This has been my latest undertaking and I, daemonhuntermoe (now Icewalker) have created a new 'dex. I get the feeling that the armylist is extremely overpowered but wanted to hear your opinions first before I confirmed anything.
Once you have finished reading the whole list, please rate it 1-10 (1 being dreadfully bad and 10 being beyond awesome) in the subject (the subject will be a number 1-10).So without further adue, the Icewalkers of the Icey Deathworlds.
Weapon Summery:
Range: Strength: AP: Type:
Satyr Pistol 12” 4 5 Pistol
Satyr Rifle 12” 4 5 Assault 2
Satyr Cannon 24” 6 3 Assault 3
Satyr Scream 36” 8 3 Assault 1; Causing pinning
Missile Launcher (plasma) 48” 4 4 Heavy 1; blast; causing pinning
Missile Launcher (krak) 48” 8 3 Heavy 1
Hellion Lance 6” 6 2 Pistol
Burning Lance 6” 6 1 Assault 1; Melta
Soul Stealer Rifle 18” X 1 Rapid Fire; causes pinning
Soul Stealer Cannon 36” X 1 Heavy 1; blast; causes pinning
SPECIAL RULES:
Soul Stealer Weapons: Soul Stealer weapons are deathly highly evolved weapons. They are capable of stealing the soul from those who are shot at. The Soul Stealer Weapons wound on 4+ and ignore armour saves (invulnerable saves may be taken). If any casualties are suffered from a Soul Stealer Cannon, they must take a pinning test or do nothing at all that turn. If they fail their pinning test AND are charged that turn, they will return attacks at -1 initiative. Note: pistols and rifles don’t cause an enemy unit taking casualties to test for pinning. If shot at a vehicle they count as strength 4 and AP 5.
Cold Hearted: The Icewalkers are cold hearted and brutal killers, showing almost no mercy for anything they’ve done. To represent this, they can still take a morale check if falling back and below 50% the units original size and may make one re-roll for failed morale checks (this doesn’t apply to pinning tests, but it does apply to leadership tests). In close-combat, if any model dies before it gets to retaliate, he gets one attack as the Icewalker attempts to drag the poor soul into hell with him.
Malign Intellect: The Icewalkers are amongst some of the most intelligent creatures in the galaxy, able to pinpoint the smallest thing in a huge warp storm. They can pinpoint when and where an enemy will strike. To represent this, in any special missions, they will always get 1+ when determining who goes first.
WEAPONS:
Single Handed Weapons:
Satyr Pistol (1)
Powerweapon (15/10)
Close-Combat Weapon (1)
Hellion Lance (20)
Two Handed Weapons:
Soul Stealer Rifle (25)
Satyr Rifle (15)
Great Weapon (10)
Burning Lance (15)
WARGEAR/UPGRADES:
Alükahn Shamshir (40)
Deathbane (20)
Hellion Blades (20)
Psychic field (25)
Lifebane (25)
Black Mind (40)
Spirit of Icehell (20)
Blade of Illusions (40)
Slaughter Weapons (30)
Doom Lash (35)
Armour of the Assimilated (40)
Burning Lance: The Burning Lance is a close combat weapon as well as a form of melta weapon. It counts as a power weapon or it can be used in the shooting phase (one or the other, not both) and shoots with the following profile.
Rng: 6” Str: 6 AP:1 Assault 1
Alükahn Shamshir: The Alükahn Shamshir is one of the oldest weapons in the Icewalkers array of weapons. Such is their rarity that only one may be included per army. The Alükahn Shamshir is a single handed power weapon that adds one attack to the bearer's profile. It also makes the wielder immune to minor psychic powers and all other psychic powers targeting the wielder will fail on a roll of 5+.
Deathbane: The Deathbane is a huge firearm, capable of unloading hundreds of rounds of razor sharp discs per minute. It is a two handed weapon with the following profile.
Rng: 24” Str: 6 AP: 3 Assault 4
Hellion Blades: The Hellion Blades carry the signs of the Ancient Ones. In close combat it counts as a pair of power weapons that re-roll one miss and add one to the strength of the user.
Psychic Field: Such is the presence of the warrior that they are gifted with a psychic shield from one of the Icewalker elders. The value of these instruments is beyond price and therefore can only have one per army. The psychic field bestows upon the bearer a 4+ invulnerable armour save.
Lifebane: The Lifebane is an outrageously large sword able to slice a foe in half in one well aimed blow. The Lifebane counts as a powerfist in close combat.
Black Mind: The Black Mind is a device that is almost impossible to conceive of its functions. Few know what its true purpose is, save for its artificers. The Black Mind confers the following abilities on it’s wearer: he is fearless, re-rolls any failed to hit rolls in close combat OR in the shooting phase (only one may be chosen per turn), raises his initiative by 1+ and his toughness & strength raises by 1+. Due to the complexity of the strange device, only one may be present in the army at any time and may only be chosen by the Icewalker Lords.
Spirit of Icehell: The Spirit of Icehell is a powerful force field, which incinerates anything it touches. In close-combat, for every successful save made, the enemy model that damaged the wearer suffers a strength 4 AP- hit.
Blade of Illusions: This huge blade is said to hold a blade for every single emotion that can be felt by any and all humanoids. To wield it is to find ones self. The Blade of Illusions is a two handed power weapon that adds 2+ to the bearer’s strength and when charging, adds +D6 attacks instead of +1 attacks. This weapon may only be taken by models with a WS of 6 or better.
Hellion Lance: The hellion lance is a lethal close combat weapon. It is attached to the user’s forearm, enabling it to be used as a single handed weapon in close-combat and a lethal weapon when required to shoot. It can be used in the shooting phase with the following profile:
Rng: 6 Str: 6 AP: 2 Pistol
Slaughter Knives: Use exclusively by the Slaughter Masters of the Icewalkers, they are a huge arrangement of power weapons and scalpels. In close combat, it grants them 2 extra attacks and count as power weapons.
Doom Lash: The Doom Lash is a huge power sword (roughly 330 cm in length) and is extremely difficult to use because it's whip like movements. It counts as a two handed power weapon in all respects with the following exceptions. Do to it’s unnatural length and fluid motion, it can be used to attack any model in enemy squad that has been assaulted regardless of whether it is within 2” of the model armed with the Doom Lash or not. If any casualties are suffered and they end up fleeing, roll a D3. The number that shows up on the die are how many models are killed while fleeing as they are caught in the whip like construct that is the Doom Lash. The Lash may only be used on an Icewalker Hero/Heroine or Emperor Empress.
NOTE: The Doom Lash is actually 2 weapons in one. It's a whip while at the same time a nasty power sword. Until activated, it's wraped around the wearer's waist, rather than being held in both hands.
Armour of the Assimilated: The Armour of the Assimilated is an ancient artefact and as such, there can only be one per army. It collects the souls of the fallen so that they may be given to the proper burial rituals (granted that the wearer of the armour returns alive to their Lords or to their homes). It confers a 4+ invulnerable save on the wearer. Any friendly unit that loses a model that is within 12” of the wearer will not give any victory points for being destroyed. Instead 25 victory points are scored for the Icewalker player.


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or the royal guard having Bs 0, even though the minimum that a sentient being usually has is 2. (I assume they can catch a ball and throw it back again?) 