Felinid
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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.
Tiger Squad (80 pts - Elites):
A more aggressive breed of Felinid, these abhumans are born with a characteristic striped pattern to their fur and have a strong predatory instinct; unlike most Felinids, Tigers are notorious for savoring the effort in prying the can open to consume their prey.
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Tiger | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 7 | 5+ |
Alpha Tiger | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 8 | 5+ |
Unit Type: Infantry. Alpha Tiger is (Infantry, Character).
Unit Composition: 11 Tigers and 1 Alpha Tiger.
Wargear:
- Tiger: Flak Armour, Tiger Claw.
- Alpha Tiger: Flak Armour, Tiger Claw.
The Tiger Claw is essentially an enormous chain-axe with the teeth replaced with torches.
Name | Range | S | AP | Type |
---|---|---|---|---|
Tiger Claw | Melee | X2 | 1 | Two-Handed, Unwieldy, Armorbane, Awkward, Gets Hot |
- Awkward: A melee weapon with this special rule reduces its user's Attacks as though the user were employing the Smash special rule.
Special Rules:
- Outflank
- Cat's Eye
- Cat's Grace
- Furious Charge
- 'Monster Hunter
- Rage
- 'Tank Hunters
- Doctrine: Mobility: A model with Doctrine: Mobility treats all vehicles they are embarked upon as an Assault Vehicle.
- 'Tank Chasers: A model with Tank Chasers may reroll failed charges against Vehicles.
Options: The Squad may take a Taurox as a dedicated transport. If it does, the Taurox also gains Outflank, whether or not the squad chooses to begin the game embarked upon it.
Jaguar Squad (90pts - Fast Attack):
Jaguars are characterised by black or very dark skin and fur. 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. They are particularly fond of dipping their Jaguar Claws in venom before deployment - these are extremely large monomolecular clawed gauntlets designed to separate flesh from bone with the ease of snapping one's fingers.
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Jaguar | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 5+ |
Alpha Jaguar | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 9 | 5+ |
Unit Type: Infantry. Alpha Jaguar is (Infantry, Character). Unit Composition: 4 Felinid Shade Cats and 1 Felinid Alpha Shade Cat. May take up to 5 additional Shade Cats for 18 pts/model.
Wargear:
- Jaguar: Flak Armour, Two Jaguar Claws, Sniper Rifle.
- Alpha Jaguar: Flak Armour, Two Jaguar Claws, Sniper Rifle.
Name | Range | S | AP | Type |
---|---|---|---|---|
Jaguar Claw | Melee | User | - | Shred, Poisoned (2+), Rending, Specialist Weapon |
Special Rules:
- Crusader
- Cat's Eye
- Cat's Grace
- Crusader
- Fleet
- Infiltrate
- Scout
- Stealth
Options:
- Any Jaguar may carry a Medi Pack for 15pts.
- Alpha Jaguar may take improved poison for 15pts; this grants her close combat attacks the Instant Death special rule.
- Any Jaguar may replace their Sniper Rifle with any weapon from the Imperial Guard Specialist Weapons List at cost.
- The entire Squad may replace their Stealth USR with Shrouded for 1 point per model.
Special Rules:
- Cat's Eye: Felinids have the Night Vision and Acute Senses USRs, and Preferred Enemy (anything with Toughness and Strength 2 or less).
- Cat's Grace: Felinids move exactly as though they were Beasts, despite having the Infantry type. When hit by a lascannon, multi-laser, lasgun, laspistol, hellgun, or hellpistol, a unit of Felinids must take a Pinning test to represent them getting distracted by the shiny dot.
- Medi Pack: FNP (6+) and IWND (6+) for the entire unit.
- 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: Stealth, Scout, and Infiltrate USRs.
Gallery
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almost Heresy
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The Carlos McConnellan 51st Flying Pussyfoots always land on their feet!
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