Well, it's been one year since the inception of this little corner of the blogosphere, so now I've lit the cake I'll have a bit of fun making rules for Our Glorious Leader.
Fabricator General Atrotos
The intelligence gathered on the mysterious figure known as Atrotos reveals very little. It is clear he studied on Mars and joined an expeditionary fleet, but after that the fleet went missing in the Warp and records became vague. Years later he resurfaced into the world accompanying regiments of traitors and servitors, whom he orders around using wireless relays in their brains. His equipment is unheard of and strange, with armour that seems to possess rudimentary AI that goes far beyond the capabilites of a regular Machine Spirit. Recent 'evidence' linking him to the force known as the Stellan Hoplites is pure conjecture.
Atrotos may be taken as a HQ choice in an Imperial Guard army, or with a Stellan Hoplite army with at least three squads of Cataphracts.
Unit: 1 (unique)
Unit Type: Infantry
Wargear: Gnosis Armour, Covenant Pattern Plasma Cannon, Haephes Axe, frag and krak grenades, servo-arm.
Gnosis Armour: The Gnosis suit is an intelligent power armour able to adapt itself to protect against different methods of attack. At the beginning of each of your turns, declare one type of weapon (this can be a ranged or close combat weapon). Until your next turn, all attacks made against Atrotos with that weapon have their Strength reduced by 1. Againt power fists and thunder hammers, the point is taken off after the model's S is doubled, and against weapons that wound on a set value (witchblades, poison, etc) the set value is increased by 1 (so 4+ becomes 5+, etc). In addition, Gets Hot only affects Atrotos on a roll of 4+.
Covenant Pattern Plasma Cannon: This is a range weapon with the following profile:
Range: 24", S:7, AP:2, Type: Assault 1, Blast. If Atrotos does not move, the range increases by 6".
Haephes Axe: This is a power weapon that improves Atrotos' S by 1. In addition, models who suffer a wound to the Haephes axe in close combat have their Initiative reduced by 1 per wound.
Special Rules: Independent Character, Blessing of the Omnissiah, Herabionics, Coded Order System
Herabionics: Atrotos' extensive, seemingly god-gifted bionics grant him Feel No Pain that works on a 6+. In addition, this save may be taken against close combat attacks that allow no armour saves and weapons that cause Instant Death.
Coded Order System: Atrotos may hack into Servitors using a wireless device to give Orders to units of Servitors with a Command Radius of 18". For the purposes of Orders Checks all units of Servitors count as having Leadership 10. He can use the Orders below:
System Restore: Atrotos reboots a nearby unit of Servitors. This order is used on a unit of Servitors that are in a state of Mindlock. The unit may Run or shoot normally this turn.
Delete: Atrotos forces the Servitor's firing algorhythm into a loop. If used successfully, the unit immediately makes a shooting attack, and their weapons count as twin-linked.
Upgrade: Atrotos updates the Servitors with new enemy information. If used successfully, the unit counts as having Preferred Enemy until your next player turn.
Servitors: Units of 5-10 Servitors may be taken as Troops in an Imperial Guard army (or may be taken in a Stellan Hoplites army) but are not scoring and do not use up a Force Organisation slot. For every three Servitors taken one may upgrade to a Heavy Bolter, Multi-Melta or Plasma Cannon (one per unit) for the points cost listed in Codex: Imperial Guard.
And that's one year gone. A huge thank-you to Atrotos for letting me work on this project and for inspiring my creative juices. You may have the cake. Later on, I'll review my own progress throughout this year. See you next time, and as always, C+C appreciated.