300
points - all inclusive
MARKS OF CHAOS - Slaanesh
Sinister bears the mark of chaos which means he is immune to psychology will never break.
ARMAMENT
Bolt pistol, Frag grenades, Blastmaster and Doom Siren
WARGEAR
Sinister can take up to 3 wargear cards. These must be Twisted Mind, Fine Tuner and Steed with gun-mount.
PSYCHIC CACOPHANY
Sinister is a slaanesh noise marine and so he gets this ability.
RAPID FIRE - As normal
Sinister is a space marine and the normal rapid-fire rules apply.
BLESSED FORCE - Re-take
break tests
If Sinister is your army commander then, before battle, Sinister blesses each member of his army (exept those bearing the mark of khorne). This means they can re-roll break tests.
M | WS | BS | S | T | W | I | A | Ld |
4 | 6 | 7 | 3 | 5 | 3 | 7 | 3 | 10 |
Sinister is the epitome of slaanesh followers. He has been through
the warp and survived. The daemons of slaanesh like to use him as their
embassador to the real universe. His time in the warp has twisted and changed
his mind and physical features to make him fearsome to his opponents. Although
his skill and strength lack it is difficult for mortal foes to even strike
Sinister because they are overcome by his gaze. Through his eyes you can see the
daemon within him. Sinister may command your army. Sinister has a strategy
rating of 5.
FINE TUNER - Increases
weapon range 25%, 20" psychic cacophany, must re-tune
The fine-tuner is a small device which is mounted on all of Sinister's Sonic weapons before battle. Its a creation devised by his own twisted mind in order to increase the effectiveness of the sonic waves, pulsating from his weapons. It's kind of like a tuner for a musical instruments. The fine tunerfinds the perfect pitch and amplifies it. In this way Sinister's sonic weapons have their range extended by 25% (note that the strength of the Doom Siren is increased by 1). By amplifying the sonic waves it also increases the potency of the psychic cacophany by extending it 4". The only problem with the tuner is that the weapons must be re-tuned periodically. To represent this, if any of Sinister's sonic weapons hit and do not inflict any wounds or penetrate armour he must take one turn to re-tunr his weapons. During the next turn he may not move or fire during the next turn but will fight as normal if attacked.
STEED WITH GUN-MOUNT -
Normal steed rules, move-and-fire rules don't apply
The daemons of slaanesh have bestowed on Sinister the best and most intelligent steed they could find to reek their wrath on its enemies. Sinister works very well with the beast and has developed a gun-mount for his coveted Blastmaster on the steed's back. This gives him the option of moving and firing in the same turn.
PARTIAL DAEMON - Allure of
Slaanesh, Gaze of Slaanesh, Gives half-stats if draw after a round of HTH,
Daemonic Aura
Sinister's mind and body has been partially inhabited by daemons of slaanesh. When foot troops look him in the face they are parallized with fear. Being is a state of euphoria, they completely forget they are in the midst of a battle. Sometimes the daemons can escape Sinister through his eyes and enter into his enemies body, making him weak and useless. In this way Sinister gets the Allure of Slaanesh, the Gaze of Slaanesh and, if there is a standoff after a round of HTH, the opponent must test against his leadership on 3D6 or half all his stats. Since Sinister is not entirely mortal, he shares the daemonic aura of his steed and has his regular power armour as well. This gives him a 4+ unmodifiable saving throw as well a 3+ save which can be modified as normal (note that he gets +1 to this save because he is on a riding beast).
Reuven Sussman 1997