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[[File:A_fe0bacc1.jpg|250px|thumb|right|What they probably would look like...]]
[[File:A_fe0bacc1.jpg|250px|thumb|right|What they probably would look like...]]
Felinids are a strain of [[Abhuman]] that reside on a very pimpish name for a Planet, '''Carlos McConnell'''. They go by the scientific name ''Homos sapien hirsutus''.
Felinids are a strain of [[Abhuman]] that reside on a very pimpish name for a Planet, [[Carlos_McConnell|'''Carlos McConnell''']]. They go by the scientific name ''Homos sapien hirsutus''.


Thus ends the entirety of the canonical information on the Felinids. I wish I was kidding.
Thus ends the entirety of the canonical information on the Felinids. I wish I was kidding.

Revision as of 12:38, 9 February 2015

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What they probably would look like...

Felinids are a strain of Abhuman that reside on a very pimpish name for a Planet, Carlos McConnell. They go by the scientific name Homos sapien hirsutus.

Thus ends the entirety of the canonical information on the Felinids. I wish I was kidding.

Judging by their name they might as well be Imperial Catgirls, if not full-on furries (hirsutus = hairy), although the idea on why Humanity started growing feline like traits is beyond the realms of contemporary science. Since almost nothing is known of them, nor their planet, the flood gates were opened for /tg/ to imagine up their relationship with the Imperium; as something only the Guys with fancy hats would have the permission of "Studying" them. Although it would be quite the hilarity to vision a Space Wolf Wulfen chasing down a Felinid.

What their role is in the Imperium

Although almost nothing is know about the Felinids, we can speculate that they might be used as road cleaners or construction workers or anything that has to do with Civilian work, since they are never mentioned to be part of the military. Furthermore due to their location on one planet, they might also be used as exotic dancers or sex slaves by your average Imperial Joe. "IF" they were in the Imperial Guard, then they could either be used as scouts, thieves or assassins, but this is mainly a stereotype of Cat-people so it might not be true.

Their Biology

Since they might be the Imperial analogue to Cat-Folk, we expect the Felinids to have a small and slender body posture. Furthermore, like all felines, they should have incredible flexibility and agility, their strength should be slightly weaker to a baseline human (If they are based on a small cat of course) but they also could be much faster. Its scientific name, hirsutus, which means "Hairy" in Latin, could also suggest that they are Furries, although how hairy/furry their body could be, is up for debate. Some chose to imagine them as catgirls with glam-rock hair, which given 40k's origins, is rather likely.

NOW WITH PROFILES AND RULES

Felinid "Cat's Paws" Squad (65pts - Troops):

The most common Felinid Squad. Thanks to their natural capabilities, Cat's Paws require less training than the average Guardsman and are used in outflanking and surprising enemy formations.

Name WS BS S T W I A Ld Sv
Felinid 3 4 3 3 1 4 2 7 5+/6+
Felinid Weapons Specialist 3 4 3 3 1 4 2 7 5+/6+
Felinid Alpha 4 4 3 3 2 4 3 8 5+/6+

Unit Type: Infantry. Felinid Alpha (Infantry, Character).

Unit Composition: 7 Felinids, 2 Felinid Weapons Specialists and 1 Felinid Alpha.

Wargear:

  • Felinid: Flak Armour, Lasgun, Frag Grenades.
  • Felinid Weapons Specialist: Flak Armour, Lasgun, Frag Grenades.
  • Felinid Alpha: Flak Armour, Lasgun, Frag Grenades.

Special Rules:

  • Outflank
  • Crusader
  • Cat's Eye
  • Cat's Grace

Options:

  • Felinid Alpha may take items from the Ranged Weapons list.
  • Felinid Alpha may replace her Lasgun with a Close Combat Weapon and Laspistol for free.
  • Felinid Alpha may replace her Close Combat Weapon for a Power Sword for 15pts.
  • Felinid Alpha may replace her Laspistol with a Bolt Pistol for 1pt, or Plasma Pistol for 15pts.
  • Felinid Alpha may take Melta Bombs for 5pts.
  • Felinid Alpha may carry a Medi Pack for 15pts.
  • Felinid Alpha may replace her Flak Armour with a Carapace Armour for 5pts.
  • Felinid Weapons Specialist MUST replace their Lasguns with the items from the Specialist Weapons List.
  • The Squad may take Krak Grenades for 10pts.
  • One of the Squad members may carry a Vox Caster for 5pts.

Felinid "Wild Cats" Squad (80 pts - Troops):

A more aggressive breed of Felinids. These abhumans are born with characteristic striped or spotted patterns, have a strong predatory instinct that characterizes in having a predisposition hand to hand combat, and an overall taste for blood.

Wild Cats are trained from a very young age as close-combat specialists and shock troopers to quickly engage enemies and keep them busy while the Guardsmen do the rest by shooting down fleeing soldiers...that is if there will be anyone to shoot down by the time the girls are done with the help of their Chain Axes. And it nearly always ends very messy.

Name WS BS S T W I A Ld Sv
Felinid Wild Cat 4 4 3 3 1 4 2 7 5+/6+
Felinid Alpha Wild Cat 4 4 3 3 2 4 3 8 5+/6+

Unit Type: Infantry. Felinid Alpha Wild Cat (Infantry, Character).

Unit Composition: 11 Felinid Wild Cats and 1 Felinid Alpha Wild Cat.

Wargear:

  • Felinid Wild Cat: Flak Armour, Chain Axe, Laspistol, Frag Grenades.
  • Felinid Alpha Wild Cat: Flak Armour, Chain Axe, Laspistol, Frag Grenades.

Special Rules:

  • Outflank
  • Crusader
  • Cat's Eye
  • Cat's Grace
  • Gladiatorial Specialist

Options:

  • Felinid Alpha Wild Cat may replace her Chain Axe for a Power Axe for 15pts, or both Chain Axe and Laspistol for a pair of Power Axes for 30pts.
  • Felinid Alpha Wild Cat may replace her Laspistol with a additional Chain Axe for free, a Bolt Pistol for 1pt, or Plasma Pistol for 15pts.
  • Felinid Alpha Wild Cat may replace her Flak Armour with a Carapace Armour for 5pts.
  • Felinid Alpha Wild Cat may carry a Medi Pack for 15pts.
  • All Felinid Wild Cats may replace their Laspistols with an additional Chain Axe.
  • The Squad may take Krak Grenades for 10pts.
  • One of the Squad members may carry a Vox Caster for 5pts.
  • Demolitions - The entire Squad may take Melta Bombs for 30pts. Additionally the Felinid Alpha Wild Cat has a Demolition Charge in addition to her current equipment.


Felinid "Shade Cats" Specialist Squad (90pts - Elite):

A rare breed of Felinds. Shade Cats are even more agile than their more common kin, and are characterised with a black or very dark skin and fur colour. These abhumans are used as forward vanguards or assassins due to their natural affinity for stealth by the few Guard Regiments that can afford these specialists.

Shade Cat armaments include weapons coated in potent venoms and toxins, as well as recon gear. Due to their numbers, these Felinids get a even more harrowing training in order to increase their survivability.

Name WS BS S T W I A Ld Sv
Felinid Shade Cat 4 4 3 3 1 4 2 8 5+/6+
Felinid Shade Cat Weapons Specialist 4 4 3 3 1 4 2 8 5+/6+
Felinid Alpha Shade Cat 4 4 3 3 2 4 3 9 5+/6+

Unit Type: Infantry. Felinid Alpha Shade Cat (Infantry, Character).

Unit Composition: 4 Felinid Shade Cats, 2 Felinid Shade Cat Weapons Specialist and 1 Felinid Alpha Shade Cat.

Wargear:

  • Felinid Shade Cat: Flak Armour, Close Combat Weapon, Bolt Pistol, Boltgun, Frag Grenades, Venom Rounds Special Issue Ammunition.
  • Felinid Shade Cat Weapons Specialist: Flak Armour, Close Combat Weapon, Bolt Pistol, Boltgun, Frag Grenades, Venom Rounds Special Issue Ammunition.
  • Felinid Alpha Shade Cat: Flak Armour, Close Combat Weapon, Bolt Pistol, Boltgun, Frag Grenades, Venom Rounds Special Issue Ammunition.

Venom Ammunition: Special issue ammunition created for the sole use by Shade Cat Squads with their Boltguns. Venom Ammunition is essentially a weaker, yet easier to produce version of Hellfire Rounds used by Space Marines.

Before shooting, Shade Cats may choose to fire either their normal Bolt Rounds, or their Special Issue Ammunition.

Name Range S AP Type
Venom Ammunition 24" 1 5 Rapid Fire, Poisoned (3+)

Special Rules:

  • Outflank
  • Crusader
  • Cat's Eye
  • Cat's Grace
  • Envenomed
  • Covert Training

Options:

  • Felinid Alpha Shade Cat may carry a Medi Pack for 15pts.
  • Felinid Alpha Shade Cat may replace her Close Combat Weapon for a Power Sword for 15pts.
  • Felinid Alpha Shade Cat may take Melta Bombs for 5pts.
  • Felinid Alpha Shade Cat may replace her Flak Armour with a Carapace Armour for 5pts.
  • Felinid Shade Cat Weapons Specialist MUST replace their Boltguns with the items from the Specialist Weapons List. May replace Bolguns for Sniper Rifles for free.
  • The Squad may take Krak Grenades for 10pts.
  • One of the Squad members may carry a Vox Caster for 5pts.
  • Forward Sentries - The entire Squad may take Camo Gear and Snare Mines for 10pts.

Special Rules:

  • Cat's Eye: Thanks to their superior, feline eye construction, Felinids have a sharper than average sight, and the ability to see far better in completely dark areas or places with very limited light. Felinids gain a permanent +1 to Ballistic Skills and the Night Vision USR.
  • Cat's Grace: Due to their alternate anatomy, Felinids are faster and more agile than an average Guardsman, yet still not as fast to outmatch a Space Marine. Felinids have a permanent +1 to Initiative and a 6+ Invulnerability Save in Close Combat. The latter stacks with Medi Packs. Additionally, models with this rule have the Move Through Cover USR.
    • If Medi Pack is taken, note that the squad has a 5+ Invulnerability Save only in Close Combat, while the 6+ Feel No Pain Save is only applied against ranged weapons.
  • Gladiatorial Training: Due to the training they've got since their upbringing, Wild Cat Felinids are skilled in the use of their axes to the point that they can swing both simultaneously. The entire squad's Chain Axes (this includes the Alpha Wild Cat's Power Axes) count as Specialist Weapons. Additionally the whole squad has the Furious Assault USR.
  • Envenomed: Shade Cats are known to apply lethal cocktails of highly venomous substances on their weapons in order to make sure that their prey won't live long enough if they manage to flee. All Close Combat Weapons (including the Alpha Shade Cat's Power Sword) gains the Poisoned (3+) USR.
  • Covert Training: Shade Cats undergo a more advanced training in recon and stealth in order to make them get closer to enemy positions. The unit with this rule gains both the Stealth and Scout USR. Additionally, Shade Cats may switch their Boltguns and Specialist Weapons for their Close Combat Weapons and Bolt Pistols once per turn.

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