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Codex: Cult of Morkai - Joshua Hill | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| HQ selections 1 Wolfpriest - as per Codex: Space Wolves 0-1 Rune priest - as per Codex: Space Wolves with the following changes. The rune priest's base cost is increased to 100 points. Stormcaller psychic power is replaced with the 'Howl of Morkai' and 'Spirit of Morkai' psychic powers. The rune priest may not use both powers in the same turn. Howl of Morkai: A rune priest may use this power at the begining of his own assault phase, and requires a psychic test. The power must be used on an enemy unit that the rune priest and his unit are charging in this turn. If successfull, the enemy unit will fight at -1 initative, and will make any nessecary morale checks at -1 Ld. Spirit of Morkai: A rune priest may use this power in his own shooting phase instead of firing a weapon, and requires a psychic test. If successfull, the rune priest and any unit he leads become fearless untill the begining of the rune priests next turn. 0-1 Avatar of Morkai The Avatar of Morkai is a giant 2 headed blackmane wolf. It is the physical manifestation of the Morkai, the wolf deity that guards the gate to the Realm of the Dead and the Hall of Russ. The avatar has the following profile:
The avatar uses the following special rules: Fearless: the spirit of Morkai that inhabits the avatar can never be truely killed and so the avatar fights without fear. Cavalry: the avatar and all wolves move as cavalry Surefooted: the avatar and all wovles easily navigate difficult terrain, and always roll an extra die when moving or assaulting through difficult terrain Invulnerable: the spirit that inhabit the avatar protects it from harm. the avatar benifits from a 4+ invulnerable save included in its profile Independent character: the avatar counts as an independent character, the avatar may not join or be joined by any other unit or character Rending attack: the avatar is massivly muscled and has 2 heads (count as extra close combat weapon, bonus included above). He can tear apart even the most heavily armored foe with ease, and therefore ignores armor saves in close combat. Pack Alpha: the avatar is the ultimate alpha, and will often lead a pack of blackmane wolves. He may be accompanied by 0-6 blackmane wolves at 15 points each. Blackmane wolves have the following profile.
ELITE selecttions 0+ Scout wolf riders The wolf priests of the cult have specially bred and engineered an exceptionally large sub-species of the fenris wolf. These large wolves are rode by wolf scouts and are used for as a vangaurd unit, patroling ahead of the main force swiftly and silently.
Squad: 3-8 scout wolf riders Weapons: A Wolf Rider is armed with a bolt pistol and the wolf is armed with big teeth (count a extra close combat weapon, included above) Options: 1 in 4 (or portion thereof) Wolf Riders may exchange their bolt pistol for a plasma pistol or power weapon for +10 points. One Wolf Rider may be upgraded to a Veteran Pack Leader for +25 points. The Pack Leader has access to the armory, but is limited to a single one-handed weapon, and no more than 25 points of wargear (the wolves can only carry so much weight). Vanguard unit: The Wolf Riders may always be deploy at the start of a battle, even in mission where they normally couldn't be deployed. Additionaly before the start of the game, and before dicing for the first turn, the wolf riders may make a free move, with all normal movement rules. Cavalry: The Wolf Riders move as cavalry. Surefooted: Wolf Riders roll an extra dice when moving through difficult terrain. Aggressive: Wolf Riders are very aggressive and must charge the closest enemy unit, if in range to do so at the begining of the assault phase. TROOPS selections 1+ Wolf Scouts - as per Codex: Space Wolves with the following changes. Any unit of Wolf Scouts may be joined by 0-4 Fenris Wolves for 10 points per wolf. Any appropriate size unit of Wolf Scouts may purchase a Rhino or Razorback transport for +50 and +70 points respectively. Any unit that purchases a transport may not use the infiltrators rule. One unit of Wolf Scouts without a transport may use the 'Behind Enemy Lines' rule for +1 point per model. The unit then becomes an Elite choice. 2 units of Wolf Scouts may use the weapon options from the Scout entry in Codex: Space Marines If a Wolf Scout unit contains at least one Fenris Wolf, then the unit counts as being equipped with an auspex. The wolves have especially keen senses and can easily detect hidden units. 1+ Grey Hunters - as per Codex: Space Wolves with the following changes. Any unit may be accompanied by 0-4 Fenris Wolves at 10 points per wolf. One grey hunter may be upgraded to a Wolf Guard Pack Leader for +13 points. A Wolf Guard Pack Leader has access to the cult armory. FAST ATTACK selections 0+ Fenris Wolf Pack
Squad: 5-15 fenris wolves Weapons: teeth and claws Options: 1 fenris wolf may be upgraded to a Blackmane wolf for +10 points Cavalry: wolf packs move as cavalry Surefooted: wolf packs roll an extra die when moving through difficult terrain Aggressive: if fenris wolf pack is lead by a blackmane wolf, then the pack becomes aggressive and must charge an enemy if in range to do so. HEAVY SUPPORT selections 0+ Land Speeder squadron - as per Codex: Space Marines 0-1 Land Speeder Tornado - as per Codex: Space Marines 0-1 Land Speeder Typhoon - as per Codex: Space Marines NOTE: in any mission which uses the 'reserves' secnario rule, ALL heavy support selection MUST be held in reserve ARMORY selections The Cult of Morkai uses the Space Wolf armory with the following modifications.
ARMY SPECIAL RULES Cult of Morkai uses all special rules from Codex: Space Wolves except for the Drop Pods special rule. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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