Editing
Codex - Emperor's Nightmare
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Special HQ Characters= ==Isidore Demeter== Adjutant Primus, The Keeper of the Dawn :''An army that includes Isidore Demeter may take Assault Squads as Troop choices. :225pts :WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+ :'''Unit Composition''': 1 Chapter Master (Unique) :'''Unit Type''': Jump Infantry :'''Wargear''': Artificer Armour, The Sabers of Reality, Jump Pack, Frag and Krak grenades, Iron Halo :'''The Sabres of Reality''': This ornate pair of power swords is the final creation of Sleepless Master of the Forge Zefirino Timeus. The blades are etched with thousands upon thousands of names, which are rumoured to be the name and rank of every member of the Imperium Timeus has ever fought alongside. :Two special power weapons. S6 AP3, Master Crafted. :'''Special Rules''': And They Shall Know No Fear, Independent Character, Chapter Tactics :'''Chapter Tactics''':In you include Isidore Demeter then all units in your army exchange the Combat Tactics special rule for the Furious Charge universal special rule. If your army includes both Adjutants, you may choose which version will apply. ==Eloyes Galen== Adjutant Secundus, The Keeper of the Dusk :''An army that includes Eloyes Galen may take units of Secundus Nightkin as Troop choices'' :245pts :WS5 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+ :'''Unit Composition''': 1 Chapter Master (Unique) :'''Unit Type''': Infantry :'''Wargear''': Artificer Armour, Twilight's Herald, Bolt Pistol, Power Weapon, Hunter-killer Missile, Camo Cloak, Frag and Krak grenades, Iron Halo, 3 Servo Skulls. :'''Twilight's Herald''': Eloyes' main weapon is a heavily customised Sniper Rifle which fires bolts filled with Darkfire solution. Such is his skill that he can fire the fine weapon with alarming speed. :36" range, SX, AP2, Poison (3+), Sniper, Heavy 3 or Rapid Fire :'''Special Rules''': And They Shall Know No Fear, Infiltrate, Independent Character, Chapter Tactics :'''Chapter Tactics''':In you include Eloyes Galen then all units in your army exchange the Combat Tactics special rule for the Scout universal special rule. If your army includes both Adjutants, you may choose which version will apply. ==Thureos== The forty-sixth Terminator. :350pts :WS7, BS5, S5, T4, W4, I8, A4, Ld2, Sv2+ :'''Unit Composition''': 1 Living Nightmare (Unique) :'''Unit Type''':Infantry :'''Wargear''': Terminator Armour, Chainfist. :'''Special Rules'''; Fearless, Fleet of Foot, Eternal Warrior, The Ancient Dreamless, Terrifying Presence, Loyal to No One :'''The Ancient Dreamless''': Thureos has gone without sleep for so long, evaded capture for so long, that his thoughts and actions have truly become one. He suffers no penalties from wearing Terminator Armour, and he strikes in initiative order with his chainfist. :'''Terrifying Presence''': Thureos is a uniquely terrifying figure, his hulking Terminator Armour seeming to barely weigh him down as he hacks his way through the battlefield. Any unit within 6" of Thureos has -1Ld. This penalty is increased to -2 if he is in base contact. :'''Loyal to No One''': Although Thureos has perfect recollection of his time in the Emperor's Nightmare, his lunacy has distorted his vision to the point where he sees them as enemies of the Emperor. If Thureos is fighting in the same combat as other Emperor's Nightmares, Thureos can choose to direct attacks upon them. For each wound caused he gains an extra 2 attacks he may use immediately. However, the Nightmares are well aware of the danger this madman poses. At the start of the shooting phase, any Emperor's Nightmare unit within 12" of Thureos must pass a Leadership Test at -1 or lose their nerve and open fire on him. Sleepless do not need to test, nor can Thureos attack Sleepless in this manner. ==Taheton Hector== 2nd Company Captain, The Red Dawn :195pts :WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+ :'''Unit Composition''': 1 Captain (Unique) :'''Unit Type''': Jump Infantry :'''Wargear''': Hypnos and Thanatos, Artificer Armour, Bolt Pistol, Frag and Krak Grenades, Iron Halo, Jump Pack. :'''Special Rules''': Strike Hard Strike Fast, And They Shall Know No Fear, Combat Tactics, Independent Character :'''Hypnos and Thanatos''': These lovingly constructed lightning claws were part of a slew of gifts from the Adeptus Mechanicus as thanks for the Nightmare's handing over of the Icelus Pattern blueprints. On the back of each claw is a symbol of the Mechanicus, each a compact teleport homer which relays details of the battle, as well as Hector's own vital signs, to his chapter. :Two Master-crafted lightning claws. Hector counts as being equipped with a teleport homer. In addition if a unit deep strikes via drop pod and lands within 6" of him they may fire their weapons twice in the ensuing shooting phase. If Hector is removed as a casualty in combat, a retaliatory S10 AP1 Large Blast orbital bombardment will be centered on his last position. The blast must scatter D6", if a hit is rolled the direction will be determined by the arrow on the hit sign. :'''Strike Hard Strike Fast''': Hector specializes in launching a single overwhelming strike to the enemy's vitals, and the forces under his command are well-briefed and in full knowledge of their exact role. Once per game, the controlling player may choose to reroll any reserve roll he makes for that turn. ==Leander Nyseos== 6th Company Captain, Claw of the Dusk :165pts :WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+ :'''Unit Composition''': 1 Captain (Unique) :'''Unit Type''': Infantry :'''Wargear''': Power Armour, Iron Halo, Power Weapon, Bolt Pistol, Astartes Sniper Rifle, Frag and Krak Grenades :'''Special Rules''': And They Shall Know No Fear, Combat Tactics, Independent Character, From the Shadows, No Place for Maniacs, Claw of the Dusk. :'''From the Shadows''': Above all, the resource valued most by Battlegroup Secundus is surprise. Any squad joined by Captain Nyseos count their weapons as Pinning if the Night Fighting rules are in effect or they attack from more than 12" away. :'''Claw of the Dusk''': Captain Nyseos is an expert at directing his forces into spectacular ambushes, day or night. If Nyseos is in your army, any unit may exchange the Combat Tactics special rule with the Infiltrate universal special rule. :'''No Place for Maniacs''': Captain Nyseos would not have his plans ruined by the berserking Sleepless. Any army led by Nyseos cannot include Sleepless or Waking Dead Dreadnoughts. ==Supreme Dreamwalker Theodore Dymas== Chief Librarian, The Fist of the Dreaming :240pts :WS5 BS5 S4 T4 W3 I4 A2 Ld10 Sv3+ :'''Unit Composition''': 1 Head Librarian (Unique) :'''Unit Type''': Infantry :'''Wargear''': Power armour, Sword of Aurelia, Plasma pistol, Psychic Hood, Frag and krak grenades :'''Sword of Aurelia''': According to the records this intricate force sword was a gift from the Blood Ravens chapter in an effort to ease tensions between the two chapters. The Blood Ravens have no record of this transaction. The complex circuitry inlaid into the hilt and blade allow Theodore to control his power beyond his already-impressive limits. :S-, AP3, Master Crafted, Force. Theodore Dymas may cast 3 psychic powers per turn. Once per game he may give up one of these powers in order to make the armour or cover save of him and any squad he joins Invulnerable. This effect lasts until the controlling player's next turn. :'''Special Rules''': And They Shall Know No Fear, Combat Tactics, Independent Character, The Fist of the Dreaming, Prophet of Slumber :'''The Fist of the Dreaming''': Theodore Dymas knows all of the psychic powers available to Emperor's Nightmare librarians. :'''Prophet of Slumber''': Almost every moment of rest for Dymas is a vivid vision of the future and the past, shattered and shifting as it may be. It does not allow him to properly predict the future, but he is able to "remember" pivotal events a second or so before they happen. Dymas has the Preferred Enemy special rule against all enemies, and confers this upon any squad he joins. Furthermore if he is removed as a casualty in close combat, he will have taken the liberty of priming a parting gift for what should best him: A pair of krak grenades, which confer 2D3 S6 AP2 hits upon the model who took his last wound. ==Honoured Brother Tibalt== The Everseer :240pts :WS6 BS4 S6 F13 S12 R10 I3 A3 :'''Composition''': 1 Librarian Dreadnought (Unique) :'''Unit Type''': Vehicle (Walker) :'''Wargear''': Dreadnought close combat weapon with integrated storm bolter, Force Weapon, Smoke Launchers, Extra Armour, Psychic Hood, Ironclad Assault Launchers :'''Options''': *Replace Dreadnought close combat weapon with: :-Assault Cannon - 5pts :-Plasma Cannon - 5pts :-Twin-linked Lascannon - +15pts :'''Psychic Powers''': Brother Tibalt may select 2 of the Psychic Powers normally allowed to an August Dreamwalker in Iron. :'''Dedicated Transports''': May select a Drop Pod. :'''Special Rules''': Everseeing, Psychic Pilot, Fire of Ages, Ancient Authority, Venerable, :'''Everseeing''' - Tibalt does not see the world like his fellows. Bathing his senses in the nebulous world of lucid dreams, he views things not by their material appearance but by the strength of their souls. Tibalt never has to roll for sight for night fighting, and anything which would obscure his vision (Dark Eldar Night Shields, the Stealth USR) is ignored. In addition, he has the Preferred Enemy rule when striking independent characters or monstrous creatures. However, because of the unreliability of this vision the controlling player must roll a D6 at the beginning of each turn. On the roll of a 1 he cannot move or shoot and will be hit automatically in close combat. He may not assault under these conditions, but will still defend himself if attacked. :'''Ancient Authority''': Though he no longer commands troops in person, Tibalt has always had a knack for leadership and his very presence steels the hearts of his fellows. During the enemy opponent's assault phase you may designate a friendly unit within 12" of Tibalt. That unit gains the Counter Attack special rule and count as being equipped with Defensive Grenades for a single assault phase. ==Chief Apothecary Eidelan== Shepherd of the Dreamless :120pts :WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+ :'''Unit Composition''': 1 (Unique) :'''Unit Type''': Infantry :'''Wargear''': Power Armour, Narthecium Glaive, Bolt Pistol, Frag & Krak Grenades :'''Special Rules''': And They Shall Know No Fear, Combat Tactics, Independent Character. :'''Shepherd of the Dreamless''': Eidelan has spent more time tending to the Sleepless than perhaps he should, for he finds them a fascinating and terrifying picture of what they all might become. Thus he has worked out ways of harnessing their wrath. If Eidelan joins a unit of sleepless, this unit gains +1A on every round of combat after the first, provided they originally charged into the combat. :'''Terror Tactics''': Eidelan knows well how best to form the Sleepless under his command into a howling wall of terror which renders the enemy insensible with fear. When charging into combat with a unit of Sleepless, the charged unit suffers a -2Ld penalty.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information