Lord felthius stats

for support. pity, that now can..

Lord felthius stats

This datasheet has Elites Battlefield Role. Full list of Death Guard units sharing same Battlefield Role follows:. Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters. Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

Army List. Datasheets collated. Dedicated Transport. Fast Attack. Heavy Support. Lords of War. Death Guard — Helbrute. A Helbrute is a single model equipped with a multi-melta and a Helbrute fist.

Rapid Fire 2. Heavy D6. Heavy D3. Heavy 1. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Heavy 4. Heavy 6. Heavy 2. When attacking with this weapon, you must subtract 1 from the hit roll. Each time the bearer fights, it can make 3 additional attacks with this weapon. Bolter DisciplineHateful Assault. Crazed : At the end of any phase in which this model suffers any unsaved wounds or mortal woundsroll a D6.

On a 6, this model immediately makes a shooting attack as if it were your Shooting phase if there are no enemies within 1"or piles in and fights as if it were the Fight phase if there are enemy models within 1". If there is no visible target within range, nothing happens. Explodes : If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. Combi-bolter used in following datasheets: HQ.

Heavy flamer used in following datasheets: Dedicated Transport. Mortal Wounds. Missile launcher used in following datasheets: Elites. Multi-melta used in following datasheets: Elites. Reaper autocannon used in following datasheets: Elites. Twin heavy bolter used in following datasheets: Elites. Twin lascannon used in following datasheets: Elites. Melee Weapon. Bolter Discipline.

Hateful Assault.

lord felthius stats

Saving Throw.This message was edited 1 time. Forum Index.

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Death Guard Lord Felthius & his Tainted Cohort Unboxing

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If you are already a member then feel free to login now. Nurglings, a Herald and Epidemius in a Battalion would be even better. He knows that I know and you know that he actually doesn't know the rules at all. They seem decent. I'm holding off on any Daemon units until the Codex. I wonder what direction they're going to take. Drewtavian wrote: Hi sorry if it's a stupid question or not. Just looked at the box set of termies - Lord felthius and his tainted cohort. One of the figures states it comes with a plague spitter.

Death Guard Lord

Points costs and stats are dif on the weapons so I can see a reason for this cheaper weapon option. Can they be expanded etc Sorry if it's been asked before. Spoiler :. Daedalus81 wrote: SemperMortis wrote: Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him. That's a blight launcher on the top left corner, then there's a regular boltgun on top right.

Jidmah wrote: Drewtavian wrote: Hi sorry if it's a stupid question or not. And also as far as I know, there are no options to field just the 3 Blight Lord Terminators. When the FB team was asked, they kept saying only as an Understrength Unit auxiliary choice. Drewtavian wrote: It confused me as the only units that have plaguespiters are a couple vehicles.

Which already confused me with termies having a stronger version then the vehicle mounted ones. The plague spewer. I haven't had much of a chance to play my death guard yet still collecting and painting it allbut I was wondering how you guys were using Typhus? I see the advantages of deep striking him with Blightlords.This message was edited 1 time. This message was edited 2 times.

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Email notifications for threads you want to watch closely. Being a part of the oldest wargaming community on the net. If you are already a member then feel free to login now. I'm trying to come up with a list that doesn't include either, but is still relatively competitive: Battalion Detachment Pts HQ : pts 1.

Deathshroud Terminators 2. Plague Marines x5 2x Plasma Gun 2. Detachment Pts Mortarion General strategy is that the drones, 1xDP, and Morty can move up quickly as immediate threats, while the Plague Marines and 1x DP move up the board after with the help of the Noxious Blightbringer.

Plasma guns are there for a little extra punch when needed. I like the deathshroud models, so that's more of a flavor pick, but they seem move worthwhile given the points decrease. Plague Champion: Boltgun, Plaguesword. I think your list is very solid. Not sure if you need the plasma when you can add blight launchers near the arch contaminator boost.

One small change would be to drop one plague marine squad for two units of 15 cultist to get more board presence and to push back teleporting models. Unfortunately nurglings and plague bearers do not have the death guard keyword.

Death Guard

You either have to take them in a separate detachment or summon them in. In any case eventually the problem is easy to fix. I'd just take those Plague Marines in the Outrider detachment. They benefit from the move and shoot.

Nightlord wrote: I'd just take those Plague Marines in the Outrider detachment. Is it worth leaving the points free to summon in a Herald for healing? Or are the points better spent elsewhere? Also list which is 2 battlions and a outrider includes a malignant plague caster, Typhus, 20 poxwalkers, 2 squads of 7 Plague Marines and an alpha legion battalion with 2 sorceres and 3x 20 cultists.Rhinos are the primary Armored Personnel Carrier of the Space Marines both Traitor and Loyalist alikeand are without a doubt one of the most useful and ubiquitous vehicles in the entire Warhammer 40K universe.

As an easy bake oven read STC produced vehicle, the Rhino dates back to the distant time of Mankind's initial colonization of the galaxy. Also it being created for "Multi-defence" hints at the possible fact that creation of this STC took place between and whenever C. Goto will finally draw his last breath. Oddly, they must have only had a Guardsman model on hand for scale purposes This is because they didn't make one, they dressed up a FV See it here.

They are the most ubiquitous vehicle period on the tabletop, as well; they are cheap, effective, easily-modded, and useful in a wide array of scenarios. They can also be used as battering rams and for Tank Shocking enemy units. Topping it all off, they can pump some ammo down-range for when you really need to squeeze out some extra fire.

If you don't take them out while their cargo is inside, you'd better take them before they do such dick moves as acting as moving cover, providing fire support for the Chaos version, though the loyalists can do the same with the Razorback and acting as tank shockers, since the annoyance factor of these things racks up in a hurry. It's so simple that it can be repaired by your average Guardsman seriouslyand its armor is thick enough to hold off considerable amounts of anti-personnel fire - handy against the Orks and Dark Eldar.

Firaeveus Carron hates the things for some reason. Brother Albus of the Thousand Sons has informed us that this was because Carron was dropped on his head during his gene-seeding process. Like, for the entire day he was dropped on his head over and over. Also, Brother Vold, also of the Thousand Sonshas hinted that the first thing he saw as a mortal was a single Rhino running over a lot of his hometown.

Which would be badass if it wasn't so unbelievable. As a broad counterpoint, there are a couple reasons to not utilize Rhinos.

Firstly, as a cheap, efficient transport, they have a deleterious "pounds to points" ratio. Building up a large force of the transports does not swell a starting army quickly and they are thus shied from by players looking to start a force. Secondly, they have little offensive presence, especially with tank shocks being wholly unreliable.

Certain editions favored raw aggression and static firebases, which left Rhinos out cold. In a similar vein, they did not always transport troops faster or more safely than walking, again edition-dependent.

An early exploded transport was slower and could cause more damage to a squad than the stray rokkit that blew the Rhino up. Additionally, they can't carry bulky models or be used for scouting or infiltration well, thus closing off other combat styles from finding their use. All absolutely kick ass.

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Essentially speaking, almost everyone uses the damned Metal Box like the 40k equivalent of fucking iPhones. Even the Squats of all people are known to use the Rhino.

Guess it really is that good eh? The Loyalist Rhino features a modest variety of options. It has a Storm Bolter, which can provide a decent volume of fire at short range. Its ability to take additional firepower is generally limited to an optional, additional storm bolter, and an optional Hunter-Killer Missile an infinite range one-shot Krak Missile. In 8th Edition other options such as Dozer Blades have been reduced to cosmetic enhancements. Being reasonably fast and reasonably tough the Loyalist Rhino is useful as an assault transport, ensuring that its payload is delivered in a hurry while continuing to provide some support afterward.

In earlier editions the Rhino's big top hatch served as a firing point for 1 or 2 troopers, but that is no longer the case. As expected from the Emprah's Adeptus Custodes and Sisters of Silencethey themselves have access to the Rhino to help assist them in the 41st millennium.This message was edited 1 time.

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Email notifications for threads you want to watch closely. Being a part of the oldest wargaming community on the net. If you are already a member then feel free to login now. California, USA. So, I'm new to Warhammer 40k. By that, I mean that I got my first box set, the Dark Imperium for my birthday earlier this month.

As I was pouring over my new prospective hobby and began clipping out my model pieces, I found myself becoming surprisingly enamored of the Death Guard's style when not colored that ugly pale green. Deciding to see about putting some investment into this faction, I went onto Amazon with extra B-day money and pruchased the box set of Lord Felthius and the Tainted Cohort. Upon opening the box and reading their stats, however, I couldn't help but notice some oddities.

So, Felthius is clearly just a modified Lord of Contagion, such as came in the Dark Imperium set, but there is something off with his datasheet. Specifically, he has advantages a regular Lord doesn't have, such as the "Death to the False Emperor" ability and a manreaper that does 3 damage, rather than D3. These, naturally, make him significantly more powerful than the Lord that came in my box set.

lord felthius stats

However, his power is listed as 7 - two below the newer Lord! So, since I still want to use Felthius and his boys in my budding Nurgle army and since I can't find an answer to this via Google searching, I wanted to come here to get a consensus from the community: How do I adjust these older datasheets to use them in a modern game? Do I let Felthius and the Cohort keep their advantages and raise their assumed power level, or do I remove the advantages and just have Felthius be a normal Lord of Contagion?

He seems special, so I'd prefer he have something special, but I'm willing to do what I must to use him in an acceptable game. Whichever way I adjust things, what are Felthius and the Cohort unit's point totals for the purposes of building an army by points?

Sorry to be so long-winded on my first post, but I'm excited to work on getting into wargaming after years of not having the money to even think about it. Look around you, everywhere The cruelty of nature is displayed! Why the scorn? Why the surprise? Everything that's born must die, And it isn't I who made the world that way!This is the mantra of the striking scorpions -- it is the way of all our kind.

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The Aeldari Aspect Warriors known as the Striking Scorpions epitomise the deadly attributes of their namesake, and they are the most skilled of all the close-assault Warrior Aspects on the Aeldari Path of the Warrior. They are merciless killers without exception, reveling in the hunt and the kill, using stealth and shadow to cloak themselves from sight until the moment of attack. A Striking Scorpions Aspect Warrior. Following the Fall of the EldarAsurmenthe first Phoenix Lordwas the Aeldari who led the Craftworlds away from the ancient Aeldari homeworlds at the time of the Fall and it was he who founded the first of the Aspect Shrines.

He established the first Aspect Shrine, the Shrine of Asuron the world of the same name. Those who attended the shrine of the Striking Scorpions are the manifestation of viciousness and merciless death. Perhaps the most sinister aspect of the Striking Scorpions is the legacy of their Chaos -corrupted former master and Phoenix Lord Arhra"the Father of Scorpions" -- the ability to stalk the shadows and creep ever closer to their prey before falling upon the foe like the wrath of the Aeldari War God Khaine himself, a legacy that often leads them close to the burning anger and bloodlust that could see their souls consumed by Slaanesh.

The history of the Striking Scorpions is shrouded in infamy from the Aspect's very beginning. The founder of their Aspect Shrine, Arhra, was lured to darkness and betrayed Asurmen and the other Asurya, the first Phoenix Lords, by bringing daemons into the First Shrine to wage war upon his fellows. Those loyal to Asurmen were defeated and scattered across the stars, but Arhra himself would eventually flee into the Webwaybecoming "the Fallen Phoenix who burns with the dark light of Chaos.

In his place rose Karandrasa Striking Scorpions Exarch and Arhra's greatest pupil, who would give the Striking Scorpions their current form by tempering the murderous nature instilled by their former master with the patience necessary to become consummate hunters.

Karandras would be responsible for spreading this new teaching and installing new Striking Scorpions Aspect Shrines on the Aeldari Craftworlds. The Striking Scorpions are one of the Aeldari Warrior Aspects dedicated to close combat, particularly close combat during infiltration missions in which they must first close with the enemy undetected before unleashing their wrath.

The signature attack of the Striking Scorpion is made by the weapon pods housed on either side of the warrior's helmet, known as Mandiblasters. These are small, short-ranged laser weapons used to deliver a deadly energy sting in close combat that can be psychically triggered. A Mandiblaster volley and the blistering storm of attacks from the Scorpions that follow it is enough to tear the heart out of an enemy force.

Compared to their closest cousins, the Howling BansheesStriking Scorpions are not as swift but instead more adept at moving through dense terrain, using every available nook and crevice to lie in wait for the enemy before unleashing their attack. Only those Aeldari of strong physique can become Striking Scorpions in order to wear their armour and wield their weapons.

The Striking Scorpions are also known for their use of a Shuriken Pistol in one hand and a Scorpion Chainsword in the other. Striking Scorpions also make use of Scorpion Armour, a suit of Aspect Armour that offers somewhat superior protection compared to the Aspect Armour suits used by most of the other Eldar Warrior Aspects.

Striking Scorpions are best deployed to deal with tactical situations in which they face off against large numbers of enemy troops who are weaker than they, though their unusual physical prowess for Aeldari allows the Striking Scorpions to successfully battle foes head-to-head that most Aeldari, even other Aspect Warriors, would avoid, like the Imperial Space Marines or the larger and more powerful varieties of Ork.

A squad of Striking Scorpions typically numbers five to ten warriors, one of which is usually an Exarch. This squad can easily fit into a Wave Serpent transport for more rapid movement across the battlefield. An Exarch has travelled so far down that Path that he or she can no longer leave it and so dedicates him or herself fully as a high priest of Khaine in service to the Aspect of the War God that he or she represents.

Exarchs wear more elaborate and ornate versions of Aspect Armour which incorporates the spirits of their past wearers, granting an Exarch not only wisdom and knowledge stretching across the millennia but a raw pool of potent psychic energy that can be used in combat. This permanent acceptance of the Aeldari's "war mask" provides Exarchs with enhanced skill and dedication to their craft and entitles them to access their Shrine's oldest and most advanced wargear. Striking Scorpion Exarchs often incorporate the use of several different specialist weapons, including a monomolecular toothed version of the Scorpion Chainsword called the Biting Bladea claw-shaped gauntlet called the Scorpion's Clawor the large unique weapon known as the Chainsabre.

Striking Scorpion Exarchs often lead their squads from the shadows, using them to shield their approach from their enemies. Exarchs also train their squads to flow silently and without trace through dense terrain on the battlefield. Arhra is the only Phoenix Lord to have been completely lost to the Aeldari and his Shrine when his murderous nature ultimately overwhelmed him and led to the consumption of his soul by Chaostransforming him into a life-destroying monster like the Drukhari.

Arhra is believed by some Aeldari to have survived into the present and become Drazharthe Master of Blades, the greatest champion of the Drukhari Incubi. Karandras, a Striking Scorpions Exarch and the greatest student of Arhra, then took over leadership of his Aspect and taught the Striking Scorpions the patience and discipline they needed so that they would not follow in their founder's wake and lose their immortal souls to She Who Thirsts when their bloodlust and murderous desires overtook them.

The last suspected sighting of the Fallen Phoenix occurred in M41, when the Drazhar and Karandras were seen duelling for seventeen days amongst the shattered ruins of the ancient Aeldari world of Zandros.This datasheet has HQ Battlefield Role. Full list of Death Guard units sharing same Battlefield Role follows:.

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. They despise those who serve him, and will redouble their efforts against such foes, their every vicious assault another blow struck in the Long War against the weakling Imperium.

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease. Army List. Datasheets collated. Dedicated Transport. Fast Attack. Heavy Support. Lords of War. Death Guard — Lord of Contagion. Plague Weapon.

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Teleport Strike : During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases it can teleport into battle — set it up anywhere that is more than 9" away from any enemy models. Manreaper used in following datasheets: HQ.

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Melee Weapon. Plaguereaper used in following datasheets: HQ. Death to the False Emperor. Disgustingly Resilient. Bolter Discipline. Hateful Assault. Mortal Wounds. Invulnerable Saves. Faction Rules. Close combat weapon.


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