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==Codex: Carron the Damned== After the circumstances of the [[Kaurava System|Kaurava]] conflict's [[Vance Motherfucking Stubbs|ending]] were explored further, GW has released an alternative set of rules for those who wish to forge a narrative wherein Firaeveus Carron was defeated, but managed to live past his canonical defeat... for a certain manner of [[Helbrute|"living".]] {| border="1" cellspacing="0" cellpadding="5" align="left" ! 7th Edition || Pts || WS || BS || S || Front || Side || Rear || I || A || HP || Unit Type |- | '''Carron the Damned:''' || 200 || 6 || 4 || 7 || 13 || 12 || 10 || 4 || 6 || 3 || Vehicle (Walker, Character) |}<br><br><br><br> Wargear: Power fist, Multi-melta. Carron the Damned may replace or upgrade any of his weapons with the standard options available to a [[Helbrute]]. Carron the Damned may take Extra Vehicle Armor (10 pts) or Dedication to Khorne (20 pts). You may not designate Carron the Damned as your Warlord. Carron the Damned may not embark any Transports while in play, but may take a Chaos Dreadclaw Drop Pod as a Dedicated Transport. ====Special Rules==== ===Crazed=== As per the rules for a standard Helbrute. ===Rhinos....RHIIIINOOOOS!=== Even in death Carron's hatred of Rhinos still burns. Whenever Carron charges any Rhino-based vehicle ([[Rhino Transport]]s, [[Predator Tank]]s, [[Whirlwind Artillery Tank]]s, [[Razorback]]s, and [[Vindicator]]s. Loyalist or Traitor.) he will attack with the Smash special rule and automatically inflicts a "Crew Stunned" result once he reaches base contact with the vehicle that cannot be negated or re-rolled, regardless of the charged vehicle's abilities to do so. Furthermore, Carron's imprisonment in his [[Dawn of War 2|TIGHT METAL BOX]] has only inflamed his hatred to near apoplectic levels. At the start of your movement, shooting, and assault phases; if Carron has line of sight to a Rhino-based vehicle within 9" of him, and if he does not respectively move towards, shoot, or fight or declare a charge against the vehicle, then Carron gains a Crazed Marker. In addition, subtract 1 from all Crazed and TIGHT METAL BAWKS! rolls until the end of your next turn, this effect can stack. In the event of multiple Rhino-based vehicles within 9", then Carron gains the Furious Charge rule and must declare a charge against the closest Rhino-based vehicle if able. ===METAL BAWKSES!=== Carron has such a certain disdain for any kind of MEHTAL BAWKS that it leads him to violently charge them whenever he gets the chance, and his entombment has only worsened this mania. Whenever he charges any non-Rhino vehicle, the charged vehicle suffers from "Crew Shaken". Furthermore, at the start of your movement, shooting, and assault phases; if Carron has line of sight to a non-Rhino-based vehicle within 9" of him, and if he does not respectively move towards, shoot, or fight or declare a charge against the vehicle, then Carron gains a Crazed Marker. In addition, shooting attacks not directed towards the vehicle suffer -1 to hit. In the event of multiple non-Rhino vehicles within 9", then you may choose which vehicle counts for the resolution of this rule. ===TIGHT METAL BAWKS!=== Carron's lucidity ebbs and flows on the tides of his shattered sanity, sometimes, he realizes that he has been trapped inside of a tight metal box. If at any time during your turn Carron the Damned has 2+ Crazed Markers, or if you begin your turn when Carron the Damned has 2+ Crazed Markers; then clear all Crazed Markers and roll 2d6: *If the result is 2-3; Carron the Damned's fragile mental state snaps within the confines of the TIGHT METAL BOX he is entombed in. Sobbing and blubbering, Carron lashes out all units within 3" of him, resolve an attack from each of his melee weapons against them at 3WS. If there are no units in range, then roll 1d2; on a 1, resolve an attack from one of Carron's melee weapons against himself using his Front AV value, this attack does not automatically hit to represent the wild and despairing flailing of Carron, if Carron has more than one melee weapon, then randomly choose which one to be used; on a 2, Carron moves 2d6" towards the nearest building or piece of obscuring cover that will obscure him from the view of both allied and enemy units in his current line of sight, Carron will move in as straight of a line as possible to the destination, even through other pieces of obscuring cover or the walls of the building, if he does so, then destroy the pieces of cover or resolve an attack from each of his melee weapons against the building before placing him at the destination. *If the result is 4-11; Carron remains marginally stable. Gain 1 Crazed Marker and resume the phase as normal. *If the result is 12; Carron's little remaining sanity dissolves into [[Meme|a momentary madness, it is a good pain.]] Carron then gains -1WS, +2A, and fleet. These bonuses lasts for 2 turns or until Carron successfully eliminates a unit in assault. Carron may not gain Crazed Markers while these bonuses are in effect. If Carron departed a transport at any time, then Carron must immediately roll on this table. If you roll on this table then you may not make any Crazed Rolls until the beginning of your next turn. ===[[Metal Gear|Alpharius! You can't do that! You'll create a time paradox!]]=== If Carron the Damned is in your Detachment or Formation, you may not take Firaeveus Carron in the same Detachment, Formation, or any other allied Detachments or Formations.
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