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Shas'La
![]() ![]() Join Date: Jan 2008
Posts: 294
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I just searched up Vanus and I came up with Wargamer's house rules :-\ . Anyway, I have made these some time ago after I had a read through my old Assassins Codex and thought it would be a good idea to make rules about them, using the help of Lexicanum. I don't know if they'll be as good as Wargamer's rules for them, but I think they're good.
Venenum Temple [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Venenum Assassin[/td][td]100[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]2[/td][td]5[/td][td]3[/td][td]10[/td][td]4+[/td][/tr][/table] Wargear Viper Blade: The sword of the Venenum Assassin is coated with only the most deadly of poisons, a mere touch on surface of a human’s skin and the poison will be soaked through the pores, killing him. This weapon counts as having a 2+ to wound in close combat, regardless of Toughness. Needle Pistol: The Venenum Assassin’s Needle Pistol is not like that used by other Assassins and members of the Imperium, its poison capsules are much stronger. The Venenum’s Needle Pistol counts just like an Evesor’s except that it wounds on 2+. Flash bang grenades: These grenades have been designed to make an entry for the Assassin before he or she strikes, stunning the enemy unit before being struck. The unit the assassin assaults counts as having –3 Initiative for the first time of combat. In addition, Flash bangs count as offensive grenades. Special Rules Independant Character: Has the Independant Character special rule as described in the 40k Rule book. Infiltrator: Has the Infiltrator special rule as described in the 40k Rule book. Fearless: Has the Fearless special rule as described in the 40k Rule book. Dodge: Venenum assassins are exceptionally fast with great reflexes. Count their 4+ save as invulnerable Stealth: A Venenum Assassin has trained to be silent and fast, even when moving through rough ground. As such, the assassin has the Stealth special rule as explained in the 40k rulebook. How to Convert: 1) Dark Eldar Mandark - remove head and spikes, try to get one without breasts showing 2) Replace right hand with bolt pistol (modify to look like a needle pistol) 3) Replace left hand with combat knife (modify if wanted) 4) Replace head with this: http://www.bitzbox.co.uk/product_inf...oducts_id=1253 Vanus Assassin [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Vanus Assassin[/td][td]120[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]2[/td][td]5[/td][td]3[/td][td]10[/td][td]4+[/td][/tr][/table] Wargear Odysseus Bolt pistol: The Boltpistol of a Vanus assassin uses bullets that are psychically impregnated to home in on the enemy. The Odysseus Bolt pistol counts as a normal bolt pistol, except that it takes a 2+ to hit, and the player owning the Vanus assassin can choose the target of the pistol, rather than the opposing player. Force Weapon: The Vanus Assassin wields a deadly staff/blade, psychically attuned to his mind. The weapon counts a Force Weapon, described in the 40k Rulebook. Special Rules Independant Character: Has the Independant Character special rule as described in the 40k Rule book. Infiltrator: Has the Infiltrator special rule as described in the 40k Rule book. Fearless: Has the Fearless special rule as described in the 40k Rule book. Dodge: Vanus assassins are exceptionally fast with great reflexes. Count their 4+ save as invulnerable Mind Terror: The Vanus Assassin utilises his psychic powers to instil fear into the hearts of his enemies. Mind Terror operates as a normal psychic power, if the Perils of the Warp test is successful, a target unit is forced to take a moral test, if failed, the unit flees. This cannot be used on Fearless units. Only one psychic power may be used at a time. Hunting Sprint: The Hunting Sprint is a teleport power than the Vanus Assassins use to get around easily over short distances. This works as a psychic power that is used before movement. If the Perils of the Warp test is successful, roll three D6 and you can move that many inches in any direction. You can move over impassable, difficult, dangerous terrain and units without any penalties. After this is used, the Assassin cannot assault, but may shoot as normal. Only one psychic power may be used at a time. How to Convert: 1) Get a Culexus Assassin, remove head, and hands. 2) Replace pointing hand with a bolt pistol 3) Replace hand with grenade with a blade or staff (any will do, perhaps an Empire wizard one with an Imperial Psyker staffhead) 4) Replace head with any that looks cool ;D Superglue and greenstuff required for the conversions.
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