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TheSonOfAbbadon
22-03-2005, 23:45
These are the rules for my Anakons, if you want to skip to the Armoury and weapon stats go to page 2.

Lets start off with the HQ's:

0-1 Anakon High champion

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
65 | 5 | 5 | 4 | 5 | 3 | 5| 3 |10| 3+

Leading the legions of the Anakons are the High champions, these experienced warriors are able to take out entire squads with their amazing long range and close combat abilities.

Weapons/wargear: An Anakon High champion can choose up to 150 points of wargear from the Anakon weapons and wargear list. If the High champion is upgraded to a High sorcerer then 50 points of that may be from the Anakon psychic powers/equipment list.

Options: The Anakon High champion may be upgraded to an Anakon High sorcerer for +10pts.

Independent character: The Anakon High champion is an independent character ad therefore follows all rules for independent characters in the warhammer 40,000 main rulebook unless the champion is accompanied by a bodyguard of veteran troopers.



Anakon lesser champion

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
45 | 5 | 5 | 4 | 4 | 3 | 5| 2 |10| 3+

Although not as powerful as high champions, lesser champions can be as powerful as them. Lesser champions usually train under a high champion until they match the power of that high champion.

Weapons/wargear: An Anakon lesser champion can choose up to 100 points of wargear from the Anakon weapons and wargear list. If the lesser champion is upgraded to a sorcerer then 50 points of that may be from the Anakon psychic powers/equipment list.

Options: The Anakon lesser champion may be upgraded to an Anakon sorcerer for +10pts.

Independent character: The Anakon lesser champion is an independent character ad therefore follows all rules for independent characters in the warhammer 40,000 main rulebook unless the seer is accompanied by a bodyguard of veteran troopers.



0-1 Anakon seer

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
125| 6 | 5 | 4 | 4 | 3 |6| 4 | 10| 4+/4+

Among the legions of the Anakons are their holy men, their seers. These Anakons are thought to be favoured by their god, Kiol, and seem to be able to block most attack in close combat, and they are able to take a lot of damage before falling to their death. At close range the seers are quite powerful, and at long range their psychic powers can be devastating.

Weapons/wargear: An Anakon seer can choose up to 100 pts of wargear from the Anakon weapons and wargear list, up to 50 points of that can be psychic powers/equipment.

Special rules:

Holy damnation: Anakon seers have only become the powerful psykers they are at a great cost, they are cursed by Kiol to forever fight the enemies of the Anakons, they are nearly impossible to kill. To represent this, Anakon seers have a 4+ invulnerable save [already in profile] and cannot be instantly killed regardless of relative strength ad toughness and special rules. They are also fearless. Although, Anakon seers are not stupid, and may choose to fall back as though he has failed a morale or leadership test.

I knew you were going to do that: The Anakon seer can see the future, and therefore it can reroll one miss in the shooting phase or the close combat phase in its turn.

Protected from daemons: Kiol can give the seer protection from warp daemons while the psyker uses his psychic powers. To represent this, the Anakon seer counts as passing all ‘perils of the warp’ attacks.

Psychic powers:
From the sky, death shall rain: The Anakon seer can create a warp storm that then rains horrid energy on the enemy which can destroy almost anything. Once per battle the Anakon seer can fire this psychic power with the following profile:
S |AP|Rng|Type
10| 1 | 24”| Ord./blast1
The Anakon seer cannot move, shoot with any other weapon or psychic power or assault in the same turn this psychic power is used. This psychic power ignores the seer’s ‘Protected from daemons’ rule.

Independent character: The Anakon seer is an independent character ad therefore follows all rules for independent characters in the warhammer 40,000 main rulebook unless the seer is accompanied by a seer guard of seer minions [see below].

TheSonOfAbbadon
22-03-2005, 23:46
Seer minions

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
12 | 4 | 4 | 3 | 4 | 1 |4| 1 | 8 | 4+

Following the great seers of the Anakons are the seer minions, they are trained by the seer in the ways of the seer. Eventually, one day, some of them may become seers themselves, but many are usually killed in battle.

Squad: 4-19 minions

Weapons/wargear: The seer minions are all equipped with a Molten pistol and a close combat weapon. Any seer minions may exchange their Molten pistol for a Warp pistol for +15pts or an Obitus pistol for +15pts. Any seer minions ay exchange both their pistol and their close combat weapon and take a molten rifle at no extra cost, a Warp gun for +15pts or an Obitus rifle at +20pts. Seer minions can choose one psychic power each at the allocated points cost from the Anakon psychic powers and equipment list, they may NOT take any psychic equipment, though.

Options: for an extra 4 points per model the seer minions may be in flexi-plate armour, raising their armour saves to 3+.

The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.

Seer guard: The seer minions can only be taken as a seer guard for an Anakon seer, however they do not take up additional space in your FO chart.

Transport: If the squad numbers 12 or less then the Seer minion squad and the Anakon seer can be transported in a Light Avion armoured transport for +85pts. The squad may be transported in a Minotaur armoured transport for +110pts.



Transport: Minotaur

| Armour |
Pts | Ft | S | Bk | Bs
170 |14 |14| 14 | 4

The Anakon Minotaur tank is a mighty fortress on wheels, it carries many troopers but, in comparison to most tanks of its size, is lightly armed.

Type: Tank.

Crew: 3 troopers in fortress armour.

Weapons: The Minotaur MUST be armed with 2 sponston-mounted weapons. You may choose the weapons from this list:
Irrigation RPG launchers at +45pts
Screamers at +35pts
Twin-linked Toxic carbines at +35pts

Options: The Minotaur may take upgrades from the Anakon vehicles upgrade list.

Transport: The Minotaur may transport up to 20 models at a time, counting models in plasmacrete armour as 2 models.

Access points: 3: The Minotaur has 1 access hatch on each side and one rear access hatch.

Fire points: 1: The Minotaur has a small slit in the front of its armoured hull that enables up to 2 passengers to use it as a fire point.



Transport: Light Avion

| Armour |
Pts | Ft | S | Bk | Bs
115 |13 |12| 12 | 4

The Avion is a versatile vehicle and it has 2 main versions; the Light Avion, and the Heavy Avion. The Light Avion is used as a troop transport vehicle, unlike the Heavy Avion which is used for carrying heavy artillery.

Type: Skimmer, tank.

Weapons: The Light Avion MUST have 2 hull-mounted weapons, which are chosen from the following list [the Light Avion may choose a different weapon for each weapons slot]:
Irrigation RPG launchers at +35pts each
Screamers at +20pts each
Twin-linked molten rifles at +5pts each
Shard cannons at +20pts each
Flesh renders at +20pts each
Twin-linked Obitus rifles at +25pts each

Options: The Light Avion may take upgrades from the Anakon vehicles upgrade list.

Transport: The Light Avion may transport up to 12 models at a time, it may not transport models in plasmacrete armour.

Access points: 3: The Light Avion has 1 access hatch on each side and one front access hatch.

Fire points: 2: The Light Avion has a small porthole on either side that 2 passengers may use as a fire points.

Special rules:
Arg, too high!: To allow units to get on or off the Light Avion, it must land on the ground. It has 4 large engines that can be used to land on the ground. When a unit embarks on a Light Avion, if it embarks at the start of the movement phase then the Light Avion lands, then floats up and can then move only 6” for that turn. If they embark at the end of the movement phase, the Light Avion can move 12” as normal, then lands at the end of the movement phase, for that turn it blocks LOS after the end of its move. A Light Avion may not land in tough terrain. The same rules apply for disembarking from a vehicle.

Landing gear: The engines on a Light Avion have large ‘claws’ at the end, allowing it to land with them and even walk with them. When a Light Avion is immobilised, first roll a D6, on a roll of 4+ it lands safely, on a roll of 3, 2 or 1 it crashes as normal, over difficult terrain it always crashes. If it lands roll another D6, on a roll of 4+ the engines are intact, but not functional, therefore it uses the engine to drag itself across the ground, it therefore can move 6” in the movement phase and ignores the ‘Arg, too high!’ rule. On a roll of 3, 2 or 1 the motors that control the movement of the engines are destroyed, but it still lands safely.

TheSonOfAbbadon
22-03-2005, 23:47
ELITES


Veteran troopers

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
15 | 4 | 4 | 3 | 4 | 1 | 4| 1 | 10 |4+
25 | 4 | 4 | 3 | 4 | 2 | 4| 1 | 10 |4+
35 | 4 | 4 | 3 | 4 | 2 | 4| 1 | 10 |3+/4+
45 | 4 | 4 | 3 | 4 | 3 | 4| 1 | 10 |3+/4+


Many of the troopers of the legions of the Anakons are classed as Veterans, these warriors have long been in the service of Kiol and are dedicated to their cause.

Squad: 5-20 troopers or 4-19 for a retinue for a High champion or lesser champion.

Weapons/wargear: Veteran troopers are armed with either molten rifles or a molten pistol and close combat weapon.

Options: Any 1 trooper can be upgraded to a Hardened veteran for +10pts, he can take 50pts from the Anakon weapons and wargear list.

The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.

Any trooper may be in plasmacrete armour for +20pts and replaces his weapons with a Rending weapon and a twin-linked molten gun, also his save changes to 3+/4+.

Any 3rd trooper in plasmacrete armour can have one of the following weapons to replace his rending weapon:
Rending fist at +3 points
Ripper claw at +5pts
Any 3rd trooper in plasmacrete armour can have one of the following to replace his twin-linked molten gun:
Obitus blaster at +35pts
Irrigation RPG launcher at +35pts
Screamer at +20pts

The following upgrades cannot be taken by any troopers in plasmacrete armour:
Any 3rd trooper can take one of the following instead of his molten pistol:
Obitus pistol at +10pts
Irrigation pistol at +5pts
Toxic pistol at +15pts
Any 3rd trooper can take one of the following instead of his molten rifle:
Irrigator at +5pts
Toxic carbine at +15pts
Obitus rifle at +20pts
Toxic cannon at +25pts
Flesh render at +25pts
Missile launcher at +20pts

Transport: If the squad numbers 12 or less and none are wearing plasmacrete armour then the Veteran trooper squad can be transported in a Light Avion armoured transport for +85pts. If the squad numbers 20 or less [counting troopers in plasmacrete armour as 2 people] then the squad may be transported in a Minotaur armoured transport for +110pts.



Soul reapers

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
85 | 5 | 4 | 5 | 5 | 4 | 6| 2 | 10 |4+

Some warriors of the Anakons are so crazed by battle that they have to be put in special squads to avoid damage to other Anakons. However these warriors can still think logically during battle and can move quickly and swiftly through cover and open ground. These warriors are more powerful than high champions, but because of their insanity in battle they are never in a position of power.

Squad: 1-3 reapers.

Weapons/wargear: All Soul reapers are armed with a Reaper scythe and an Obitus pistol [extra attack not included in profile].

Options: For +15pts per model, Soul reapers may be equipped with disrupter fields. The entire squad must be equipped with them; you cannot have mixed saves.

The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.


For +25 points per model, Soul reapers may be equipped with Suicide explosives. When a Soul reaper loses its last wound, place an ordnance blast marker with the centre over the Soul reaper. Any models completely under the marker take 1 S6 AP3 hit, models only partly covered by the blast marker are unaffected.

The entire squad may be armed with Implosion devices for +5ps each. The entire squad must be armed with these, you cannot only arm part of the squad with Implosion devices.

Special rules:

Reaper scythe: The Reaper scythe can remove a person’s very soul, but because of its amazing power it sometimes removes the soul of its bearer. Because of this, only Soul reapers, who don’t care as much for their own lives, wield them. To represent this, if a Reaper scythe doesn’t inflict a wound for 2 turns then on a roll of 5+ the bearer takes an attack at WS 5 S 4 with no saves. The Reaper scythe counts as a power weapon and adds +1 to the user’s strength characteristic and it is 1 handed.

Insanity in battle: When in close combat Soul reapers go insane, but while out of combat they seem to have a normal mental state. To represent this, when charging a Soul reaper gets D3 attacks instead of 1. They also automatically pass any morale checks caused by close combat.

Like a shadow: Soul reapers can run through tough terrain easily, they can also move at great speed in open terrain. To represent this, Soul reapers can move 9” in the movement phase and can reroll any difficult terrain tests but must accept the reroll.

Transport: Soul reapers may not be transported in a vehicle.

TheSonOfAbbadon
22-03-2005, 23:48
TROOPS

Troopers

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
10 | 4 | 4 | 3 | 3 | 1 | 4| 1 |10|4+
20 | 4 | 4 | 3 | 3 | 2 | 4| 1 |10|4+

The most basic warriors of the Anakons are known as Troopers, they usually make up the bulk of an Anakon army.

Squad: 5-20 troopers

Weapons/wargear: Troopers are armed with Close combat weapons and Molten pistols or Molten rifles.

Options: Up to 1 Trooper may be upgraded to a Hardened trooper for +10pts. A Hardened trooper may take up to 40pts of weapons/wargear from the Anakon weapons/wargear list.

The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.

Any 2 troopers may be armed with one of the following:
Missile launcher at +20pts
Screamer at +20pts
Irrigator at +5pts
Toxic carbine at +15pts
Irrigation pistol and close combat weapon at +5pts
Toxic pistol and close combat weapon at +15pts

Transport: If the squad numbers 12 or less then the Trooper squad can be transported in a Light Avion armoured transport for +85pts.



Head hunters

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
14 | 4 | 4 | 3 | 3 | 1 |4| 1 |10|5+

Some Anakon troopers make up squads of Head hunters who specialize in long range combat. However they do not carry heavy weaponry as they prefer to stay on the move.

Squad: 5-15 hunters

Weapons/wargear: Head hunters are armed with Hunter rifles.

Options: Any 3 hunters may replace their hunter rifles with one of the following [you may choose different weapons for different models]:
Screamers at +15pts each
Irrigators at no extra cost
Toxic carbines at +10pts

The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.

Special rules:
Hunter rifle: The hunter rifle is a long range weapon that can be devastating to HQs without a retinue/bodyguard, it fires a few medium powered shots and is used only by Head hunters. The Hunter rifle fires with the following stats:
S: 4 AP: 4 Range: 36” Type: Assault2

Transport: Head hunters cannot be transported in any vehicle.



Primitives

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
9 | 5 | 0 | 4 | 4 | 1 | 4| 1 |10 | 6+
25 | 5 | 0 | 5 | 5 | 2 | 4| 1 |10 | 5+

Some Anakons prefer to fight with very old ways of combat. These primitives spend their entire lives as cavemen and as such become tougher, stronger than their high-tech cousins. They live in small warbands and join on to Anakon armies when Kiol, their god, shows them that they should. They are protected by their own skin and thin animal skins, some how these warriors can overcome even the emperor’s finest in battle.

Squad: 5-35 Primitives per squad

Weapons/wargear: Primitives are armed with 2 Opal Blades [extra attack not in profile].

Options: For +10pts per model, any model may take an Opal Pike instead of their Opal Blades.

Any Primitive may be upgraded to a Chosen Primitive, note that they are not characters. You may have a mix of regular and Chosen Primitives in a squad but clearly model the Chosen Primitives to be different.

Special rules:
Favoured by Kiol: The Primitives show great bravery, and as such, Kiol favours them, blessing them in battle. All of the Primitives’ saves are invulnerable. And they may reroll any failed morale tests.

Opal Weapons: Primitives carry weapons made of rough metal with strange Opals on them, seemingly as decoration, but the Primitives use these Opals as a focus point for Kiol’s power. In fact these Opals were part of Kiol’s own sword that he used in his final fight against Slayer, Kiol smashed it over Slayer’s head and the perfectly round opal shards, which were smaller and more numerous than the shards of any other weapons of the gods, fell into the grasp of Kiol’s favoured primitive warriors.

Opal weapons count as close combat weapons. Opal blades reduce any armour save better than 4+ to 4+. Opal pikes ignore all armour saves, but are 2-handed and as such the bearer does not gain an extra attack for 2 close combat weapons.

Transport: Primitives may not travel in any transport.

TheSonOfAbbadon
22-03-2005, 23:49
FAST ATTACK

Hunter Stalkers

Pts |Ws|Bs| S | T | A | I | W | Ld| Sv+
55 | 4 | 4 |4[6]|4[5]| 2 | 4| 1 |10 | 2+

Some Head hunters are entrusted with large, dreadnought-like suits, these suits can carry long range and close combat weaponry plus it protects the wearer a great deal. These suits are very fast and nimble, they can move swiftly past trees and can leap out unexpectedly on the enemy.

Squad: 1-5 Stalkers

Weapons/wargear: A Hunter stalker is armed with a twin-linked molten gun and rending fist.

Options: The twin-linked molten gun can be upgraded to one of the following:
Irrigator at no extra cost
Toxic carbine at +10pts
Flesh render at +20pts
Screamer at +15pts

For +25pts a stalker’s twin-linked molten gun can be upgraded to another rending fist raising its attacks to 3.

A stalker’s rending fist may be turned into a twin-linked Irrigation RPG launcher at +12pts, when this happens it reverts to its basic strength of 4.

For +15pts per stalker, the squad may have disrupter fields. The entire squad must be equipped with them.

Special rules:
Nimble monstrosity: A Hunter stalker is a very well made vehicle, its amazing fast reaction servos and slim form allow it amazing speed. To represent this, a Hunter stalker may move 9” in the movement phase and 9” to assault. It may also reroll any difficult terrain tests, but must accept the new result.

Selective power: When armed with 2 rending fists, a Hunter stalker can quickly change the flow of power from the machine’s power cells to concentrate it all on one fist then switching it all to the other when it changes fists. To represent this, when a Hunter stalker has 2 rending fists the +2 strength bonus stacks up so it attacks with strength 8 instead of strength 6.



Sentients

Pts |Ws|Bs| S | T | A | I | W | Ld| Sv+
80 | 5 | 4 | 5 | 4 |2[3]| 6| 2 |10 | 3+/4+

The Sentient program was a successful attempt to create a machine that could house the intellect and skill of a dead warrior by preserving its brain. Sentients are squid-like machines with powerful disrupter shields and long spindly forms. It also boosts the psychic power of the preserved warrior allowing it to make use of warp guns.

Squad: 1-3 sentients

Weapons/wargear: Sentients are armed with 2 rending weapons [long spindly tentacles ending in claws] and twin-linked warp guns.

Options: Sentients may be equipped with a targeting array[see special rules] for +10pts.

Sentinels may replace their rending weapons with a shard cannon or a flesh render for no extra points. This reduces the sentients attacks to 2.

The entire squad may be armed with Implosion devices for +5ps each. The entire squad must be armed with these, you cannot only arm part of the squad with Implosion devices.

Special rules:
Spindly form: The sentient’s squid-like figure and ghost-like movements make them hard to hit at long range, and also allow them to move through or over tough terrain unhindered. Sentients ignore difficult terrain. Any model shooting at a sentient that is 18+” away from the shooting model has its BS reduced by 1. Sentients also move 12” in the movement phase.

Targeting array: The accuracy of a Sentient can be enhanced through the use of a targeting array, which effectively steadies the sentient’s hand [or claw, or whatever] and even takes over slightly to better the sentient’s aim. A sentient armed with a targeting array has a BS of 5.

Sentient minds: Sentients can communicate with each other using a device called a sentient mind, which connects all their brain wave patterns and allows them to know what the other sentients are thinking. Sentients all ways regroup after falling back, no matter what.

TheSonOfAbbadon
22-03-2005, 23:49
Heavy support

Heavy Avion

| Armour |
Pts | Ft | S | Bk | Bs
155|13 |12| 12 | 4

The Avion is a versatile vehicle and it has 2 main versions; the Light Avion, and the Heavy Avion. The Light Avion is used as a troop transport vehicle, unlike the Heavy Avion which is used for carrying heavy artillery.

Type: Skimmer, tank.

Weapons: The Heavy Avion MUST have 2 hull-mounted weapons, which are chosen from the following list [the Heavy Avion may choose a different weapon for each weapons slot]:
Irrigation RPG launchers at +35pts each
Screamers at +20pts each
Twin-linked molten rifles at +5pts each
Flesh renders at +25pts each
Twin-linked Obitus rifles at +25pts each

The Heavy Avion is also armed with a turret mounted Bulk Launcher.

Options: The Heavy Avion may take upgrades from the Anakon vehicles upgrade list.

Special rules:
Bulk Launcher: The Bulk Launcher launches a Bulk. A Bulk is a genetically engineered monster that, combined with weapons technology and target seeking equipment, can home in on a specific enemy then detonate itself. The Anakons praise the Bulk as a breakthrough in weapons technology as organic technology is easier to program than machines, or at least it is for the Anakons who have advanced far in that field. The Bulk Launcher fires with the following profile:

S |AP|RNG|TYPE
10|3 |72” |Ord1/blast

To fire the Bulk launcher, the Heavy Avion must land, it may not move that turn and blocks LOS, it cannot land in tough terrain. Because the Bulk is programmed with target seeking technology, the ordinance blast template does not scatter.

Landing gear: The engines on a Heavy Avion have large ‘claws’ at the end, allowing it to land with them and even walk with them. When a Heavy Avion is immobilised, first roll a D6, on a roll of 4+ it lands safely, on a roll of 3, 2 or 1 it crashes as normal, over difficult terrain it always crashes. If it lands roll another D6, on a roll of 4+ the engines are intact, but not functional, therefore it uses the engine to drag itself across the ground, it therefore can move 6” in the movement phase. On a roll of 3, 2 or 1 the motors that control the movement of the engines are destroyed, but it still lands safely.



Bulk Pack

Pts|Ws|Bs|S| T| I|A|W|Ld|Sv+
30|-------|------|-----|5 |--|----|2 |------|3+
55|-------|------|-----|5 |--|----|3 |------|3+

A Bulk is a genetically engineered life form created by the Anakons for running straight into the enemy then detonating itself, the Anakons engineered them to only detonate if they reach the enemy, if they die a long way from the enemy, the Bulk stops itself from detonating by locking all ducts to the chamber where the liquid is held so there is no gas to start the fire.

Squad: 3-10 Bulks

Weapons: Itself.

Options: Up to 3 Bulks may be upgraded to Heavy bulks for +20pts each.

Transport: No one in their right mind would let a Bulk near their own vehicles.

Special rules:
We didn’t program them with fear: Bulks are genetically engineered to run full speed at the enemy and not to turn back or turn from its path no matter what. To represent the Bulks instantly passes ALL morale and leadership tests NO MATTER WHAT.

They aren’t supposed to attack them: The Bulks are programmed to home in on a specific unit or enemy that poses the most threat or MUST be killed. Before you fight, choose a squad or independent character in your enemy’s army, each turn the Bulk squad will move 12” straight towards that enemy. They move around enemy and allied units that they are not designated to destroy.

They don’t fight in close combat: If the Bulks are assaulted one Bulk will tie up the enemy while the others get out of the blast radius of that Bulk. When the Bulks are assaulted do not let the enemy have their attacks at all the Bulks, place one Bulk in BtB contact with the assaulting enemy that one Bulk then detonates using the stats in the ‘Living bomb’ rule, place all the other Bulks 2” outside the blast radius.

Living bomb: Bulks are living bombs, once they come into contact with their designated target they explode hopefully killing the target. When a squad of Bulks are within 6” of their designated target, they can ‘throw’ themselves 6” in the shooting phase and explode using the following stats:

S|AP| RNG |TYPE
8| 4 |itself| blast

Heavy bulks are the same but are AP 3 instead of AP 4.



0-1
Golath stalker

| Armour |
Pts | Ft | S | Bk | Bs|Ws| S | I | A
110|12 |12| 12 | 4 | 4 |6[10]| 4| 2[3]

Some Anakons have volunteered for the ‘Golath experiment’ where Anakon scientists experimented with different designs for ‘Golath stalkers’. Golath was one of the Anakon gods, the god of endurance in the face of overwhelming strength. The Golath stalker was made as a kind of shrine to Golath, and it was made to reflect his abilities.

Type: Walker.

Weapons: The Golath stalker is armed with a Golath fist [see special rules].

The Golath stalker is also armed with one of the following:
A second Golath fist at +30pts
Twin-linked flesh render at +25pts
Irrigation RPG launcher at +35pts
Twin-linked shard cannon at +25pts
Missile launcher at +20pts
Toxic cannon at +25pts

Options: A Golath stalker can take any vehicle upgrades allowed from the Anakon vehicle upgrades list.

Special rules:
Golath fist: A Golath fist is a huge hammer in the shape of a clenched fist, it slams down on an enemy and can do terrible damage, yet it is very slow. When Golath was killed by Slayer, the only thing left of him was a clenched fist, made of Golath’s signature jewel, sapphire. Kiol wore this as an amulet around his neck for his final fight against Slayer, along with all the other weapons he was carrying, it was smashed, and a small sapphire shard of Golath’s fist is embedded in each Golath fist.

If it has a Golath fist, a Golath stalker can make attacks at strength 10 that ignores all armour saves. Against a vehicle it counts as an ordinance weapon.

YOU CAN’T KILL ME!: An Anakon who is placed in a Golath stalker has his mind reconfigured to be able to think like Golath. Golath never admitted defeat, he would never surrender or back off from a duel, he may turn down a duel but he would NEVER back off unless he was almost certain to die. A Golath stalker also amplifies certain psychic abilities of the Anakon inside, they can use their warp capabilities to move the Golath stalker with their mind. It is rumoured that when the Anakon enters the warp to use their psychic powers, that what remains of Golath’s spirit protects them from the horrific daemons in the warp.

A Golath stalker ignores any ‘crew shaken’ or ‘crew stunned’ results on a D6 roll of 3+. When it is immobilised each movement phase it can try to use its psychic abilities to move the Golath stalker, this works on a 5+ although the Golath stalker may not move the turn when it repairs itself, it may move as normal for the rest of the game [not including the assault phase in the turn it repairs itself].

TheSonOfAbbadon
22-03-2005, 23:50
Factions

Granite force:
The Anakon Granite force is, entrusted with the defence of Anakon planets. They field many more heavy weapons than any other Faction of the Anakons.

A Granite force army may have 2 Heavy support choices ore than the scenario would usually allow. Although they may only field 2 less Fast attack choices.

Ouroboros force:
The Anakon Ouroboros force is sent out to liberate worlds. The field a lot less heavy weaponry than other Factions but field a load more fast moving elites. They also make extensive use of head hunters.

In an Ouroboros force army, Head hunter squad have a maximum of 25. An Anakon strike force army may have 2 extra Fast attack choices than the scenario would usually allow. But they may field 2 less Heavy support choices.

Royal legion:
The Anakon royal legion is an elite fighting force. They protect the royal seers, those who can communicate with Kiol himself, and they are under the royal seers’ command. They are sometimes ordered to attack certain worlds and recover priceless artefacts that may prove useful to the royal seers.

A Royal legion army uses Veteran trooper squads as Troops, not as Elites. They may also field 1 more HQ than the scenario would usually allow.

Enhanced legion:
The Anakon enhanced legion mainly attacks worlds to collect mechanical artefacts or to gain information about genetic enhancement or how to create use a machine to improve a man. Although on occasion they do work with the other legions.

In an Enhanced legion army Sentients have a squad maximum of 6 and the 0-1 limit on Golath stalkers does not apply to them. They may also upgrade any [not just 3] bulks in a squad to heavy bulks for the points cost indicated.

TheSonOfAbbadon
22-03-2005, 23:50
Faction exclusive units

Granite force unit:
Heavy support
0-1
Golem warriors
Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
30 | 2 | 4 | 2 | 5 | 1 |2| 1 | 10| 2+/4+

Some Anakons in the Anakon planetary defence force volunteer for the Golem warrior core. Golems are huge, bulky Anakons whose original form and mind is lost under a pile of heavy armour and huge guns.

Squad: 1-5 Golems

Weapons: Any 1 from the following:
Twin-linked obitus blaster at +45pts
Twin-linked irrigation RPG launcher at +45pts
Twin-linked missile launcher at +30pts
Twin-linked rending guns at +30pts
Twin-linked shard cannons at +30pts

Options: Any Golems ay have a targeting array [see special rules] for +10pts.

Special rules:

Targeting array: The accuracy of a golem can be enhanced through the use of a targeting array, which effectively steadies the golem’s hand [or robotic arm, or whatever] and even takes over slightly to better the golem’s aim. A golem armed with a targeting array has a BS of 5.

Slow, lumbering: Golems slowly pace across the battle field absorbing tons of fire while spewing out tons of their own. Golems always count as in tough terrain even when charging, and they always count as stationary when firing.

TheSonOfAbbadon
22-03-2005, 23:51
Ouroboros force unit:
Fast attack
0-1
Quad bikes

Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
35 | 4 | 4 | 3 | 4 | 2 |4| 1 | 10| 3+/5+

Some Anakons in the Anakon strike force join the elite quad bike squadron, they are specially trained to speed around the battlefield causing havoc among the enemy and occasionally doing suicidal acts of bravery to save their weaker comrades.

Squad: 3-20 quad bikes

Weapons: Quad bikers are armed with twin-linked molten guns.

Options: Any 2 bikers may replace their twin-linked molten guns with a missile launcher or a shard cannon for 20pts.

Any 3 bikers may be armed with a flesh renders for +20pts each or an irrigators for no extra cost or Obitus rifles or Toxic rifles for +15pts each.

Some quad bikers are kitted out for close combat. Any quad bikers may be armed with a rending weapon and a molten pistol for no extra cost.

The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.

Any bikers may have protective shielding for +10pts [see special rules].

Special rules:

Eat my dust!: Quad bikes kick up a big cloud of dust and can move in short fast bursts. Outside of close combat quad bikers get a 5+ cover save. Once per battle, they may make a boosted move of 24” but in the turn they may not fire guns, they may only move the 24” in a straight line, and if they go into difficult terrain they are dead, although they may assault afterwards. They can move up to 12” normally, though.

Protective shielding: Some quad bikers upgrade their bikes with large plasmacrete shields to protect them from enemy fire. A quad biker with protective shielding may reroll any failed armour saves.

TheSonOfAbbadon
22-03-2005, 23:52
Royal legion unit:
Elites
0-1
Royal bodyguards
Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
85 | 5 | 4 | 6 | 5 | 3 |5| 2 |10| 3+/4+
35 | 3 | 5 | 3 | 5 | 1 |3| 1 |10| 3+

The Royal Legion has squads of Royal bodyguards. These men have been selected for and then specially trained in 2 completely different ways of combat, the taller and stronger Anakons are trained as close combat fighters, wielding huge maces that crush anyone in their path, these warriors are known as Bludgeons. The smaller Anakons and the marksmen get trained in long range combat, they are issued with modified Obitus rifles which are only used by Anakon elites, they can shoot down the largest and most fortified of tanks with their guns and they can tear apart anyone who blocks their way, these warriors are known as Arbalests .

Squad: 3-10 Bludgeons or Arbalests [can be mixed].

Weapons: Bludgeons carry royal maces [see special rules] and wear plasmacrete armour, Arbalests carry Royal rifles [see special rules].

Options: The entire squad may be armed with Shard grenades at +1pt per model and/or Death grenades at +2pts per model and/or Flame grenades at +3pts per model.

Any 3 Arbalests can replace their Royal Rifles with any of the following:
Toxic cannon at +25pts
Flesh render at +25pts
Missile launcher at +20pts
Shard cannon at +20pts
Obitus blaster at +35pts

Any Arbalests may have disruptor fields at +15pts each.

Special rules:

Royal maces: Royal maces are huge maces that are specially crafted to smash apart any armour and tear through metal like wet paper. Royal maces ignore armour saves and adds 2 to the bearer’s strength.

Royal rifles: Royal rifles are Obitus rifles that have been modified to be stronger and faster firing that regular Obitus rifles. A Royal rifle is an Obitus rifle with S=7 and is assault2, everything else stays the same.

Marksmen: Arbalests are specially trained to take out targets at medium and long range, they have trained long and hard with their guns and are excellent marksmen. Arbalests reroll any missed rolls to hit when firing.

TheSonOfAbbadon
22-03-2005, 23:53
Enhanced legion unit:
Elites
0-1
Mechans
Pts | Ws | Bs | S | T | A | I | W | Ld| Sv+
32 | 3 | 0 | 5 | 5 | 3 |5| 1 | 10| 4+
47 | 4 | 0 | 6 | 5 | 4 |5| 1 | 10| 4+

The Mechans are Anakons who have had limbs or organs etc. blown out in battle. The techno-enhancers of the Enhanced legion take these ‘useless’ warriors, and replace limbs with mechanical fighting limbs that support a load of scythes, blades, hammers, spikes and anything useful in close range combat. They also introduce a ‘fast-growth’ cell into the blood stream that quickly replicates and replaces old limbs with new ones, the cell doesn’t make a perfect copy of the limb though, it creates a limb with spikes, blades etc. to be used in close combat, and sometimes this cells grows extra limbs, which is thought of as a good thing amongst the techno-enhancers.

Squad: 5-30 Mechans

Weapons: An array of close combat weaponry [counts as 2 rending weapons, extra attack already in profile].

Options: Any mechan may be upgraded to a mecha-mutant for +15 pts who must be modelled appropriately with many extra limbs.

Any mechans can have their rending weapons upgraded to rending fists for +10pts.

Special rules:

We fear not death!: Mechans are told the secrets of all Anakon weaponry, in fact they are sometimes forcibly taught them. They know all there is to know of Anakon weaponry, and so many species have tried to capture them and make them talk, but the mechanica commit suicide if they find themselves captured. This is possible even when strapped down with all mechanical weaponry removed because the fast-growth cell can fast-grow across blood veins, and deny the heart blood. The mechans who are not captured go into battle again and again, safe in the knowledge that they know all there is to know of Anakon technology.

When taking leadership or morale tests, roll a dice before the test is taken, on a 4+ the test counts as passed instantly. On a 1, 2 or 3 the test is taken as normal.


Elites
0-1
Enhanced scarab
| Armour |
Pts | Ft| S |Bk| Bs
120 |12|12|11| 4

If the rhino is the workhorse of the Imperium, then the scarab is without doubt the workhorse of the Anakons. The scarab is a very versatile vehicle, there is a different variation for each of the 4 factions.

The enhanced scarab has the teardrop shaped hull of a scarab with 2 pairs of 3 long pipes ending in sponstons that flail around unleashing shot after shot at the enemy.

Type: Skimmer, tank.

Weapons: An enhanced scarab must take a pair of the following:
Twin-linked shard cannons at +30pts each
Twin-linked flesh renders at +30pts each
Obitus blasters at +35pts each
Irrigation RPG launchers at +35pts each
Screamers at +20pts each
Twin-linked Obitus rifles at +25pts each
Twin-linked toxic rifles at +25pts each
Toxic cannons at +25pts each
Rocket launchers at +20pts each

Options: An enhanced scarab may take a third hull mounted underslung weapon which you purchase from the list given for the sponstons but you only take 1 and it may differ from the sponstons.

The enhanced scarab may take any upgrades allowed from the Anakon vehicles upgrade list.

Special rules:

Flailing sponstons: The enhanced scarab has long pipes that connect its sponstons to the main hull, these allowed a greater firing arc than most vehicles, and allow the guns to point in almost any direction. From where the pipes meet the main hull on the vehicle, the sponstons count as being anywhere within 6” of that point and may be pointing in any direction. The sponstons may reroll any misses [if the sponstons are twin-linked then they may reroll a miss if they miss their twin-linked reroll].

TheSonOfAbbadon
22-03-2005, 23:53
Special characters

Royal legion special characters:

Techtus Gray Kan

Pts|Ws|Bs|S| T| I|A|W|Ld|Sv+
225| 6 | 5 | 6|5|6|4| 4 |10|4+/3+

Techtus Gray Kan is one of the royal seers. He is the youngest of the 8 seers and yet he is at least a thousand years old. He is the only seer who actually fights in battles and does so wielding his Holy blades and wearing his Holy runes.

An Anakon royal legion army may be accompanied by Techtus, he counts as an Anakon seer and must be used exactly as this passage indicates. He may not be given extra weapons or wargear.

Weapons/wargear: Holy blades, Holy runes.

Special rules:

Anakon seer: Techtus is an Anakon seer and as such he benefits from the Protected from daemons, I knew you were going to do that and Holy damnation special rules.

Holy blades: Techtus is in possession of blades that, according to myths and legends, was forged by Kiol himself for one of his greatest warriors. It appears that Techtus is this warrior and he uses his Holy blades to devastating effect in battle. Techtus’ Holy blades grant him another attack [not in profile] and allow him D3 attacks on the charge. Holy blades count as rending weapons. Against a vehicle Techtus counts as having a strength of 10.

Holy runes: It is also written in myths and legends that Kiol created Holy runes for one of his greatest warriors along with the Holy blades. It can hardly be a coincidence that Techtus is in possession of these too. Holy runes give Techtus a 3+ invulnerable save.

Psychic powers:

From the sky, death shall rain: Techtus can create a warp storm that then rains horrid energy on the enemy which can destroy almost anything. Once per battle he can fire this psychic power with the following profile:
S |AP|Rng|Type
10| 1 | 36”| Ord./blast1
Techtus cannot move, shoot with any other weapon or psychic power or assault in the same turn this psychic power is used. This psychic power ignores his ‘Protected from daemons’ rule.

Wrath of Kiol: Techtus can use his Holy blades and runes to concentrate some of Kiol’s own psychic power and blast it at his enemy. Techtus may fire with the following profile:
S |AP|Rng|Type
6 | 2 | 18”| Assault/blast2

Independent character: Techtus is an independent character ad therefore follows all rules for independent characters in the warhammer 40,000 main rulebook unless he is accompanied by a seer guard of seer minions.

TheSonOfAbbadon
22-03-2005, 23:54
Enhanced legion special characters:

Mechanica Anakonia Kar
Pts|Ws|Bs|S|T| I| A |W|Ld|Sv+
230| 6 | 5 |6|6|2|3[4]|4 |10|3+/3+

The Enhanced Legion went into a long, arduous project to create a warmachine of massive size and power. The project, as does many of the projects of the enhanced legion, ended with success, after the death of many test subjects. Mechanica was that success, with 4 arms, 2 holding huge guns, 2 bearing massive claws, the brain and artificial nervous system of Mechanica are enhanced to the point of super intelligence, Mechanica can tear apart tanks with his claws and can blast down fortresses with his cannons. Not one part of Mechanica’s original body exists, but he is honoured by his unique position of Kar, ruler of the Enhanced Legion.

Mechanica can be used in any Enhanced legion army of 2000 pts or more and takes up an HQ slot AND an HS slot.

Weapons/wargear: Obitus blaster, Shard cannon, the claws of Mechanica, Damned Mechanics.

Special Rules:

Monstrous creature: Mechanica is at least 13 feet tall, and is easily larger than some tanks. Mechanica is a Monstrous creature and goes by all the rules for monstrous creatures in the main rule book.

The Claws of Mechanica: These twin claws can rend apart flesh and metal alike, no man nor tank can stand up to Mechanica’s claws. Mechanica has double strength [to a maximum of 10] and ignores all armour saves. Because Mechanica has 2 claws, he gains an attack, but this is already in his profile.

Damned Mechanics: Mechanica is damned by his eternal life as he experiences few sensations, he lives only for battle and the glory of Kiol, he doesn’t care for death, and his mechanics keep death from him. Mechanica has a 3+ invulnerable save and can fire both his weapons at once. He also ignores any instant death rules, he is never instantly killed. Because of the unpredictable nature of Mechanica’s leg mechanics, Mechanica moves 3+D6” in the movement phase and when charging.

TheSonOfAbbadon
22-03-2005, 23:59
ARMOURY

Gun|S|Ap|Rng|Type
Molten gun|4|5|24”|Rapid fire*
Molten pistol|4|5|12”|Pistol
Warp pistol|7|3|12"|Pistol
Warp gun|7|3|30”|Assault1
Irrigator|5|2|24”|Rapid fire
Irrigation pistol5|2|12”|Pistol
Irrigation RPG launcher|7|2|60”|Heavy1/blast
Obitus pistol|6|3|18”|Pistol**
Obitus rifle|6|2|30”|Rapid fire**
Obitus blaster|9|1|36”|Heavy1/blast**
Screamer|4|4|Temp.|Assault1***
Toxic pistol|6|4|12”|Pistol****
Toxic carbine|6|4|24”|Rapid fire****
Toxic cannon|7|1|48”|Heavy1****
Flesh render|6|2|30”|Assault2
Shard cannon|5|4|36”|Heavy4
Missile launcher|8|1|40”|Heavy1
Hunter rifle|4|4|36”|Assault2
Bulk launcher|10|3|72”|Ord.1/blast

* Molten weapons can fire one quick blast of searing hot liquid metal, or a few weaker ones. When an enemy is within 12” range, if you only fire a molten gun once then it has an AP of 3.

**Obitus weapons are powerful enough to kill a single foe, who would usually survive the hit, in one shot. On a to hit roll of 6 the Obitus weapon instantly kills the target, regardless of relative strength ad toughness, armour saves are take at -1, models with rules against this take the shot normally. Note: for an Obitus blaster only the model which you centre the blast template on is instantly killed, no others.

***Screamers unleash a screaming cacophony that, through the wonders of Anakon technology, is contained in a cone shaped area in front of the gun and is amplified to be able to crush armour. Any model/unit being shot with the screamer must take a morale check, if the fail they fall back 2D6 inches.

****Toxic weapons burn the victim’s skin and the toxic sludge fired onto the foe will continue to do damage after it has been shot. When a model/unit is shot with a toxic weapon, roll a D6 in the same turn’s assault phase, on a roll of 4+ it counts as being shot a second time with the same toxic weapon [note, the weapon itself may fire again].

TheSonOfAbbadon
23-03-2005, 00:00
Weapons list
One-handed weapons
Ripper blade: 15/10 pts
Ripper blades are generally swords or axes that have an expertly sharpened, serrated and weighted blade, as such they can cut through the toughest of metals in the right hands, and an Anakon’s hands are right. A ripper blade ignores all armour saves. They also count as close combat weapons.


Ripper claw: 20/12 pts
Ripper claws work along the same lines as rending weapons, they have powerful serrated blades across the back of the fist and similar blades on the fingers. A ripper claw uses small but powerful servos that mimic the user’s movements, but making them stronger. A ripper claw ignores armour saves and adds +2 to the users strength. Note: the +2 strength bonuses on a pair of ripper claws do not add up unless the user’s rules specifically say so. They also count as close combat weapons.

Close combat weapon: 1 pt
2 close combat weapons adds one attack to the bearer’s profile.

Molten pistol: 1 pt
Counts as a close combat weapon in close combat.

Toxic pistol: 15 pts
Toxic weapons burn the victim’s skin and the toxic sludge fired onto the foe will continue to do damage after it has been shot. When a model/unit is shot with a toxic weapon, roll a D6 in the same turn’s assault phase, on a roll of 4+ it counts as being shot a second time with the same toxic weapon [always counts as hitting]. Counts as a close combat weapon in close combat, ‘Burning’ rule may NOT be used in close combat.

Obitus pistol: 15 pts
Obitus weapons are powerful enough to kill a single foe, who would usually survive the hit, in one shot. On a to hit roll of 6 the Obitus pistol instantly kills the target regardless of relative strength ad toughness, armour saves are take at -1, models with rules against this take the shot normally. Counts as a close combat weapon in close combat, to hit rolls of 6 in close combat do not instantly kill the target.

Shield of Tundrax [Maximum 1 per army] : 40 pts
Tundrax was one of the Anakon gods, the god of protecting the weak. When he died, and Kiol found his body, Tundrax’s hands were still clutching his shield. Kiol took the shield with its large, circular pearl in the middle, he used it in his final fight against Slayer, during the fighting the shield was smashed, and the shards floated into the world of the Anakons.

After defeating Slayer, Kiol recovered the large circular pearl from the wreckage of the battle, and placed it on Tundrax’s grave,
‘Sleep, brother, for now Slayer is gone, you may sleep well.’ Said Kiol as he went to command his chosen people, the Anakons.

The diamond shaped shards of Tundrax’s shield were used by Anakon warriors in battle, to commemorate Tundrax, the spirit of Tundrax blessed those who used the shards for their purpose, protecting the weak. A shield of Tundrax gives the bearer a 3+ invulnerable save and its sharp edge counts as a close combat weapon.

Two-handed weapons
Talons of the Slayer [independent characters only, maximum 1 per army]: 75 pts
The Slayer was the Anakon god of darkness and evil, he had great talons that could rip the very heart from a man’s body with a slight lick of the wrist. Anyone, be it man, woman or god would fall under his oppressive wrath. Until Kiol, the Anakon god of honour and glory, challenged him, Slayer and Kiol were brothers, as were all of the Anakon gods, Slayer was the eldest and most powerful of them all, and had killed off all the sons of the Anakons, as the Anakon gods are known, from eldest to youngest. Kiol was the youngest, and upon seeing the disembowelled and demented corpses of his brothers he said to Slayer,
‘I fear you, the very sight of your dull red talons and horribly glinting teeth sickens me to the core of my soul, I am scared as a woman would be should she face you in all your disgusting manifestation. And yet, it is I who shall stop thy wrath, and condemn thee to ashes.’

After a solid week of endless fighting, a bruised and bloodied Kiol defeated Slayer after tearing out all his talons. The talons were smashed to pieces, and set to the Anakons, as a gift. Some Anakons tapped into the power of these shards of evil and have fashioned weapons from them, but at a great cost.

An independent character armed with Talons of the Slayer doubles his strength and adds 1 to his initiative and adds 2 to his attacks. The powerful energy of the talons grants the bearer a 5+ invulnerable save. Roll a D6 at the start of your turn, on a roll of 6 or 5 the character with the Talons of the Slayer can move, shoot and attack as normal. On a roll of 4-2 the energy of Slayer possesses them, and they move 12” towards the nearest VISABLE unit [friendly or otherwise] and assault 12” towards them [whether the character is within assaulting range or not] in the assault phase, both these moves ignore terrain as the character tears through anything in his path. On a roll of 1 the character goes insane and tries to stab himself to death, he attacks himself with the Talons of the Slayer but only gets 2 attacks on himself, he may NOT attack back.

A character armed with the Talons of the Slayer cannot join a squad, he counts as a squad in his own right and therefore may be shot at as one.

Obitus rifle: 15 pts
Obitus weapons are powerful enough to kill a single foe, who would usually survive the hit, in one shot. On a to hit roll of 6 the Obitus pistol instantly kills the target regardless of relative strength ad toughness, armour saves are take at -1, models with rules against this take the shot normally.

Molten gun: 4 pts
Molten weapons can fire one quick blast of searing hot liquid metal, or a few weaker ones. When an enemy is within 12” range, if you only fire a molten gun once then it has an AP of 3.

TheSonOfAbbadon
23-03-2005, 00:01
Equipment
Shard grenades: 1 pt
Shard grenades detonate and throw sharp fragments of metal everywhere, forcing enemies in cover to keep their heads down. Shard grenades allow Anakons assaulting an enemy squad or model in cover to attack at the same time as the defending models regardless of relative initiative values.

Death grenades: 2 pts
Death grenades are used to take out lightly armoured vehicles in close combat. A death grenade allows you to have 1 attack [and 1 attack only] with an armour penetration value of 6+D6 against a vehicle.

Implosion device: 5 pts
An Implosion device is attached to vehicles and then creates a small, controlled black hole, which then implodes the vehicle [or parts of the vehicle] with devastating effect. Unfortunately, the user can also be sucked in, sometimes they lose an arm, sometimes they are completely crushed.

Against a vehicle, a model with an Implosion device gets 1 attack only with an armour penetration value of 10+2D6. If a double is rolled on the 2D6 then the user automatically takes 1 wound with saves allowed.

Disruptor field: 15 pts
A disrupter field creates a powerful electrical force field around its user. This can zap bullets out of the air and divert energy beams away from the user. A character with a disrupter field gets a 5+ invulnerable save.

Plasmacrete armour: 19/25 pts
Plasmacrete is plasma that, through a wonder of Anakon technology, has been solidified and sculpted into tough armour for the Anakon elite. It’s a lot stronger than most other designs of armour and can carry very powerful disrupter shields. A model in plasmacrete armour has a 3+ armour save and a 4+ invulnerable save. However, plasmacrete can cease up after the user makes sudden fast movements due to the servo-motors being much too small to be powerful enough to do so, therefore models in plasmacrete armour may not advance after close combat. Plasmacrete armour is also fitted with teleportation devices, and as such any independent characters or entire squads wearing plasmacrete armour may set up using the deep strike mission special rule, even if the scenario normally wouldn’t allow it. Characters in plasmacrete armour get +1 attacks and may always fire as if they were stationary. They also count two-handed guns [not weapons, guns only] as one handed and may take an Obitus blaster at +35pts.

Matter teleporter: 15/20 pts
A matter teleporter is configured to teleport Anakons in a short jump across the warp to a separate location. It is usually configured to teleport many Anakons at a time as backup. A character with a matter teleporter may set up ALONG WITH HIS SQUAD using the deep strike mission special rule, even if the mission rules would normally not allow it. An independent character with a matter teleporter teleports himself and his bodyguard in the same way, if he has no bodyguard then he may join a squad [if he would normally be able to do so during battle] and teleport in with them.

Teleportation homer: 5 pts
A teleportation homer allows teleporting Anakons to accurately teleport near the homer. If a character is on the battlefield with a teleportation homer then a teleporting character [along with his unit, if he has/is joined to one] can deep strike right on top of the character with the teleportation homer without scattering. Place the ordinance blast template over the character with the teleportation homer, the squad and/or independent character may teleport to anywhere under the template as long as they are within unit coherency.

Flame grenades: 8 pts
Anakons have developed a form of grenade that detonates in a blast of fire and light. A character armed with flame grenades may throw then in the shooting phase instead of shooting. The fire with the following profile:

S|AP| RNG |TYPE
4| 6 |6+D6| Assault1/blast

Flame grenades always detonate on contact with anything, therefore you do not need to roll to hit. First roll to see how far away you throw the grenade [note: you cannot change your mind and decide to shoot with your character’s gun instead AFTER you have rolled to see how far you can throw the grenade], then put the blast marker as close as an enemy unit as you can get it without going out of your range radius, if it can hit any enemies then it does, if not then you’ve wasted your grenade and cannot shoot with a different weapon.

Jet pack: 10pts
Some Anakons make use of jet packs that throw them at tremendous speeds over the top of trees and terrain straight into the enemy. A character wearing a jet pack can move up to 12” in the movement phase and can ignore tough terrain. This cannot be combined with plasmacrete armour.

TheSonOfAbbadon
19-04-2005, 13:53
I've updated it a bit, flame grenades cost more, as do molten guns. And something else, can't remember what...

TomKamakazi
20-04-2005, 01:24
Yikes...

Nice work on writing such an exaustive list.
Have you actually built any of these units? Some of the vehicle descriptions sound cool.
I think you've come up with some nice ideas, but you've fallen into the trap anyone designing thier own units tends to; You've made everything too powerful.
Just for one example, the Heavy Avion, you have a 72" str10 ordinance weapon that doesn't scatter for 150 odd points. That's ridiculous. You can place your template where ever you like and bam! No dice, just dead units. If you want something that doesn't scatter you've got to work in a weakness some where else on it, or charge 400pts.

TheSonOfAbbadon
20-04-2005, 19:37
Well, I guess some things are under-pointed.

But 400pts is ludicrious, it's only AP3!

Twisted Ferret
24-04-2005, 20:05
I echo TomKamakazi's sentiments. Very nice work here, but (for intance) you've got things with 10 wounds, awesome powers, nice stats, and tons of gear for only 150 points. O_O

TheSonOfAbbadon
24-04-2005, 21:46
Um, you're reading it wrong, it lines up in word document, but on here it doesn't, the 10 is the leadership value. And, which unit are you referring to?

Twisted Ferret
26-04-2005, 22:27
I was referring to the Seer. I see the problem now, much better. :)

Incognito
29-05-2005, 06:01
Well, I guess some things are under-pointed.

But 400pts is ludicrious, it's only AP3!

AP 3? How conveniant.

I think we all know that there is only two APs in 40k.

AP 3 or less. and AP 4 or more.

Everything else is inconsequential.

TheSonOfAbbadon
29-05-2005, 14:28
I'm going to have to make some MAJOR changes to this list...

It's going to change to S:9 AP:4, BTW.

TheSonOfAbbadon
29-05-2005, 14:51
Right, I'm going to start a new thread for the revised rules.

Bad Mr morTant Returns
27-07-2005, 02:51
Never mind, just found it. Sounds pretty

Acheron
28-07-2005, 13:45
Hmmm... looks intresting. Good work mostly.


Factions

Granite force:
The Anakon Granite force is, entrusted with the defence of Anakon planets. They field many more heavy weapons than any other Faction of the Anakons.

A Granite force army may have 2 Heavy support choices ore than the scenario would usually allow. Although they may only field 2 less Fast attack choices.

Ouroboros force:
The Anakon Ouroboros force is sent out to liberate worlds. The field a lot less heavy weaponry than other Factions but field a load more fast moving elites. They also make extensive use of head hunters.

In an Ouroboros force army, Head hunter squad have a maximum of 25. An Anakon strike force army may have 2 extra Fast attack choices than the scenario would usually allow. But they may field 2 less Heavy support choices.

Royal legion:
The Anakon royal legion is an elite fighting force. They protect the royal seers, those who can communicate with Kiol himself, and they are under the royal seers’ command. They are sometimes ordered to attack certain worlds and recover priceless artefacts that may prove useful to the royal seers.

A Royal legion army uses Veteran trooper squads as Troops, not as Elites. They may also field 1 more HQ than the scenario would usually allow.

Enhanced legion:
The Anakon enhanced legion mainly attacks worlds to collect mechanical artefacts or to gain information about genetic

enhancement or how to create use a machine to improve a man. Although on occasion they do work with the other legions.

In an Enhanced legion army Sentients have a squad maximum of 6 and the 0-1 limit on Golath stalkers does not apply to them. They may also upgrade any [not just 3] bulks in a squad to heavy bulks for the points cost indicated.

This is what bothers me. Expecially the Granite/Ouroboros/Royal Legions Force Organisation Bonuses, where are the down sides of those, mainly the Royal ones, they get extra HQ for free. And about the Granite/Ouroboros, their exchance rate of 2=2 is wrong, as seen in Codex CSM where the exchance rate is 2=1, I think that would be more appropriate, I might be wrong, or I might have missed something. So correct me if I´m wrong. Just my opinions. Heh.

TheSonOfAbbadon
29-07-2005, 14:35
This is what bothers me. Expecially the Granite/Ouroboros/Royal Legions Force Organisation Bonuses, where are the down sides of those, mainly the Royal ones, they get extra HQ for free. And about the Granite/Ouroboros, their exchance rate of 2=2 is wrong, as seen in Codex CSM where the exchance rate is 2=1, I think that would be more appropriate, I might be wrong, or I might have missed something. So correct me if I´m wrong. Just my opinions. Heh.

I see your point about the Royal legion... But the exchange of 2 to 1 is for troops to elites/heavy support/fast attack.