…………...3
Pair of Whipdaggers……10/5
Wargear
All Vampyres with access to the armoury may select items from this list.
Vampyre Bike……….......25/15
Frag Grenades…………...1
Krak Grenades…………...2
Springblade………………..4
Master-Crafted Weapon…15/10
Melta Bombs……………..5
Haloblades……………....10
Talisman of Night…....15/10
Power Armour………....12/6
Teleport Homer………….5
Evolutions
Angelus……..…...........20/10
Resilience………………....10
Potence………………......10/5
Fortitude……………….....15/-
Celerity……………….......15/10
Speed……………….........15/10
Obtenebration……….....15/-
Viscissitude……………....5/2
Vitae………………………....5

LYCANS
Lycans must select from this list.
Weapons
Lycan models may have three weapons, but only one may be two-handed, and only two may be used at a time.
One-handed Weapons
Wolfram Pistol…………....1
Close combat weapon…1
Power Weapon…….......15/10
Power Fist…………........25/15
Power Claw………….......25/15
Two-handed Weapons
Wolfram…………………......2
Combi-Wolfram…………...3
Flamer………………..........10/5
Lycan Missile Launcher…8
Great Weapon…………...3
Pair of Power Claws…..30
Maul………………….........10
Wargear
All Lycans with access to the armoury may select items from this list.
Frag Grenades…………....1
Krak Grenades…………....2
Master-Crafted Weapon..15/10
Melta Bombs……………...5
Haloblades………………...5
Talisman of the Moon…15/10
Power Armour……….....12/6
Dire Wolf………….........12 each
Teleport Homer………….5
Evolutions
Resilience………………....10
Potence………………......10/5
Control…………………......10
Fortitude………………......15/-
Rage………………….........15/10
Speed……………….........15/10
Furious Charge………....15/5

WYZARDS
Wyzards must select from this list.
Weapons
Wyzard models may have two weapons, but only one may be two-handed.
One-handed Weapons
Hawk Pistol………………....1
Close combat weapon….1
Power Weapon……........15/10
Sword Cane………….......10/5
Two-handed Weapons
Hawk Rifle………………......2
Combi-Red Death….......15/10
Boltbow…………………......10
Wargear
All Wyzards with access to the armoury may select items from this list.
Frag Grenades………….....1
Krak Grenades………….....2
Master Crafted Weapon.15/10
Melta Bombs…………….....5
Talisman of the Arcane..-/10
Power Armour……….......12/6
Teleport Homer…………...5
Springblade………………....4
Familiar………………….......5
Magyck Items
Spell-Like Items
Escape Potion…………....5
Rod of Might……………...25
Wand of Regeneration…30
Inferno Stick……………...25
Amulet of Black Fire…..20
Rod of Immobilization…15
Other Magyck Items
Staff of Magyck………...5
Blasting Rod……………...20
Ring of Shielding….......20/15
Lightning Rod…………....20
Silver Dagger……………...5
Rune of Protection……..35
Staff of Channeling.....30/20
Capacitor Sword……....15/10
Shield Guardian……
Spells
Arcane Might………......20
Restoration……………....25
Exspedious Retreat……10
Firestorm………………....20
Coldfire…………………....15
Hold……………………......10
Minor Spell……………....10

Point Values. Where two point values are specified, the first is the cost paid by independent characters, the second is the cost paid by other models. These upgrades are more valuable to models with multiple wounds because they will survive to use them longer so the cost for them is higher. If, instead of a number, the value is ‘-‘ then that ability may not be selected by that group.
Limits. An Elder may not have more than 150 points of wargear and Evolutions/Magyck Items and of this total no more than 100 points can be Evolutions/Magyck Items. Other characters are limited to 75 points of wargear and Evolution/Magyck Items, and of this total no more than 50 points can be Evolutions/Magyck Items. No model may have more than one of each item of wargear.
Movement Modes. Some equipment from the Immortals Armoury may confer the ability to move as if wearing a jump pack or as if cavalry. Similarly, a Vampyre Bike confers the ability to move as a bike. Refer to the relevant pages of the Warhammer 40 000 rulebook for these special movement rules. No model may have more than one of these special movement modes however they are obtained.
Followers. Some special equipment takes the form of followers who accompany the model selecting the wargear. If selected by an Independent Character these will form a unit with that character but do not prevent that character joining a unit as normal. If selected by a model that is not an independent character they will form part of the unit that the character belongs to. All followers are removed if their owner is killed.


WARGEAR RULES
Bleeder Pistol
The Bleeder Pistol is a smaller version of the formidable Bleeder weapon. It has the following statistics and causes Blood Drain, as detailed in the Immortals special rules.
Range 12” Str 5 AP 5 Pistol

Hawk Pistol
The Hawk Pistol is the standard pistol of the Vampyres. Based off a powerful version of the Autopistol, it has the following statistics.
Range 12” Str 4 AP 6 Pistol

Raptor Pistol
The favored weapon of Vampyre Death Dealers, the Raptor Pistol is a very versatile weapon.
Range 12” Str 5 AP 5 Pistol 3

Saberex
A Saberex is a long, thin rapier favored by Vampyres. It confers a +1 bonus to initiative.

Whipdagger
The Whipdagger is a long, jagged cable whip with a blade on the end. It allows a model up to 4” away to get in one attack. This extra attack does not gain any benefits from other
weapons, but it does gain benefits from Wargear and Evolutions.

For example, a Vampyre Elder with Potence, a Whipdagger, and a Power Weapon is 4” away from an enemy model. He gets one attack at Strength 5, but this attack does not ignore armour.

Whipdaggers only grant an extra attack if they are used as a pair. If they are used as a pair, they allow the character to make all of his attacks from 4” away.

Hawk Rifle
The Hawk Rifle if the standard weapon of the Vampyres. Based off of a powerful version of the Autogun, it has the following statistics.
Range 24” Str 4 AP 6 Rapid Fire

Combi-Red Death
The Combi-Red Death is a Hawk Rifle with an add-on that allows it to fire as a Red Death once per game. See the Red Death description.

Boltbow
The Boltbow is a powerful crossbow-like weapon with two fire settings. One is for sniping, and one is for firing while moving. This makes the Boltbow a very versatile weapon.
Sniping:
Range 36” Str - AP - Heavy 1, Sniper
Moving
Range 12” Str 4 AP 6 Assault 1

Great Weapon
A great weapon is a larger and heavier version of a close combat weapon. It is wielded in two hands thereby preventing the use of an additional close combat weapon, but can be swung with more power. It adds +1 to the users Strength in close combat.

Wolfram Pistol
The Wolfram Pistol is the Lycan pistol. It is similar to the Hawk Pistol, but packs slightly more punch.
Range 12” Str 4 AP 5 Pistol

Power Claw
Power Claws are long, sharp, blades that are fitted to some Lycans hands. They count as a power weapon and the model wearing them may re-roll any to - wound rolls that fail to wound. Models who are armed with Power Claws only receive the +1 Attack modifier for an additional close combat weapon if the second weapon is also another Power Claw, as they are generally used as a pair.

Wolfram
The Wolfram is the standard Lycan weapon. It is fired from the hip instead of the shoulder and packs slightly more punch than the Hawk Rifle.
Range 18” Str 4 AP 5 Assault 1

Combi-Wolfram
The Combi-Wolfram is basically a twin-linked Wolfram. It fires as a Wolfram but may re-roll misses once.


Flamer
The Lycan Flamer is identical to its Imperial counterpart.
Range Template Str 4 AP 5 Assault 1

Lycan Missile Launcher
The Lycan Missile Launcher is identical to its Imperial counterpart.
Krak:
Range 48” Str 8 AP 3 Heavy 1
Frag:
Range 48” Str 4 AP 5 Heavy 1, Blast

Maul
A Maul is a huge rock, on the end of a huge stick. The Maul doubles its users Strength in close combat, but does not ignore armour. It is wielded in two hands thereby preventing the use of an additional close combat weapon.

Sword Cane
A Sword Cane is, you guessed it, a sword in a cane. However, Wyzards imbue their Sword Canes with enchantments that make them easier to use. This adds +1 to the user’s Weapon Skill.

Vampyre Bike
Some Vampyres ride special bikes in combat. Models mounted on Vampyre Bike move as bike troops, gain +1 Toughness, and may not be transported in a vehicle.
These Bikes are specially designed to be intuitive, and models riding them have both hands free, and may wield normal weaponry. The bikes are steered by leaning and have no handles. The Bikes themselves are not mounted with any weapons. Models on Bikes may not benefit from the Resilience Evolution, as the toughness bonuses do not stack.

Springblade
The Springblade is a long blade which can be extended from an arm at will. It counts as a close combat weapon, but does not take up another hand.

Master-Crafted Weapon
This upgrade can be applied to a weapon identifying it as an especially fine and well-engineered example of its type. Apart from Magyck Items, any close combat weapon can be Master-Crafted. Only ranged weapons found in the Immortals Armoury can be Master-Crafted. A Master-Crafted close combat weapon can re-roll one miss in each round of Close Combat. A ranged weapon can re-roll one miss each Shooting phase. A miss can only be re-rolled once.

Haloblades
Are hand-sized balls of metal which are often used in Vampyre ambushes. Upon being thrown, whirling sawblades extend around the ball. The ball includes an auto target acquiring device and explodes after cutting into its victim. Once per game, a model equipped with Haloblades may throw them instead of shooting in the shooting phase. They have the following profile:
Range 12” Str 6 AP 5 Assault 3

Talisman of Night
A Talisman of Night is a symbol of the Vampyre’s connection to the night, and of their Immortality. It provides a 5+ invulnerable save to the model carrying it.

Power Armour
After multiple conflicts with Space Marines, the Immortals have learned to salvage their Power Armour. With the help of infected Tech Priests, they have been able to re-use it in some situations. To reflect this, characters may select Power Armour from the Immortals Armoury, but only 1 model per 500 points in your army may have Power Armour. Power Armour provides a 3+ Armour save. The Immortals have yet to successfully salvage Terminator or Artificer Armour.

Teleport Homer
These items are used to help teleporting Wyzards arrive in the right spot. They send out a signal that can be locked onto by Wyzards. If the template used by teleporting troops to make a Deep Strike is centered on a model with a teleport homer then they won’t scatter. The homer must be on the table at the start of the turn it is used.


OTHER IMMORTALS WEAPONS
This section covers Immortals Weaponry not available to Characters selecting from the armoury.
Bleeder
The bleeder is a long rifle that fires high powered rounds that expand as they enter the victim, causing massive blood loss. It is favoured by Vampyre troops. It causes blood drain on a 4+, as detailed in the Immortals special rules section.
Range 36” Str 6 AP 5 Heavy 2, Blood Drain

Red Death
The Red Death carries a very dangerous modified version of the Solamnibus virus. It is fast acting and deadly, but lasts only a few hours. Normal troops would be unable to use it due to self-infection, but the Immortals, having already contracted Solamnibus, are immune to it's effects.
Once a squad has been hit with the Red Death, it continues to suffer the effects of the virus for the rest of the game. Each turn at the end of the enemy shooting phase, it takes on Str 5 AP 2 hit on a 3+. This effect cannot stack with itself- squads can only be infected once. Casualties caused by this effect count as losses from shooting for the purposes of determining whether 25% casualties from shooting moral tests are required, even if the unit is not actually shot at this turn.
A squad can only take 1 hit from Red Death weapons or effects per turn (this includes the Screamer's infection effect). Spraying the enemy with more viruses won't make them die faster. Yes, this means that if the template covers multiple models in the same squad, it only deals on hit. However, if the enemy is hit with the weapon, it means that it will take a hit for sure, rather than leaving it to the dice.
Range Template Str 5 AP 2 Assault 1
Some people I've talked to claim this is horribly overpowered. I don't think so myself, because of the "only 1 hit per round" thing, but I'd be interested in other people's opions.

Nailgun
The Nailgun is a heavy, fast firing weapon that basically spews small metal bolts at the enemy. These bolts have limited armour penetration, but are very effective against weaker troops.
Range 36” Str 6 AP 6 Heavy 4

Lycan Mortar
The Lycan Mortar fires a high explosive shell on a high arc through the air.
Lycan Mortar's cause pinning.
Range 36” Str 5 AP 5 Heavy 1 Blast, Pinning
I'm considering making this idirect fire.

Lycan Flame Launcher
The Lycan Flame Launcher fires a cannister of high pressure flammable gas that escapes on impact, creating a gout of flame.
When you fire the Lycan Flame Launcher, you have two options. You can fire it straight, in which case the flame template extends directly away from the firer, or you can take your chances giving the cannister a spin and hoping it lands the right way. Either way, you pick a spot within range and mark it, then roll drift with 1d6. If you use the straight shot, the flame template extends directly away from the firer, as said above. If you use the spinning shot, the flame template extends in the direction shown on the scatter dice.
Range 36” Str 5 AP 4 Heavy 1
I need a better name for this weapon, but I can't think of one.

Staff of Magyck
The Staff of Magyck is a Magyck item often used to channel arcane power by apprentice Wyzards. Occasionally, more powerful Wyzards keep their staves, using them as a reliable source of battle equipment. The staff is quite powerful, but takes concentration to use.
Range 36” Str 5 AP 4 Heavy 1
This weapon is the reason Apprentice Wyzards cost more than 6 points.

Screamer
The Screamer is named for the sound it makes when fired- a terrible, high pitched whining. It fires a long, incredibly thin bolt of plasteel. Infantesimal notches on the bolt create the screaming noise, and carry tiny chambers containing the Red Death's modified version of Solamnibus.
Once a squad has been hit with the virus, it continues to suffer the effects for the rest of the game. Each turn at the end of the enemy shooting phase, it takes on Str 5 AP 2 hit on a 3+. This effect cannot stack with itself- squads can only be infected once. Casualties caused by this effect count as losses from shooting for the purposes of determining whether 25% casualties from shooting moral tests are required, even if the unit is not actually shot at this turn.
A squad can only take 1 hit from Red Death weapons or effects per turn. Hitting the enemy with more viruses won't make them die faster. However, if the enemy is hit with the weapon, it means that it will take a hit for sure, rather than leaving it to the dice.
When the Screamer hits, it deals it's normal damage, plus a Red Death hit, and infects the target squad. (If they aren't infected already.)
Range 48” Str 8 AP 2 Heavy 1


IMMORTALS ARMY LIST
HQ
0-1 Elder
{table=head]Name|Pts/Model|WS|BS|S|T|W|I|A|Ld|Sv

Vampyre Elder|
55|
5|
5|
4|
4|
3|
6|
3|
10|
4+

Lycan Elder|
55|
5|
3|
3|
3|
3|
5|
3|
10|
5+

Lycan Elder (Crinos)|
55|
6|
0|
6|
5|
3|
5|
4|
10|
5+

Wyzard Elder|
45|
3|
5|
3|
3|
3|
4|
2|
10|
-/4+[/table]

Number/squad: 1 Vampyre, Lycan, or Wyzard Elder.

Weapons: The Elder selects weapons from the appropriate section of the Immortals Armoury.

Options: The Elder has access to the appropriate section of the Immortals Armoury.

Character: The Elder is an independent character and follows all the independent character special rules as given in the Warhammer 40 000 rulebook. If accompanied by a retinue he must stay in unit coherency with it while any members remain.

SPECIAL RULES
Retinue: The Vampyre Elder may be accompanied by a Retinue of Vampyre Death Dealers (see the Vampyre Death Dealers entry on page # for further details).

The Lycan Elder may be accompanied by a Retinue of Lycan Alphas (see the Lycan Alphas entry on page # for further details).

The Wyzard Elder may be accompanied by a Retinue of Wyzards (see the Wyzards entry on page # for further details).

Improved Blood Drain: The Vampyre Elder causes Blood Drain on a 3+ instead of the normal 4+. (See page # for more details.)

Lycanthropy: The Lycan Elder has two forms and follows all the special rules entailed, detailed on page #. He changes on a 3+.

Bloodthirsty: The Vampyre and Lycan Elders are Bloodthirsty and will never fall back in close combat.

Spells: The Wyzard Elder must select one major spell from the Spells section of the Immortals Armoury.

Invulnerable: The Wyzard Elder has a massive array of wards set up to keep him from being harmed. He has a 4+ invulnerable save.

Psyker: Wyzard Elders have spells, and so count as Psykers. See the Warhammer 40 000 rulebook for more information.


Warden
{table=head]Name|Pts/Model|WS|BS|S|T|W|I|A|Ld|Sv

Vapyre Warden|
38|
5|
5|
3|
4|
2|
5|
3|
10|
4+

Lycan Warden|
40|
5|
3|
3|
3|
2|
4|
3|
10|
5+

Lycan Warden (Crinos)|
40|
5|
0|
5|
4|
2|
5|
3|
10|
5+

Wyzard Warden|
30|
3|
5|
3|
3|
2|
4|
2|
10|
-/4+[/table]

Number/squad: 1 Vampyre, Lycan, or Wyzard Warden

Weapons: The Warden selects weapons from the appropriate section of the Immortals Armoury.

Options: The Warden has access to the appropriate section of the Immortals Armoury.

Character: The Warden is an independent character and follows all the independent character special rules as given in the Warhammer 40 000 rulebook. If accompanied by a retinue he must stay in unit coherency with it while any members remain.

SPECIAL RULES
Retinue: The Vampyre Warden may be accompanied by a Retinue of Vampyre Death Dealers (see the Vampyre Death Dealers entry on page # for further details).

The Lycan Warden may be accompanied by a Retinue of Lycan Alphas (see the Lycan Alphas entry on page # for further details).

The Wyzard Warden may be accompanied by a Retinue of Wyzards (see the Wyzards entry on page # for further details).

Improved Blood Drain: The Vampyre Warden causes Blood Drain on a 3+ instead of the normal 4+. (See page # for more details.)

Bloodthirsty: The Lycan Warden is Bloodthirsty and will never fall back in close combat.

Lycanthropy: The Lycan Warden has two forms and follows all the special rules entailed, detailed on page #. He changes on a 4+.

Spells: The Wyzard Warden must select one major spell from the Spells section of the Immortals Armoury.

Invulnerable: The Wyzard Warden has a large array of wards set up to keep him from being harmed. He has a 4+ invulnerable save.

Psyker: Wyzard Wardens have spells, and so count as Psykers. See the Warhammer 40 000 rulebook for more information.


Formatting all this stuff into tables takes a really long time. I'm going to leave the rest right now, I'll fix them a few at a time later.

ELITES
Vampyre Death Dealers
Pts/Model WS BS S T W I A Ld Sv
Vampyre Death Dealer 20 4 4 3 4 1 4 2 9 4+
Vampyre Death Dealer Sentinel +10 4 4 3 4 1 4 3 10 4+

Number/squad: 3 - 10

Weapons: The Vampyre Death Dealers are armed with Raptor Pistols and Close Combat Weapons.

Options: Any number of Vampyre Death Dealers may exchange a Raptor Pistol for a Bleeder Pistol at no cost.

Any number of Vampyre Death Dealers may be armed with the following weapons: Boltbow and Haloblades at no cost, Bleeder at +10 pts each, Nailgun at +8 pts each, Red Death at +18 pts each.

Any number of Vampyre Death Dealers may be given Haloblades at +5 pts per model.

The entire squad may be armed with frag grenades at +1 pt per model and/or krak grenades at +2 pts per model.

Character: The squad may be led by a Vampyre Death Dealer Sergeant at +10 pts. The Vampyre Death Dealer Sergeant has access to the Vampyre section of the Immortals Armoury.

SPECIAL RULES
Infiltrators: Vampyre Death Dealers may set up using the infiltrators special rule.

Blood Drain: Vampyres cause Blood Drain in close combat on a 4+. (See page # for more details.)


Lycan Alphas
Pts/Model WS BS S T W I A Ld Sv
Lycan Alpha 17 4 3 3 3 1 4 1 8 5+
Lycan Alpha (Crinos) 18 4 0 5 4 1 4 2 9 5+

Number/squad: 5 - 10

Weapons: The Lycan Alphas are armed with two Close Combat Weapons and a Wolfram.

Options: Up to two Lycan Alphas may be armed with one of the following heavy weapons: Lycan Missile Launcher at +10 pts, Lycan Mortar at +15 pts, Lycan Flame Launcher at +10 pts.

The entire squad may be armed with frag grenades at +1 pt per model and/or krak grenades at +2 pts per model.

SPECIAL RULES
Bloodthirsty: Lycan Alphas are Bloodthirsty and never fall back in close combat.

Lycanthropy: Lycan Alphas have two forms and follow all the special rules entailed, detailed on page #. They change on a 4+.


Wyzards
Pts/Model WS BS S T W I A Ld Sv
Wyzard 20 3 4 3 3 1 4 1 9 -/5+
Provost Wyzard +8 3 4 3 3 1 4 1 10 -/5+

Number/squad: 1 - 5

Weapons: Wyzards are armed with Staves of Magyck and Hawk Pistols.

Options: Any number of Wyzards may be given a Blasting Rod at +20 pts each, or a Lightning Rod at +20 pts each.

Each Wyzard must select one minor Spell at no cost.

Character: The squad may be led by a Provost Wyzard at +8 pts. The Provost Wyzard has access to the Wyzard section of the Immortals Armoury.

SPECIAL RULES
Invulnerable: The Wyzards have an array of wards set up to keep them from being harmed. They have 5+ invulnerable saves.

Spells: The Provost Wyzard must select one major spell from the Spells section of the Immortals Armoury.

Psykers: Wyzards have spells, and so count as Psykers. See the Warhammer 40 000 rulebook for more information.

Deep Strike: Wyzards may teleport into battle. To represent this they may set up using the Deep Strike special rule in any mission in which it is permitted.


TROOPS
Vampyres
Pts/Model WS BS S T W I A Ld Sv
Vampyre 9 4 4 3 4 1 4 1 8 4+
Vampyre Sentinel +8 4 4 3 4 1 4 2 9 4+

Number/squad: 5 - 15

Weapons: Hawk Rifles.

Options: Up to two Vampyres may be armed with one of the following weapons: Boltbow at +5, Bleeder at +16 pts, Nailgun at +8 pts, Red Death at +15 pts.

Character: The squad may be led by a Vampyre Sentinel at +8 pts. The Vampyre Sentinel has access to the Vampyre section of the Immortals Armoury.

Transport: If the squad numbers ten or less, it may be mounted in a Nightowl for 45 pts.

SPECIAL RULES
Blood Drain: Vampyres cause Blood Drain in close combat on a 4+. (See page # for more details.)



Transport: Nightowl
Points BS Front Armour Side Armour Rear Armour
Nightowl 45 4 11 11 10

Type: Tank Crew: Vampyres

Weapons: The Nightowl is armed with twin-linked Hawk Rifles.

Options: The Nightowl may be equipped with any of the vehicle upgrades allowed from the Immortals Vehicle Upgrade List.

Transport: The Nightowl can carry ten models. Models in Crinos form count as two. Golems, Golem Spiders, and models on bikes may not be transported.

Fire Points - 2: There are fire slits on each side of the Nightowl.

Access Points - 3: The Nightowl has two side hatches and a rear ramp, any of which can be used as access points by the passengers.

Notes: The Nightowl is crewed by nocturnal Vampyres, and so follows the Creatures of the Night Special Rule. (See page # for more details.)

Lycans
Pts/Model WS BS S T W I A Ld Sv
Lycan 8 4 3 3 3 1 4 1 7 5+
Lycan (Crinos) 8 4 0 5 4 1 4 2 8 5+

Number/squad: 5 - 20

Weapons: The Lycans are armed with Wolframs and two Close Combat Weapons.

Options: Up to two Lycans may be armed with one of the following weapons: Lycan Missile Launcher at +5 pts, Lycan Mortar at +5 pts, Lycan Flame Launcher at +8 pts, Lycan Flamer +5 pts.

Transport: If the squad numbers ten or less, it may be mounted in a Nightowl for 45 pts.

SPECIAL RULES
Lycanthropy: Lycans have two forms and follow all the special rules entailed, detailed on page #. They cannot change at will.

Apprentice Wyzards
Pts/Model WS BS S T W I A Ld Sv
Apprentice Wyzard 10 3 4 3 3 1 4 1 8 -/6+
Provost Wyzard +17 3 4 3 3 1 4 1 10 -/5+

Number/squad: 3 - 10

Weapons: The Apprentice Wyzards are armed with Staves of Magyck and Hawk Pistols.

Options: One Apprentice Wyzard may be armed with a Blasting rod at +20 pts, or a Lightning Rod at +20 pts.

Character: The squad may be led by a Provost Wyzard at +17 pts. The Provost Wyzard has access to the Wyzard section of the Immortals Armoury. In addition, the Provost Wyzard’s experience can help the rest of the Apprentices to teleport, allowing the squad to Deep Strike.

SPECIAL RULES
Deep Strike: Apprentice Wyzards may teleport into battle if there is a Provost Wyzard leading the squad. To represent this they may set up using the Deep Strike special rule in any mission in which it is permitted.

Spells: The Provost Wyzard must select one major spell from the Spells section of the Immortals Armoury.

Psyker: Provost Wyzards have spells, and so count as Psykers. See the Warhammer 40 000 rulebook for more information.

Invulnerable: The Apprentice Wyzards have a small array of wards set up to keep them from being harmed. They have 6+ invulnerable saves. The Provost Wyzard has a larger array, and his invulnerable save is 5+.


FAST ATTACK
Incinerator Platform
Points BS Front Armour Side Armour Rear Armour
Incinerator Platform 50 3 10 10 10

Type: Open Topped Fast Skimmer Crew: Lycan Pyromaniacs

Weapons: The Incinerator Platform is armed with a Lycan Heavy Flamer and a Combi-Wolfram.

Options: The Combi-Wolfram may be upgraded to a Lycan Heavy Flamer at +12 pts, a Lycan Missile Launcher at +8 pts, a Lycan Mortar at +8 pts, or a Lycan Flame Launcher at +10 pts.

The Lycan Heavy Flamer may be replaced with any of the following at no cost: Lycan Missile Launcher, Lycan Mortar, Lycan Flame Launcher.

The Incinerator Platform may be equipped with any of the vehicle upgrades allowed from the Immortals Vehicle Upgrade List.

Golem Spiders
Pts/Model WS BS S T W I A Ld Sv
Golem Spider 40 4 4 6 5 2 5 3 10 3+

Number/squad: 1 - 3

Weapons: The Golem Spiders are armed with a twin linked Hawk Rifle and claws.

SPECIAL RULES
Deep Strike: The Golem Spiders can be teleported into battle by their Wyzard creators. To represent this they may set up using the Deep Strike special rule in any mission in which it is permitted.

Fearless: Golem Spiders have no real emotions, being magical constructs. They are fearless and are assumed to automatically pass any Morale checks they are required to take. They cannot be pinned.

Cavalry: Golem Spiders are fast on the attack, and move as cavalry.


Vampyre Bikers
Pts/Model WS BS S T W I A Ld Sv
Vampyre Biker 24 4 4 3 4(5) 1 4 1 8 4+
Vampyre Biker Sentinel +8 4 4 3 4(5) 1 4 2 9 4+

Number/squad: 3 - 10

Weapons: The Vampyre Bikers are armed with Hawk Pistols and Close Combat Weapons. The bikes themselves have no weaponry.

Options: Up to two of the Vampyre Bikers may upgrade their Hawk Pistols to Raptor Pistols at +8 pts, or Bleeder Pistols at +5 pts.

Character: The squad may be led by a Vampyre Sentinel at +8 pts. The Vampyre Sentinel has access to the Vampyre section of the Immortals Armoury.

SPECIAL RULES
Bikers: Like all bike-mounted models, Vampyre Bikers get +1 Toughness. This modification is already included in the profile above.

Vampyre Bikers get no additional benefit from the Resilience Evolution, which is not cumulative with the Bike bonus.

HEAVY SUPPORT
Nighthawk
Points BS Front Armour Side Armour Rear Armour
Nighthawk 85 4 13 12 10

Type: Tank Crew: Vampyres

Weapons: The Nighthawk is armed with one turret-mounted weapon from the following list: twin-linked Bleeder at +18 pts, twin-linked Nailgun at +15 pts, Screamer at +25 pts.

Options: The Nighthawk may be upgraded with a pair of side sponsons, each armed with one of the following weapons: Nailgun at +12 pts for the pair, Hawk Rifles at +5 pts for the pair, or Red Deaths at +20 pts for the pair.

Lycan Pyromaniacs
Pts/Model WS BS S T W I A Ld Sv
Lycan Pyromaniacs 10 4 3 3 3 1 4 1 7 5+
Lycan Pyromaniacs (Crinos) 10 4 0 5 4 1 4 2 8 5+

Number/squad: 5 - 10

Weapons: The Lycan Pyromaniacs are armed with Wolframs and Close Combat Weapons.

Options: Up to four members of the squad may replace their Wolfram with a weapon from the following list: Lycan Missile Launcher at +18 pts, Lycan Mortar at +18 pts, Lycan Flamer at +8 pts, Lycan Heavy Flamer at + 15 pts, or Lycan Flame Launcher at +20 pts.

SPECIAL RULES
Lycanthropy: Lycan Pyromaniacs have two forms and follow all the special rules entailed, detailed on page #. They cannot change at will.


Golem
Pts/Model WS BS S T W I A Ld Sv
Golem 90 3 3 7 7 3 4 2 10 2+

Number/squad: 1

Weapons: The Golem is fitted with one weapon from the following list: Lycan Missile Launcher +20 pts, Nailgun +15 pts, Red Death +20 pts, Bleeder +22 pts, Lightning Rod +25 pts, Blasting Rod +25 pts.

SPECIAL RULES
Slow and Purposeful: Golems are huge and ponderous. They advance in a methodical manner. To represent this they always count as stationary when firing, even if they moved in the same turn.

They are slow, however, and move as if they were in difficult terrain when they are in open terrain (rolling 2D6 and selecting the highest), they never receive +1 Attack for charging, strike at initiative 1 in close combat and may never choose to perform a sweeping advance.

Fearless: Golems have no real emotions, being magical constructs. They are fearless and are assumed to automatically pass any Morale checks they are required to take. They cannot be pinned.

Deep Strike: Golems can be teleported into battle by their Wyzard creators. To represent this they may set up using the Deep Strike special rule in any mission in which it is permitted.

onasuma
2007-11-22, 02:39 PM
I love the idea, and also the special rules. However, i think your pricing for some stuff are off a bit. For example the bleeder pistol, which is a pulse pistol and an extra effect seems under prised, especially considering the ability to drain toughness from characters. Also for that matter, a tau costs 10 points. They have poor stats, no special rules and a good gun. For one point less, you can get a decent stated, special ruling and a decent gun on a vampyr. I think they'd need to be more around the 12-13 mark.
Other than pricings though, nice work all round. Heck, i might make an army of them. Ive got all the rest (I dont have all the rest. No eldar as of yet).

Rigel Cyrosea
2007-11-22, 03:02 PM
I love the idea, and also the special rules. However, i think your pricing for some stuff are off a bit. For example the bleeder pistol, which is a pulse pistol and an extra effect seems under prised, especially considering the ability to drain toughness from characters. Also for that matter, a tau costs 10 points. They have poor stats, no special rules and a good gun. For one point less, you can get a decent stated, special ruling and a decent gun on a vampyr. I think they'd need to be more around the 12-13 mark.
Other than pricings though, nice work all round. Heck, i might make an army of them. Ive got all the rest (I dont have all the rest. No eldar as of yet).
You're right about the pistol- I had it at 8 points before, I must have gotten it mixed around at some point.
On Vampyre points... Remeber that blood drain only applies if you wound and then roll over 4+ and they don't just die from the wound. It's most useful against character's with high armour save or multiple wounds. Also, the Hawk Rifle is crap compared to the pulse rifle (str3 vs str5), and I think that justifies slightly better stats and blood drain. I did originally have them at 12 points, but I brought it down to 10 after a couple of playtests. The thing is, Vampyre's aren't really good at anything. Sure, they're a little hard to kill for their points, and they've got a cool special ability, but they have a hard time killing anything with a decent armour save or good toughness. I played a playtest against Chaos Space Marines, and the Vampyre's (10 of them) didn't get a single kill the whole game. They held one of the objectives alright, but they didn't actually do much of anything.

puppyavenger
2007-11-22, 03:49 PM
Looks very good but I have one thing to say
"You're all forfeit if the hive mind ever gets there hands on one of these."
and how does the disease spread? Basicly I want more flavour.

Rigel Cyrosea
2007-11-22, 04:23 PM
Flavour would be good. I've purposefully left it out so far because I'm not really very good at that sort of thing, and I want to get the rules finished first. If anybody has some flavour ideas they think I should add, just post it and I'll take a look.

I came up with this and did most of the work about 6 monthes ago, and I didn't write down much about flavour (for the previously mentioned reasons), but I think the idea for infection was that:
Vampyres bite people. Those people become Vampyres.
Lycan's bite people. Those people become Lycans.
Wyzards don't infect people, but potential psychers who are infected become Wyzards, instead of Vampyre's or Lycans.
People can be manually infected by being injected or contaminated with the virus, such as with the Red Death weapon, in which case they become whatever suits them best.

Speaking of weapons, I found the sheet I'd written them on, and they are now up.