Rules Updates: Stelek Bannus
Stelek Bannus is, as he will tell you multiple times, the greatest warrior in the galaxy. He is capable of annihalating entire armies without so much as getting out of his transport, which only he is allowed to occupy. Recently he has begun a Great Crusade of his own, travelling around planets and finding armies to 'improve', by a carefully planned method of hyperbolic, profane and ego-boosting shouting. After a year or so of this, he reorganises his lucky victims into new formations. Tzeentch has expressed his desire to bless him for his changes, but as he has decided that Tzeentch is terribad, Stelek refuses the blessing.
Stelek is a HQ choice in a Space Wolves army.
Unit Type: Infantry
Wargear: Meltagun, Improved Digital Weapons, Iron Halo, offensive and defensive grenades, melta bombs
Improved Digital Weapons:After Stelek injured his hand and whined about it for five years, the Adeptus Mechanicus couldn't take it any longer, lopped off both his hands and replaced them with bionic ones. The middle fingers host power laser blades that count as a pair of Lightning Claws that bestow +1 Strength.
Special Rules: Independent Character, "I can take YOUR army...", Just Won't Die, It Should Be In Cover!, Kill Points are Shi'ite (a follower of Shi'ah Islam)
"I can take YOUR army...": ...and beat MY army with it. After both sides have deployed, roll a D6. On a 1 both players switch armies. Stelek joins the other army, switching places with 1 HQ choice. He must take his mandatory transport with him.
Just Won't Die: It is said that the only way to stop Bannus for good is to convince the entire world that there is no such thing as casual play and the term '40k' can only be applied to competive play, something currently only he does. Because this is clearly impossible, Stelek cannot be reduced to below 1 Wound.
It Should Be In Cover!: Stelek frequently advocated putting things in cover, not taking into account the battle conditions in any way. Designate one unit in his army (after any swap). It gains a 4+ Cover Save for the rest of the game, even if it is in the open.
Kill Points are...: You get the idea. Only Seize Ground and Capture and Control can be played if Stelek is present. If the unspeakable other is rolled, roll again.
Transport: Stelek MUST be mounted in a las-plas Razorback bought with him.
So that's it. I personally believe this to be the greatest ruleset I have ever made, and it will be instrumental in allowing homebrew into major tournaments, along with my new Tau transport, the Flying Pigfish.
Next time I discuss whether or not there are any point to rules for Artillery.