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Your Own Unique characters in 40K @ 2012/02/17 23:05:39


Post by: Meridia


Basically come up with you own characters, the story behind them and the rules for them on the battlefield. Feel free to contribute characters or to suggest changes if you disagree with anything.
So, for example:

Screaming Lord Silon 70pts

WS 4
BS 4
S 3
T 3
W 3
I 3
A 3
Ld 10
Sv 4+

Equipment: Bolt Pistol, Power Sword, Carapace Armour, Frag Grenades, Refractor Field, Stubborn

One company command squad may replace its company commander with Silon.

Special Rules:
Senior Officer - As per Codex
Fading Genius - Once a great mind, horrors of the warp have left Silon slightly unhinged. As such, when issuing orders, roll d6 and compare to the following table:

1 - unhinged, unit nearest the enemy must either charge, or if not possible, move as close as possible to the enemy
2 - slow, Silon may only issue one order this turn
3,4 - usual, can issue two orders as per usual for company commanders
5 - lucid, Silon may issue up to three orders that turn, from both CC and BC lists
6 - flash of brilliance - In a moment of his old flair Silon may issue up to three orders from CC and BC lists, and may reroll 3 die for the IG forces in the shooting phase. However this causes strain and as such the next turn his roll has a -1 modifier.

"Screaming" Lord Silon was part of the 1st Meridians almost from birth, enlisting as a private at age 16, as was customary for all. He rose swiftly through the ranks, showing unusual tactical brilliance and flair. His first major battle was in a ship to ship action defending the moon of Mehrunes. His boarding actions and orders is still today used as an example of exemplary tactics, of use of cover and covering advance. His order to leave the wounded to speed the advance, though unpopular at the time, was also applauded as the speed of the attack was viewed as a crucial component of the victory achieved that day.

He continued to rise through the ranks of the imperial guard, before becoming the Company commander of the 1st Meridians, at the relatively young age of 44. Several years later, a Chaos incursion led to a drop pod assault on Mehrunes' to attempt to sieze its valuable admantium core. The 1st Meridians were present on the surface and fought a desperate delaying action. Eventually, despite 80% casualty rates, and thanks to the timely arrival of the armoured divisions of Meridia along with Templar allies, the chaos threat was defeated. Silon was held up as a hero to the Imperium for his actions in those desperate days, including his slaying of the Bloodthirster that tore apart the rest of his command squad. However, this had come at a cost, the warp terrors had cost him his mind. This placed the guard at a quandry, as he could not be removed from service as he was a hero, however, he was not fit for command. Eventually a compromise was reached, and he was put out to pasture as leader of the 9th meridians, who were essentially a battalion whose existence is only that of slowing the enemy for long enough that the full force of the Imperium can be brought to bear. He exists as a haunted soul, nicknamed for the screams that come from his bedchamber at night, as he relives again and again the events of Mehrunes, though the occasional flash of the old Silon occasionally surface, they are becoming ever further apart.


Your Own Unique characters in 40K @ 2012/02/17 23:22:33


Post by: sub-zero


Magnus Carbohal is a direct decendant of Lord Macragge Marneus Calgar. From the time of his birth he was supervised and trained by Marneus himself. His rise through the ranks from initiate to capt. of the first company was watched by Lord Macragge with great interest and over whelming pride. To prove his worth, Magnus volenteered for the most dangerous missions, including boarding actions of Tyranid infested space hulks as a scout to direct frontal assaults of ork strongholds as a space marine of the 4th company. He served under Chaplain Cassius in the tyranid veterans squad for over five decades before taking on the role as a terminator in the 1st company. Subsuquentally his master crafted heavy flamer named "Devine Purification" was built by Cassius himself. After serving nearly 30 years as a terminator, he was givin the prestigious opportunity to lead the 1st company as thier captain. Upon giving this honor, Marneus Calgar ordered the tech-priests of Mars to craft a lightning claw the likes of which have never been seen before. Using the rarest of materials and technology that had been forgotten for thousands of years, the Magos of the Adeptus Mechanicus laboured for 7 years creating this most devistating of weapons. Fabricator-General Titanicus Gearhart of the cult mechanicus presented "Omnissiah's Vengeance" to Marneus Calgar, who then bestowed this great and terrible weapon of destruction to Capt. Magnus Carbohal. As the natural succesor to Marneus Calgar as Chapter Master, the unwaivering pride that is instilled into Magnus is also felt by those who serve under him. His men, though mortally wounded, continue to fight with ferocous aggression. So deep rooted is his passion for victory that has been known to enter a trance like state when his battle brothers fall on the fields of battle. When in this state of rage, it has been said that he becomes death incarnate, a blur of lightning claw and spewing forth streams of white hot promethium, moving at a pace that is unatural even for an astartes. He runs from foe to doomed foe, slicing and burning everything in his path. His unquenchable thirst for victory and his rage for vengeance worries Marneus and the other Captains, for they know that the future of the Ultramarines rests in his hands as the named future Chapter Master. If he should fall, so shall the hope and strengh of the Ultramarines.

Capt. Magnus Antonius Carbohal 200 pts.
Captain of the first company

WS BS S T I Ld A W Sv
6.....5...4..4..5.10..3...3...2+

Terminator armor

Iron Halo
confers a 4+ invulnerable save

Mechanicus crafted lighting claw "Omnissiah's Vengeance"
Any roll of 6 to hit in CC allows the wielder to make an additional attack. If any additional attacks also yield the result
of a 6 then continue rolling additional attacks until you roll no further 6's. Roll to wound as normal with all attacks that
score a hit. ( i got this from a Chaos SM fandex. LOL )

Master crafted heavy flamer "Devine Purification"
Str 5 AP 4 Assault 1
twin-linked

And they shall know no fear

Combat tactics

Independant character

Preferred enemy

Prince of Macragge
Any squad that Magnus joins is fearless.

Fury of the Fallen
If at least half of Magnus' squad is killed, Capt. Carbohal and his remaining squad have the Fleet and furious charge USR

Pride of Calgar
If Capt. Carbohal is within 12" of Marneus Calgar, he and his squad receive +1 attack in the assault phase.

Honour of Carbohal
If Capt. Magnus Carbohal should fall in battle, the model is layed down where he was killed and his body becomes an extra objective for either side to claim.

I was thinking of using this model as a bases for Capt. Magnus Antonius Carbohal : http://www.forgeworld.co.uk/Warhammer-40000/Space_Marines/Space_Marine-Infantry-and-Accessories/LUGFT_HURON_CHAPTER_MASTER_OF_THE_ASTRAL_CLAWS.html


Your Own Unique characters in 40K @ 2012/02/18 10:53:24


Post by: Brotherjulian


Sevesh Teel, sorceror lord of Tzeentch and a former librarian of the World Eaters Legion supports my Alpha Legion warband. And no, I don't field Khorne boys with him.
If I ever wanted to play Chaos using the Blood Angels dex this would be my Mephy count-as


Your Own Unique characters in 40K @ 2012/02/18 20:43:48


Post by: Juniperius


Aun'O Auk' kais = High Etherea Skilled Warrior took lead of an expedition when it was in highest danger by pilotting the lead battlesuit when the commander died, he was thus skilled that he kept up the fascade the rest of the campaign, but then his fellow Ethereal smacked him on the head and called him a total fool and genius at once.
He took his case to the coalition with him and was allowed a new rank and nickname, the firewarriors revered him as the example of a brave frontline morale beacon of courage, he then fancied up his battlesuit by adding an honorblade and fancy markings and now he leads on the 7th Bork'an Expansion Coalition.


Your Own Unique characters in 40K @ 2012/02/18 22:43:14


Post by: Deadshot


Should this be in Proposed Rules?


Your Own Unique characters in 40K @ 2012/02/18 22:53:58


Post by: Asherian Command


Okay here is a character for my Wanderers.
Angel Prince Gavreel

WS BS S T W I A LD SV
6... 5..... 4 4 3 5 3 10 +2 ++4

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character,

Angel of War- As an Angel Prince Gavreel is also a capable commander, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests. All who are Allies and are within 12 inches of Gavreel gain this.

The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. Only One squad may be selected as to One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter. (25 points if you want an additional squad to get a special rule)

Wargear- Melta Pistol, Crux Angelus (Iron Halo counts as), Krak grenades, Frag Grenades, Combat Knife.

Drakken Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has rending.

Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assaulting or when being assaulted.

220 Point

(suggestions also allowed)


Your Own Unique characters in 40K @ 2012/02/19 06:31:47


Post by: davidgr33n


Well, since Black Templars have been overlooked for so long, and their characters *suck*, I came up with this special character for them:


Castellan Galadrin Strom

WS 6
BS 4
S 4
T 5
W 3
I 5
A 3
LD 9
SV 2


Wargear: Artificer Armour, Iron Halo, Sword of Antochius, Bolt pistol, Crusader Seals, Krak and Frag Grenades

Sword of Antochius: An ancient weapon passed down to only the most worthy of the Black Templars Emperor's Champions, the Sword of Antochius is a two-handed Master-crafted power weapon that adds +2 to the bearer's strength.

Special Rules: Independent Character, Furious Charge, Rites of Battle, Bionetics

Bionetics: Strom's already genehanced skeletal framework is augmented with adamantium plates and servorotors, increasing his toughness and giving him the Feel No Pain special rule


Castellan Galadrin Strom was amongst the most feared and revered of Emperors Champions, having fought for nearly two hundred years and single-handedly besting every opponent he met in combat. During the Caligulus Crusade, after having wiped out an entire squad of Berzerkers led by a Lord of Khorne, he was separated from the rest of his command and ambushed by two Daemon Princes of Slaanesh. Though he vanquished the servants of Chaos back to the warp from whence they came, Strom's body, already battered by the strains of battle against the Berzerkers, was broken and shattered. His body was borne back to the Black Templars command barge, Emperor's Wrath, where he spent the remainder of the Crusade in the Apothecarium, his wrecked body stitched back together piece by agonizing piece with bionics and cybernetics, painstakingly attended to by the most senior of the Crusade's apothecaries.

It was not until the beginning of the Third War for Armaggeddon that Strom was able to take up arms again, this time against his Ork adversaries. No longer able to take up arms as a Champion of the Emperor, Strom was made Castellan and given command over a Fighting Company. In testament to his worth as a warrior and Leader of Crusaders, Strom was honored and given the Sword of Antochius.

Points: ???

Strom is a close combat beast but otherwise very one-dimensional. I think 175 points is probably about right for him. Any thoughts?





Your Own Unique characters in 40K @ 2012/02/19 13:08:39


Post by: Banzaimash


Castellan Raimer (leader of the Crusade of the Ophidium Gulf).

Pts- 170
WS- 5
BS-5
S-4
T-4
W-3
I-5
A-4
Ld-10
Sv-2+

Special Character- Castellan Raimer is a special character. He may be used in Black Templar armies of at least 1000ptsas a HQ choice. You may not select any additional items for him from the Armoury.

Equipment-Bane of Heretics, Cythorian Talon, Armour of the Eternal Crusade, Crusader Seals, Krak and Frag Grenades.

Special Rules- Independant Character, Rites of Battle.

Bane of Heretics- Bane of Heretics is an assault cannon with the following stats;

Range 24", Str 6, Ap 4, Heavy 6, Rending, Twin-linked.

Cythorian Talon- The Cythorian Talon is a lightning claw that can either increase the the strength of the user by 3, or the attacks of the user by 3. The controlling player may choose which each assault phase.

Armour of the Eternal Crusade- The Armour of the Eternal Crusade is terminator armour that bestows a 4++ save on the user as well as making them immune to instant death of any kind.



Your Own Unique characters in 40K @ 2012/02/19 13:55:24


Post by: TheRobotLol


Vladimir the plagued, Daemon prince of nurgle
200 pts

Ws: 4 BS: 4 s: 6 t: 6 w: 5 i: 4 a: 6 LD: 8 sv: 3+

FOC: elite.
Unit type: monstrous creature.

Weapons and wargear: festus sprayer, rot fist.

FESTUS SPRAYER: Vladimir the plagued has in his possession, an archaic flamer from the times of the Horus heresy. It has the following profile;
Range: template strength: 5 AP: 4 type: assault 2, rending

ROT FIST:
The rot fist counts as a power fist. It also incorporates a laser carbine.

SPECIAL RULES: fearless, furious charge.

PLAGUE SHIELD: Vladimir gains a 3+ invulnerable save in close combat and a 4+ invulnerable save against ranged attacks. The plague shield also gives Vladimir assault and defensive grenades, as thousands of flies swarm out from the cracks in his ancient armour.

LASER BLASTER:
Range: 36” strength: 5 AP: 6 type: heavy 3, rending


BACKGROUND: Vladimir was once a simple clan-lord on a backwater planet. After several years and many successful campaigns, however, he fell gravely ill and due to the fact that his planet was so lacking in technology, he could not be cured. After several months, he received a vision that he would rule over his world with an iron fist, if he would pledge his devotion to Nurgle. Vladimir accepted immediately, and within the minute, he was a horrific daemon prince of Nurgle.


Your Own Unique characters in 40K @ 2012/02/19 13:57:37


Post by: Meridia


Deadshot wrote:Should this be in Proposed Rules?


I don't think so, as I'm viewing it as a discussion of special characters we have come up with or use, rather than wishing to include them as a character that should be included in the codex.

As such I think it is a general discussion rather than a proposal of rules change? We aren't suggesting any new rules, just new characters to give flavour to our armies


Automatically Appended Next Post:
Spoiler:
TheRobotLol wrote:Vladimir the plagued, Daemon prince of nurgle
200 pts

Ws: 4 BS: 4 s: 6 t: 6 w: 5 i: 4 a: 6 LD: 8 sv: 3+

FOC: elite.
Unit type: monstrous creature.

Weapons and wargear: festus sprayer, rot fist.

FESTUS SPRAYER: Vladimir the plagued has in his possession, an archaic flamer from the times of the Horus heresy. It has the following profile;
Range: template strength: 5 AP: 4 type: assault 2, rending

ROT FIST:
The rot fist counts as a power fist. It also incorporates a laser carbine.

SPECIAL RULES: fearless, furious charge.

PLAGUE SHIELD: Vladimir gains a 3+ invulnerable save in close combat and a 4+ invulnerable save against ranged attacks. The plague shield also gives Vladimir assault and defensive grenades, as thousands of flies swarm out from the cracks in his ancient armour.

LASER BLASTER:
Range: 36” strength: 5 AP: 6 type: heavy 3, rending


BACKGROUND: Vladimir was once a simple clan-lord on a backwater planet. After several years and many successful campaigns, however, he fell gravely ill and due to the fact that his planet was so lacking in technology, he could not be cured. After several months, he received a vision that he would rule over his world with an iron fist, if he would pledge his devotion to Nurgle. Vladimir accepted immediately, and within the minute, he was a horrific daemon prince of Nurgle.


http://www.dakkadakka.com/gallery/328031-Chaos%2C%20Nurgle%2C%20Space%20Marines.html Is he the guy on the right? Because that's a really cool model


Your Own Unique characters in 40K @ 2012/02/19 14:41:05


Post by: Deadshot


Meridia wrote:
Deadshot wrote:Should this be in Proposed Rules?


I don't think so, as I'm viewing it as a discussion of special characters we have come up with or use, rather than wishing to include them as a character that should be included in the codex.

As such I think it is a general discussion rather than a proposal of rules change? We aren't suggesting any new rules, just new characters to give flavour to our armies


Automatically Appended Next Post:
Spoiler:
TheRobotLol wrote:Vladimir the plagued, Daemon prince of nurgle
200 pts

Ws: 4 BS: 4 s: 6 t: 6 w: 5 i: 4 a: 6 LD: 8 sv: 3+

FOC: elite.
Unit type: monstrous creature.

Weapons and wargear: festus sprayer, rot fist.

FESTUS SPRAYER: Vladimir the plagued has in his possession, an archaic flamer from the times of the Horus heresy. It has the following profile;
Range: template strength: 5 AP: 4 type: assault 2, rending

ROT FIST:
The rot fist counts as a power fist. It also incorporates a laser carbine.

SPECIAL RULES: fearless, furious charge.

PLAGUE SHIELD: Vladimir gains a 3+ invulnerable save in close combat and a 4+ invulnerable save against ranged attacks. The plague shield also gives Vladimir assault and defensive grenades, as thousands of flies swarm out from the cracks in his ancient armour.

LASER BLASTER:
Range: 36” strength: 5 AP: 6 type: heavy 3, rending


BACKGROUND: Vladimir was once a simple clan-lord on a backwater planet. After several years and many successful campaigns, however, he fell gravely ill and due to the fact that his planet was so lacking in technology, he could not be cured. After several months, he received a vision that he would rule over his world with an iron fist, if he would pledge his devotion to Nurgle. Vladimir accepted immediately, and within the minute, he was a horrific daemon prince of Nurgle.


http://www.dakkadakka.com/gallery/328031-Chaos%2C%20Nurgle%2C%20Space%20Marines.html Is he the guy on the right? Because that's a really cool model





Proposed rules is also for custom units and codexes.


Your Own Unique characters in 40K @ 2012/02/19 14:43:30


Post by: TheRobotLol


Meridia wrote:
Deadshot wrote:Should this be in Proposed Rules?


I don't think so, as I'm viewing it as a discussion of special characters we have come up with or use, rather than wishing to include them as a character that should be included in the codex.

As such I think it is a general discussion rather than a proposal of rules change? We aren't suggesting any new rules, just new characters to give flavour to our armies


Automatically Appended Next Post:
Spoiler:
TheRobotLol wrote:Vladimir the plagued, Daemon prince of nurgle
200 pts

Ws: 4 BS: 4 s: 6 t: 6 w: 5 i: 4 a: 6 LD: 8 sv: 3+

FOC: elite.
Unit type: monstrous creature.

Weapons and wargear: festus sprayer, rot fist.

FESTUS SPRAYER: Vladimir the plagued has in his possession, an archaic flamer from the times of the Horus heresy. It has the following profile;
Range: template strength: 5 AP: 4 type: assault 2, rending

ROT FIST:
The rot fist counts as a power fist. It also incorporates a laser carbine.

SPECIAL RULES: fearless, furious charge.

PLAGUE SHIELD: Vladimir gains a 3+ invulnerable save in close combat and a 4+ invulnerable save against ranged attacks. The plague shield also gives Vladimir assault and defensive grenades, as thousands of flies swarm out from the cracks in his ancient armour.

LASER BLASTER:
Range: 36” strength: 5 AP: 6 type: heavy 3, rending


BACKGROUND: Vladimir was once a simple clan-lord on a backwater planet. After several years and many successful campaigns, however, he fell gravely ill and due to the fact that his planet was so lacking in technology, he could not be cured. After several months, he received a vision that he would rule over his world with an iron fist, if he would pledge his devotion to Nurgle. Vladimir accepted immediately, and within the minute, he was a horrific daemon prince of Nurgle.


http://www.dakkadakka.com/gallery/328031-Chaos%2C%20Nurgle%2C%20Space%20Marines.html Is he the guy on the right? Because that's a really cool model



Yes, that is the guy on the right, good to know you like it!


Your Own Unique characters in 40K @ 2012/02/19 16:00:32


Post by: Ribon Fox


Corporal Nina Rayon

Rayon was born on the world Idaho located in the Britannia sector of the Segmentum Tempest.
Idaho is a class 4 civilised world covered by lush forest and blue seas. A fair and liberal political system, no sign of any pskers, self sufficient to the point of being able to trade its excess goods off world and with a Tech level close to that of the 4th Millennium, a near paradise compared to other worlds in the Imperium. But that was all to change.

On the date of 6123998.M41 a Space Hulk (code named Helios 22B) was detected entering the system, the system defense fleet was dispatched to investigate the hulk. The small under armed SDF ships where fired upon and utterly destroyed by the hulk. Immediately the planetary council sent a distress signal to the sectors capital system when it became apparent that the feeble planetary defense systems would be all but useless against it.

The hulk made a forced landing on the largest land mass on southern hemisphere of Idaho. The hastily assembled PDF awaited what was going to exit. As soon as the disembarking ramps hit the ground the horror of what was on board was unleashed. The Chaos Space Marines Bolters spat death as the woefully unprepared PDF was cut to ribbons.

At this time Nina Rayon was on the northern continent and as the Chaos forces swept aside the PDF she and her regiment was assigned to guard the capital city and Idahos only Starport.
The PDF fought valiantly but were no match to the traitor legions and their warp spawned evils. In a matter weeks most of Idaho had fallen under the boots of the combined might of Daemon and Bolter. Not much is known about the battles fought on that world but when a contingent of Ultramarines, Space Wolfs and Ravenguard arrived in Idaho orbit they where met by a fleet of what space worthy ships were left to the Idahoains, all packed full with none combatants. Planetside only the Starport remained in Loyalist hands. Most of the PDFs high command had been destroyed but the platoon commanders refused to give in until the last of transports were away.

The Space Marines knew that they could not retake the planet as they lacked the numbers but the could aid in the evacuation of the Starport. Drop pods and Thunderhawk gunships rained down from the sky. The order to surrender the PDF positions to the Marines and to evacuate was given.
Rayon was covering a retreating squad of Ultramarines with her trusty Longshot las-rifle, scorching laser blasts flashed only inches from the squad but every shot hit there mark on the Daemon horde following the Ultramarines, not even the Astartes sniper crack shots could keep up with her fire rate and 100% hit rate.

What was left of the Idaho PDF was drafted into the 100 Imperial Guard Regiments sent to retake Idaho. Rayon on the other hand did not rejoin her PDF. She was seen as to unique to be sent into the meat grinder that was going to take place on the planet below and was asked to train the Scouts of the Ultramarines in the art of long range combat. Then when she gauged that the Scouts had become proficient at their skills lead Sniper Reconnaissance units down on Idaho.

She won many honers and victories in the Idaho war and when the Chaos forces had been utterly destroyed she requested to join the Guard Regulars. Now she is moved from battlefield to battlefield where her skill is in high demand by Regimental and Platoon Commanders alike. More often than not she takes with her a veteran of the Regiment who has shown high skill at sharp shooting and hones their skill so that when she is shipped off to her next assignment the Regiment has an able force of Snipers to take her place.

Her reputation as one of the best shots in the Imperium has become almost the stuff of myth and legend.

Corporal Nina Rayon
Unit Type: Infantry (unique): Cost 70pts (old cost 55pts)

WS-BS--S--T--W--I--A--Ld--Sv
--3---5---3--3--1---5--2--8---4
Wargear:
Longshot Las-rifle, Hotshot Laspistol
Carapace Armour, Camo cloak.

Special rules:
Fearless, Marksman, Move through cover, Stealth, Scout, Teacher.

Weapon----------------Range--Str--AP---Type
Longshot Las-rifle------40”----6-----3----Heavy 1, Sniper, Twin linked

Special rules;
Longshot Las-rifle
---Due to the Longshots over powered power pack it has an AP of 3.
---Due to the high rate of fire that Rayon can do she gets an additional shot if she missed the first time (counts as being twin linked).

Marksman.
---Rayon may ignore all restrictions on choosing a target (she can even fire at characters within a unit!) and may fire at any model she can see and with in range. Also all cover saves and wound allocations are ignored. All rolls must be made by the chosen target.

Teacher.
---At an additional cost of 15pts Rayon may take with her a veteran solder to become a Sniper Trainee.

Sniper Trainee: Cost 15pts

WS-BS--S--T--W--I--A--Ld--Sv
--3---4---3--3--1---3--1--7---5

Sniper Trainee. Are armed with a Needle Sniper rifle, Laspistole and Camo Cloak. As long as Rayon is alive they benefit from her Fearless, Move through Cover, Scout and Stealth.


Your Own Unique characters in 40K @ 2012/02/19 16:13:30


Post by: Chowderhead


WARBOSS OKKUM

Jonathan Occam was a sorry, washed up man. He had failed his trial to become a member of the Crimson Fists. This all changed at the invasion of Rynn's world. As a Serf, he could watch in awe at the spectacle of what he could have been, a warrior beside the Crimson Fists. Towards the end of the war, it became apparent that the Orks would lose and Rynn's world would become boring once more. He was growing jealous of all the fighting that the Fists would do, and all he did was make the nutrient paste. All this changed when the missile hit. Occum had his legs torn off and became pinned winder a slap of pycrete the size of a Chimera. He would have died if not for the stumbling of the "Butcha" Throatsnik, a infamous Dok who was obsessed with "Umies". Throatsnik had a brilliant idea. If he could take the genius of a human, and put it in the body of an Ork, he would create an unstoppable fighting machine! Gathering his Grots, he ordered them to find the nearest dead Nob and bring him to Throatsnik. 20 minutes later, the grots returned. The Nob was missing the side of his head, and parts of his arms. "Perfekt! Getz me miez skalpal!" The surgery took more than 12 hours, but Throatsnik had done it. There was a human brain in an Ork body. He would never get the chance to savor it, though, as the newly-reincarnated Nob shoved a grot so far down the Dok's throat that it died in the foot. Occam was dead, and Okkum was born. Now a warboss, Okkum is a master tactician (He knows about the "Udder sidez" of the enemy, not just the front) and has a spot in his heart for Crimson Fists. Literally. Due to the unstableness of the transplant, the Space Marine organs were the only strong enough to support the amount of thinking going on in Okkum's mind. He scours the galaxy with his faithful "Blood Punchas", a satire of the Fists, searching for the hearts of Space Marines, so that he may contine Waaagh! Okkum for years to come.

Warboss Okkum
250 points

WS: 5 BS: 3 S: 5 T: 5 W: 4 I: 4 A: 4 Ld: 10 Sv: 2+/4++

Okkum may take 1 unit of Kommandos as a troop choice

Wargear:
Mega Armor, Twin lined big shoot, Dat Hangey Thing, Okkum's Razah, Jumpah Kables

Dat Hangey Thing: Stolen from a deceased Chaplain, Okkum noticed that it gives him a forcefield to protect him from the most lethal blows. It also looks very shiny. Dat Hangey Thing confers a 4+ Invul. save to Okkum.
Okkum's Razah: Looted from a Venerable Dreadnought of the Crimson Fists, Okkum has retro-fitted it onto his Mega Armor, with great results. As Okkum says, "The fastest way is alwayz da easiest way." Okkum's Razah is a Power Klaw that rolls 2d6 for armor pen.
Jumpah Kables: Due to the massive power needed to power the armor, a mek has outfitted Okkum with a battery that is very unstable. This negates the affect of Slow and Purposeful on Okkum. At the beginning of the movement phase if Okkum moves on foot, roll a d6. On a 6, this battery overcharges, zapping Okkum, but momentarily increasing his speed. Okkum gains Fleet for the remainder of the turn, but takes one wound, no armor saves allowed. All models within base contact also take one wound, saves allowed.- this battery's got juice. After this turn, Okkum's Razah become a normal close combat weapon, striking at initiative 1.

Special rules:

Furious charge, Kunnin taktics, Mob rule, Impromptu surgery

Kunnin tactics: As the only one in the Waaagh! with enough brains to realize that running headfirst into a fireline is not a good idea, Okkum has many strategies employed.

Okkum may select one Troop, Elite, or Heavy Support (No vehicles) without a dedicated transport to gain Infiltrate or Scout.

Impromptu surgery: As his heart starts to give way, Okkum needs another- fast. Every Other Turn, roll a D6. On a 6, Okkum's heart fails. Any unit he is with suffers 2 wounds, no armor saves allowed, as Okkum rips the hearts out of 2 unlucky Orks to save his life. This effect is negated if he has killed a enemy model in CC. If he has not met any of the criteria, he takes a wound, no saves allowed.





ZOGMEK, DA SNEEKY DEFF DRED

Zogmek was a excellent Kommando kaptian, one of the best in Waaagh! Okkum. Sneaking around and murdering was his specialty, and with his power klaw, could take down tanks is one fell swoop. Unfortunatly, fighting a Venerable Dreadnaught of the Crimson Fists, he was severly damaged when he was, well, ripped from crotch to shoulder. Wtih the cry of "That waz ma grot killin hand!", Zogmek ripped the body out of the holy machine, and proceeded to make a meal out of the Space Marine inside.

Zogmek was much to valuable to die, however, and was placed into the relic. The entire operation took days, and Zogmek became impatient. During the process, he killed 3 Doktas and 30 Grots (well, 15 because he was hungry. The other 15 were because he was bored). Zogmek became a kaptain once more, but of a different squad. Somehow, the Kommando learned how to sneak a Dreadnaught into enemy territory. It's unclear how this is even possible, but he did it. Teaching this to his Grots what he learned wired into the giant abomination, he petitioned a Mek to create Kans for them. The Mek willing obliged, seeing as how the alternative was a few thousand holes in his nice torso.

Watching the Dred Kaptain and his mob slink through the terrain is like watching a Rainbow during a Hurricane. Once you get past the beauty, it's a massive, destructive force that will kill any in their paths. He can slink his squad into any situation, and can hit with lightning quick efficiency.

Dred Kaptian Zogmek

Zogmek is an upgrade to a Killa Kan squad. He is 150 points.

WS:4 BS:2 S:6 I:2 Front Av: 13 Side Av: 12 Rear Av: 10

Wargear: Da Ancient Dred, Massive Shoota, DCCW, Armor Plates

Special Rules: Dred Kaptian

Da Ancient Dred: Stealing an ancient war machine has it's benefits. Any model that successfully causes the Dred to suffer a Vehicle- Destroyed, or a Vehicle- Explodes! the Dred must re-roll the result. This result is final.

Massive Shoota: This was once an assault cannon. Now, with the help of the Meks, it's even more Killy than before. Firing faster than anything the Kaptain has ever seen. It has lost some penetration, but Imperial Guard "Volunteers" field tests show it's still got a ton of punch to it.

Massive Shoota: S:5 Ap:5 Assault 5, Rending

Dred Kaptain: As a former Kommando, Zogmek knows his way around sneaking. Zogmek bestows Stealth, Deep Strike, or Scout to a squad, to represent them mukkin' about the battlefield.


Your Own Unique characters in 40K @ 2012/02/19 16:36:49


Post by: moom241


Insurgency walker Braxx

WS:3 BS:4 S:5 I:3 Front: 12 Side: 10 Rear: 10

Wargear: Lascannon
Camouflage can be added for 5 pts
Searchlight: 1 pt.
Hunter killer missile: 5 pts.

Special rules: Tank hunter

Why not?
I like sentinels.


Your Own Unique characters in 40K @ 2012/02/19 17:20:30


Post by: Ribon Fox


I like how i'm not the only one to make a good fluff backgound for my stuff. There are some good ICs here and I wounldn't say no if you played them.


Your Own Unique characters in 40K @ 2012/02/19 18:07:26


Post by: Meridia


Me too, the thing I like most is reading the back stories. I mean, I came up with Silon because almost everyone I know who plays IG, if they have backstory at all, tends to have a young massively tough tactically brilliant leader, who does things like take out dreadnoughts with his trusty laspistol. Silon is an attempt at a deconstruction of that character, as in what happens to them after.
I also agree that the better the background and explanation of a character the more likely I am to agree to them.


Your Own Unique characters in 40K @ 2012/02/19 19:14:09


Post by: Ribon Fox


Meridia wrote:Me too, the thing I like most is reading the back stories. I mean, I came up with Silon because almost everyone I know who plays IG, if they have backstory at all, tends to have a young massively tough tactically brilliant leader, who does things like take out dreadnoughts with his trusty laspistol. Silon is an attempt at a deconstruction of that character, as in what happens to them after.
I also agree that the better the background and explanation of a character the more likely I am to agree to them.

I know I made Corporal Nina Rayon as a counter to Marbo plus the IG have no sniper ICs i thought was abit dum. She is not that over powered and her cost reflects this. I like what you did with yours to by the way


Your Own Unique characters in 40K @ 2012/02/19 19:19:46


Post by: Jimsolo


Eroku Shem-herut, Chapter Master of the Tomb Sentinels

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.

Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


Your Own Unique characters in 40K @ 2012/02/19 19:25:55


Post by: Vendetta 476


Ribon Fox wrote:


Weapon----------------Range--Str--AP---Type
Longshot Las-rifle------40”----6-----3----Heavy 1, Sniper, Twin linked



What's the point of a str value?


It is a sniper weapon


Your Own Unique characters in 40K @ 2012/02/19 19:28:47


Post by: Ribon Fox


Vendetta 476 wrote:


Weapon----------------Range--Str--AP---Type
Longshot Las-rifle------40”----6-----3----Heavy 1, Sniper, Twin linked

What's the point of a str value?


It is a sniper weapon


It still pins forcing a ld roll hence the sniper rule and the st is there becouse its a striped down lascannon


Your Own Unique characters in 40K @ 2012/02/19 19:41:46


Post by: Meridia


Do you have a model for your character? (mine is just a standart DKoK commander, as I couldn't do a suitable conversion)
Also do you think he's balanced pointswise and that his rules are fair?


Your Own Unique characters in 40K @ 2012/02/19 19:48:16


Post by: Ribon Fox


I think you have him priced about right, for all his good points he can still be unpredictable

At the moment Rayon doesn't have a minnie, havent found one i like yet, stll looking. So at the moment I use a base with a Love box (cookie for whom ever gets that )


Your Own Unique characters in 40K @ 2012/02/19 19:53:18


Post by: Chowderhead


I have models for both Zogmek and Okkum.

Sucks that I sold them a few months back.


Your Own Unique characters in 40K @ 2012/02/19 19:57:00


Post by: Ribon Fox


Chowderhead wrote:I have models for both Zogmek and Okkum.

Sucks that I sold them a few months back.


Shame, look like you'll just have to make new ones that are more awesome than the first ones


Your Own Unique characters in 40K @ 2012/02/19 20:01:25


Post by: Chowderhead


Ribon Fox wrote:
Chowderhead wrote:I have models for both Zogmek and Okkum.

Sucks that I sold them a few months back.


Shame, look like you'll just have to make new ones that are more awesome than the first ones

One was a Metal Venerable Dreadnaught, and the other was a customized Ghazzy with a Dread arm.

It took forever to pin, glue, and paint them. But I sold them to a friend who keeps them in a better condition than I did, so I'm happy about that,


Your Own Unique characters in 40K @ 2012/02/19 20:06:17


Post by: Ribon Fox


Ah, got'cha. At lest you know they have a good home


Your Own Unique characters in 40K @ 2012/02/19 20:07:07


Post by: Trondheim


Brother Captain Arkangle of The Death Hands Chapter

Pointcost : 290 points

W :6
BS:4
S : 5
T : 5
W : 5
I : 7
A : 5
Ld : 10
Sv : 2+

Wargear
Harness Of Rage : this suit of armour dates back to the great crusade, where it was forged for a champion of the Iron Hands. It grants feel no pain.

Memories of the Ghoul Stars : Grants the Eternal Warrior rule

Centurion Blade : Force weapon witch requiers two hands. It also increases the wielders strengt by 2

Frag and Krak grenades


Your Own Unique characters in 40K @ 2012/02/19 20:11:46


Post by: Meridia


Does he have a backstory? Like how did he get the Harness of Rage?


Your Own Unique characters in 40K @ 2012/02/19 20:29:21


Post by: acekevin8412


Kroot Psyker Warrior: The Warseer

http://www.dakkadakka.com/dakkaforum/posts/list/429323.page


Your Own Unique characters in 40K @ 2012/02/19 20:40:44


Post by: Deadshot


Fine, I will join in too. 


Brother Captain Theodin of the Blood Ravens, seconded to the Deathwatch 220pts 


WS 6 
BS 5 
STR 4 
T4 
W3 
INT 5 
A 3 
LD 10 
Sv 2+. 


Wargear 
Artificer Armour, Bolter, Bolt Pistol, Relic Blade, Special Ammunition, Frag and Krak Grenades. 

Special Rules 
Relentless, ATSKNF, Independent Character, Feel No Pain, Preferred Enemy (Xenos)* 


*This covers the following 

Any unit from Codex Tyranids, Orks, Eldar, Dark Eldar, Necrons, and any of the following Tau Empire units; Fire Warriors, Pathfinders, Battlesuits, Stealth Suits, Broadsides, Drones, Kroot Carnivores, Kroot Shapers, Kroot Hounds, Krootox Riders or Vespid Stingwings. It does not apply to human auxilaries. This rule also covers units from IA and Expansions that are list under on of the above codexes. 

Chapter Tacics 
Any unit with Combat Tactics exchanges it for Preferred Enemy (Xenos), as above. Any unit with ATSKNF gains it but must cost +5pts per model. This does not apply to Grey Knights who are not drafted into the Deathwatch. Fearless models are too busy being badass to gain this rule, unless the having combat tacics.


Your Own Unique characters in 40K @ 2012/02/19 22:12:10


Post by: Trondheim


Yes, he has some background. But if you want it, read my short story. Besides I would not field him before I get around to converting a moddel that would fit him.


Your Own Unique characters in 40K @ 2012/02/20 18:42:59


Post by: McNinja


Here's mine:

The General

The giant of a man now known as the General was once known as Daedric Vörsigar. However, after his induction into the Tirion Combine, he prefers to be called General, although for what reason, no one knows, not even Colonel Higgins. Higgins has postulated that Daedric simply does not trust the majority of the Legion enough to give out his real name, although many of the higher-ups in the Legion know it.

The General is a very large man, even without his armor. With his armor he stands 7 feet, 10 inches tall. Without his armor he stands at a still-really-tall 7 feet 2 inches. Perhaps one of the tallest and strongest unmodified Namani, his special suit of Daedarus armor makes him a virtually unstoppable death machine.

The General is undoubtedly one of the most skilled weaponmasters in the Tirion Combine. His ability with his twin hammers is unparalleled, even by Azriel. The General spends most of his time in combat simulations, sparring against solid holograms of Tyranids for hours on end. The General has sustained several grevious injuries in the ComSims, mostly due to the programs he has installed that continually increase the size, speed, and number of Tyranid opponents. This almost suicidal practice has many of the Legion’s leaders worried about his mental health. The General maintains that he is perfectly fine, but he knows otherwise; his actions, or perhaps inaction, led directly to the Tyranid invasion of Naman, and the subsequent loss of billions of lives.

Although he is confident that one day his people can take back their galaxy, his guilt has lead him to make suicidal charges against Tyranid forces on more than one occasion, and even though he is reprimanded each time, his guilt is constantly driving him to greater and greater acts of bravado against the Tyranid swarm.

-----300 pts----
WS.....BS...S...T...W...I....A....Ld......Sv
...8.......4.....5...5....4...5...5....10....2+/4++

Unit Type: Infanty (Character)
Wargear: Exitium and Immortalis, Nanomachines, Nano-gel, Daedarus Armor

Nanomachines: Nanomachines are injected into the subject’s bloodstream, and from these make their way to organs and attach themselves to red blood cells, trafficking oxygen and carbon dioxide at a much faster rate. This allows a soldier of the Tirion Combine a far greater stamina and endurance than even the mighty Space Marines of the Imperium. Nanomachines grant the Fleet special rule, and allow the soldier to move up to 8” in the movement phase.

Nano-gel: Any model that has Nano-gel has the Feel No Pain Universal Special Rule.

Daedarus Armor: Daedarus armor incorporates synthetic muscles to the armor, allowing the wearer to carry more with less armor bulk. The armor incorporates Synthetic Muscles (Arms and Legs) and Suit-class Dermal and Sub-Dermal armor, all of which are included in the General’s profile. The Generals Daedarus Armor is also installed with an Energy Shielding System, granting him a 4+ Invulnerable save.

Exitium and Immortalis: These hammers were specially crafted for the General. They are power weapons that add +1S. Also, each hit scored by the General adds an additional +1S for the purpose of resolving those attacks. They also confer +1A, which is already included in the profile. The General can also throw his hammers with deadly force and accuracy. They count as R:12” Str:5 AP3 Assault 2 weapons. If the General throws his weapons, he must go get them, so he must assault the model (or squad) he threw the hammers at.

Special Rules: Furious Charge, Fearless


Your Own Unique characters in 40K @ 2012/02/20 23:37:27


Post by: felixander


To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.


Your Own Unique characters in 40K @ 2012/02/21 00:55:46


Post by: McNinja


felixander wrote:To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.
what do you suggest for those characters that are overpriced and overpowered? I think a lot of these point costs are crapshoots (heck, mine is), but there really hasn't been any feedback on the charcters.


Your Own Unique characters in 40K @ 2012/02/21 12:05:57


Post by: thelordwatchman


Levitas second chapter master of the blood watchmen
ws bs s t w i a sv ld
7 5 6 4 3 6 4 2+ 4++ 10

wargear
Heaven fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 4 assault 4
armour of the watchmen- artificer armour with a in built iron halo

special rules
fearless independent character preferd enemy orks and chaos
the black eyes-levitas has inherited the black eyes that are a symbol of respect from the rest of the watchmen they normally only manifest in a member of the blood watchmen who have achieved the path of heaven- this gives levitas psychic mastery level one and the dark star power (uses dark eldar dark lance shot)

leder of the watchmen- may call in a total of D3 orbital bombardments in a single game (may not be used on the same turn)

points 275

when he was young levitas was saved by the lord watchman and was given a place in the blood watchmen
on his first mission as a scout he lost the rest of his squad to the old one eye but he managed to place his sniper rifle into its missing eye slot and fire as many shots as he could, after the mission he was asked to join a death watch mission, an inquisitor gave him an order to kill the biggest ork on the planet much to the displeasure of the members of the kill team he opened the rear ramp on the storm raven and sniped the war boss before they landed.
in the end only levitas survived the mission.

he then served anouther ten years as an assault marine before he went for a two hundred year death watch tour, when he returned he was raised to chapter champion, again he spent a few years in the death watch and when he returned the lord watchman had died and he took control of the chapter by votes of the chapter council.


if you take levitas you make take chapter champion luminious for 225 points
ws bs s t w i a sv ld
6 5 6 4 2 6 4 2+ 4++ 10

wargeer
hell fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 4 assault 4
armour of the champion- basicly the same armour that the emperor's champions wear that he was gifted by the black tempelars when he faught at their side
special rules
fearless independent character preferd enemy orks and chaos
the white eyes-like levitas luminious has advanced down the second path he has forgone heaven and concoured his own hel, -this grants him psychic mastery level 1 and the white star power
range s ap special
template 6 - assault 1 rending

back ground
born on amlon prime [recorded destroyed by inquisition]

after his sixth birthday the planet amlon was invaded by ork warlord skarguts who went ahead and slaughtered all beings he could find as if luring some force to the planet, when 2 weeks went by after the ork laughed in the air at the puny hummies one of his mega nobz fell to the floor a single wound to its face, the warlord looked at the direction he saw a crimson armoured terminator holding a bolter a sword in the ground as he drooped the bolter he picked the sword up and bellowed into the air.

"ork face me in single combat lets see if you are as strong as you say."

"who are you to challenge me hummie."

"i am the lord watchman leader of the blood watchmen" as he said this the ork roared with delight.

"i knew if we attacked your worlds you would appear."

as the warlord ran forward and arrived at a clearing the lord watchman was sat their waiting for him.
as the fight began movement caught the warlords eye and he shot with his big shooter, a scream hit the watchman's ears as he saw a woman holding a child fall to the ground.

"pathetic humie cant take a bullet."

as he spoke he turned to see a light erupt around the watchman's sword

"you coward she was defenseless" as he spoke flames erupted from his sword "you have forced my hand, hell dart is hungry now."

as the ork lunged out with his power claw the watchman grabbed he claw from the side and cut the ork and severed its left arm and leg, though the ork activated a transporter device he vanished as did the majority of the orks.

as he went to the woman she was barley able to move.

"i am sorry" as he spoke she passed him the child "i will protect him with my life" as he spoke he saw his marines take out the remaining orks.

ten years later the boy entered the scout company lead by philateties who kept a close eye on him.

he was recorded with nearly twenty thousand kills with his sniper and double that with a chain-sword, the biggest foe killed was a dominatrix he strapped twenty melta bombs too while it was fighting philateties.

after 30 years he was an accomplished space marine in the service of the third company the archangels, he served under sergeant veron who he served with in many campaigns lead by the blood watchmen, of which crusade amlon beta was his most accomplished with a score of nearly 300 ork kills and 100 traitor kills
where he saw his older brother for the first time since he had been taken to become a marine by the man known as airman for his psychic potential, as veron was killed by the brother luminous picked his sergeants sword up and fought his brother and would have lost until a glaive encarmen pierced his chest and stood their was a sanguine guard.

as luminous looked around he saw the lord watchman fighting alongside commander Dante against a blood thirstier.

as he saw a red being walk behind the two chapter masters he rushed forward and activated his jump pack landing before the skull taker. drawing his chain-sword in one hand and the power weapon in his other and clashed about ten meeter's away from Dante and his chapter master.

he knew he could not win but he still fought with his all, as he was about to get killed by the daemon a psycher kicked the daemon away and standing there offering luminous a hand was the lord of death, chief librarian mephiston who smiled at the marine and said one word

"nice attempt but this is no job for a novice" as he said this the daemon was assaulted by the librarian, as he did he saw the marine join him and with each move he matched mephiston with grace and speed using his jump pack as an extra speed boost to dodge the attacks of the daemon, while mephiston pounded the daemon, after an hour the daemon was killed by two blows one from the librarian to its head the other by luminous to its chest

at the end of the battle Dante saw his chief librarian talk openly to the marine a sight that he found most strange but he then saw the boys face and looked at the watchman.

"he is from amlon prime" as the watchman spoke Dante looked at him "he was the only survivor i could save."

as he spoke a sanguine guard walked forward holding an Angeles boltgun and gave it with an armour piece and to luminous.

as the blood angels left an inquisitor walked towards the lord watchman, "may i ask that you let the marine there serve as part of a kill team under the watch of the ordo xeno."

"ask him not me it is his choice to make."

after serving in the death watch with levitas he was promoted to champion when levitas became chapter master


Your Own Unique characters in 40K @ 2012/02/21 20:00:21


Post by: enfernux


Julia, Wrath of Angels 215
ws5 bs5 s3(4) t3 w3 i6 a3 ld10 sv3+
unique, hq jump infantry

wargear: Wrathblade, Sacris Armor, Crux Imperialis, Seraphim Jump pack, Frag and Krak grenades, Blessed Terra, Divine Spark.

Wrathblade: is a power sword, that confers +1S - included in profile.

Blessed Terra: Is a pistol, that can shoot an additional shot, but will get the Gets Hot! Sr for it.
Blessed Terra 12" s4ap4 pistol

Crux Imperialis: counts as a Simulacrum Imperialis, further more, any enemy that wishes to shoot at Julia and any squad she has joined will only hit on a 5+

Sacris Armor: it is a power armor, that allows all your unites with direct line of sight to reroll any roll made on their Ld value. Any of your unites with a model within 12" of Julia or a squad she has joined and the squad she is in may chose to automatically pass any test based on their Ld value.

Divine Spark: confers the Eternal Warrior USR, but can only protect her once per game.

Special Rules: Independent Character, Angelic Visage, Acts of Faith, Shield of Faith, Hit and Run, Wrathful Descent, Wings of the Martyr, Angelic Bolts.

Angelic Visage: as per SoB 'dex.
AoF, SoF, IC: as per SoB 'dex.
HnR: As per wh40k crb.

Wrathful Descent: if Julia and a squad she has joined wish to deep strike but get within 1" of an enemy model dont roll for mishap. Instead, leave them in your reserve, and in the assault phase, place her and her squad in base to base contact with that enemy modell/squad. They count as if they have assaulted.

Wings of the Martyr: she and her squad may charge up to 12", gain +1S on this action and you may roll 2d6. If you do, every model in the squad counts as haveing a single power sword, but lose the bonus attack granted by an aditional close combat weapon, except if they already have a power weapon. Further more, if a double is rolled, remove one of the assaulting models as a casualty, counting in resolving the combat.

Angelic Bolts: all attacks made by her and her squad in the shooting phase ignore cover.

Note: Julia, Wrath of Angels may have a squad of Seraphim as bodyguard with all point costs and rules as per SoB 'dex but dont take up a force organization slot.


Your Own Unique characters in 40K @ 2012/02/21 20:15:20


Post by: Meridia


Spoiler:
thelordwatchman wrote:Levitas second chapter master of the blood watchmen
ws bs s t w i a sv ld
7 5 6 4 3 6 4 2+ 4++ 10

wargear
Heaven fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 3 assault 4
armour of the watchmen- artificer armour with a in built iron halo

death mask of the lord watchman-works the same as the death mask of sanguius but it was modeled off the previous chapter master

special rules
fearless independent character preferd enemy orks and chaos
the black eyes-levitas has inherited the black eyes that are a symbol of respect from the rest of the watchmen they normally only manifest in a member of the blood watchmen who have achieved the path of heaven- this gives levitas psychic mastery level one and the dark star power (uses dark eldar dark lance shot)

leder of the watchmen- may call in a total of three orbital bombardments in a single game (not on the same turn)

points 275

when he was young levitas was saved by the lord watchman and was given a place in the blood watchmen
on his first mission as a scout he lost the rest of his squad to the old one eye but he managed to place his sniper rifle into its missing eye slot and fire as many shots as he could and after the mission he was asked to join a death watch mission where an inquisitor gave him an order to kill the biggest ork on the planet much to the displeasure of the members of the kill team he opened the rear ramp on the storm raven and sniped the war boss before they landed
in the end only levitas survived the mission

he then served anouther ten years as an assault marine before he went for a two hundread year death watch tour and when he returned he was raised to chapter champion and then again he spent a few years in the death watch and when he returned the lord watchman had died and he took controle by votes of the chapter council


if you take levitas you make take chapter champion luminious for 225 points
ws bs s t w i a sv ld
6 5 6 4 2 6 4 2+ 4++ 10

wargeer
hell fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 3 assault 4
armour of the champion- basicly the same armour that the emperor's champions wear that he was gifted by the black tempelars when he faught at their side
death mask

special rules
fearless independent character preferd enemy orks and chaos
the white eyes-like levitas luminious has advanced down the second path he has forgone heaven and concoured his own hell-this grants him psychic mastery level 1 and the white star power
range s ap special
template 6 3 heavy 1

back ground
born on amlon prime [recorded destroyed by inquisition]

after his sixth birthday the planet amlon was invaded by ork warlord skarguts who went ahead and slaughtered all beings he could find as if luring some force to the planet but when 2 weeks after the ork laughed in the air at the puny hummies one of his mega nobz fell to the floor a single wound to its face as the warlord looked at the direction he saw a crimson armoured terminator holding a bolter a sword in the ground as he drooped the bolter he picked the sword up and bellowed into the air

"ork face me in single combat lets see if you are as strong as you say"

"who are you to challenge me hummie"

"i am the lord watchman leader of the blood watchmen" as he said this the ork roared with delight

"i knew if we attacked your worlds you would appear"

as the warlord ran forward and arrived at a clearing the lord watchman was sat their wating for him
as the fight continued movement caught the warlords eye and he shot with his big shooter and a scream hit the watchman's ears as he saw a woman holding a child fall to the ground

"pathetic humie cant take a bullet"

as he spoke he turned to see a light erupt around the watchman's sword

"you coward she was defenceless" as he spoke flames erupted from his sword "you have forced my hand, hell dart is hungry now"

as the ork lunged out with his power claw the watchman grabbed he claw from the side and cut the ork in half with one swing

as he went to the woman she was barley able to move

"i am sorry" as he spoke she passed him the child "i will protect him with my life" as he spoke he saw his marines take out the remaining orks

ten years later the boy entered the scout company lead by philateties who kept a close eye on him

he was recorded with nearly twenty thousand kills with his sniper and double that with a chain-sword the biggest foe killed was a dominatrix he strapped twenty melta bombs too while it was fighting philateties

after 30 years he was an accomplished space marine in the service of the third company the archangels where he served under sergeant veron who he served with in many campaigns lead by the blood watchmen of which crusade amlon beta was his most accomplished with a score of nearly 300 ork kills and 100 traitor kills
where he saw his older brother for the first time since he had been taken to become a marine by the man known as airman for his psychic potential and s veron was killed by the brother luminous picked his sergeants sword up and fought his brother and would have lost until a glaive encarmen pierced his chest and stood their was a sanguine guard

as luminous looked around he saw the lord watchman fighting alongside commander Dante against a blood thirstier

as he saw a red being walk behind the two chapter masters he rushed forward and activated his jump pack landing before the skull taker and drawing his chain-sword in one hand and the power weapon in his other and clashed about ten meeter's away from Dante

he knew he could not win but he still fought with his all and as he was about to get killed by the daemon a psycher kicked the daemon away and sanding there offering luminous a hand was the lord of death, chief librarian mephiston who smiled at the marine and said one word

"nice attempt but this is no job for a novice" as he said this the daemon was assaulted by the librarian and as he did he saw the marine join him and with each move he matched mephiston with grace and speed using his jump pack as an extra speed boost to dodge the attacks of the daemon while mephiston pounded the daemon and after an hour the daemon was killed by two blows one from the librarian to its head the other by luminous to its chest

at the end of the battle Dante saw his chief librarian talk openly to the marine a sight that he found most strange but he then saw the boys face and looked at the watchman

"he is from amlon prime" as the watchman spoke Dante looked at him "he was the only survivor i could save"

as he spoke a sanguine guard walked forward holding an Angeles boltgun and gave it with an armour piece and gave it to luminous

as the blood angels left an inquisitor walked towards the lord watchman "may i ask that you let the marine there serve as part of a kill team under the watch of the ordo xeno"

"ask him not me it is his choice to make"

after serving in the death watch with levitas he was promoted to champion when levitas became chapter master


I can't read this, is there any chance of punctuation?


Your Own Unique characters in 40K @ 2012/02/21 20:15:54


Post by: Alpha Legionaire


Field Marshall Ferratus: 480pts
APOCALYPSE UNIT
WS:8 BS:0 S:6 T:4 W:3 I:8 A:9 Ld:10 Sv:3+/4++
WARGEAR:
Power Armour
Mark of Khorne (Included in Profile)
2 Chain Falchions: Grants Rending

BACKSTORY:
Field Marshall Ferratus is Angron's second-in-command and one of the most sane World Eaters, channeling his rage for the battlefield. Within, he becomes an Avatar of hate, tearing through tanks and infantry alike in a haze of his Chain-Falchions, crafted by the Legions finest Techmarines
He rose through most of his ranks in the Fukadim Campaign, when he tore a Mega-Gargant asunder, killing hundreds of orks, and gravely wounding himself, yet he refused to be healed by the Apothecary's until the last orks were slaughtered.


Your Own Unique characters in 40K @ 2012/02/21 21:02:22


Post by: AnomanderRake


You know what, why not.

Lord Kelvaris (EDIT: 125pts)
The Iron Eagle

WS 6, BS 6, S 3, T 3, W 2, I 5, A 3, Ld 9, Sv 4+
Unit: Jump Infantry, Independent Character
Wargear: Ghostplate armor, Shadowfield, plasma grenades, Heat Lance, splinter pistol, power weapon
Special Rules: Fleet, Power from Pain, Night Vision, Hit and Run
Death Comes on Black Wings... (Any Scourge unit in Kelvaris' army, including the Iron Eagle himself, may be kept in Reserves and deployed by Deep Strike, whether or not the scenario permits it. If you choose to do so, half of your Scourge units (round up) will come in on turn one, roll for the rest normally)
Moving Fire (Kelvaris and any Scourge unit to which he is attached may chose to count as Jet Packs instead of Jump Infantry. This choice must be made at the beginning of the Dark Eldar player's turn, and cannot be changed until the start of the player's next turn)
Lord of the Spires (Scourges count as Troops in a Dark Eldar army including Kelvaris)

EDIT: On my logic here:
I started with Sathonyx as a baseline; the stats are the same except for -1 I for Kelvaris (because Scourges have lower I than Hellions). Sathonyx gives his unit Stealth, rerolls distance for Hit and Run, gets +2 Strength on the charge, and gives you a better chance of getting your choice of deployment zone; Kelvaris lets his unit move as Jet Packs and gives Scourges Deathwing Assault. Kelvaris isn't that much more powerful; he's a little less of a multiplier on his attached unit, but he's got a better army-wide rule, bringing him up to 125 (now +20pts over Sathonyx) seems reasonable, though.


Your Own Unique characters in 40K @ 2012/02/21 21:22:53


Post by: Meridia


I think Kelvaris may be a bit underpriced, as he's got very good stats and powerful abilities. I mean, comparing him to Silon I just think he's too cheap. I don't know, just what I think


Your Own Unique characters in 40K @ 2012/02/21 22:07:42


Post by: Durza


Deus Asmoth- 190pts

WS-6, BS-5, S-4, T-4, W-3, I-6, A-3, Ld-10, Sv 3+/5++
Unit: Jump Infantry, Independent.
Wargear: Blade of Lust, Bolt Pistol, Power Armour, Wings, Mark of Slaanesh.

Blade of Lust- Originally the sword of an Eldar Farseer, Asmoth took it from him not long before condemning the warrior to an eternity of suffering at the hands of his god. He now channels his own power through it thanks to the favours granted to him in return for the souls of the rest of the Farseer's army.

The Blade of Lust allows him to re-roll any misses in close combat. When using the Force Weapon power to kill an enemy, the test is automatically passed- Perils of the Warp cannot occur.

Special Rules- Psyker (Mastery Level 1)
-Powers: Wind of Chaos, Lash of Submission.

Duellist- Deus must battle any Independent Characters present in close combat, and may not direct any attacks against others while there is an enemy Independent Character in the combat. He may move to get in base combat with any Independent Character in a unit that is in the same combat as him, regardless of how far he has moved in the turn.

Swordsman- In combat, Deus' Invulnerable Save becomes 3++.

Contempt- If an Independent Character attempts to break from combat with Deus, they immediately take D6 attacks at WS 8 and S 6.


Is that the best you have? I expected more...

Deus Asmoth was training as a Librarian when the Heresy began, newly recruited from Chemos with an unshakable faith in his primarch. As one of the Emperor's Children, he was expected to strive for perfection, and this he did in the art of the blade, until it was said by some that he nearly rivalled Lucius himself in skill. Needless to say, these individuals mysteriously vanished during the siege of Terra. The marine who would become Deus was only saved by the distance put between the two by the rampage of their legion across the planet, hunting civilians and enemies alike. It was here that he discovered the joy in vanquishing a worthy foe, and upon the fracturing of the legion, he continued searching for excellent fights until he found himself in command of a warband. Claiming to have washed away his old self in order to be purely dedicated to Slaanesh, he took the name Deus Asmoth and launched his ship towards the nearest world he could.

He soon found himself engaging a group of Eldar above a maiden world they sought to protect. Rather than assaulting the Eldar vessel, he allowed them onto his own, knowing the effect that the Slanneshi decorations would have. Allowing the Eldar to appear to gain an advantage, he teleported directly to their Farseer when he was foolish enough to join the battle, striking him down and taking the Eldar's blade for himself. Praying to Slaanesh, he used the Farseer's power to move both ships into the Warp, disabling their Gellar fields and allowing a hoard of daemonettes to end the battle for him. As a reward, he received his wings, the Eldar blade was twisted to his will, and his force was allowed to live after entering the domain of the gods unprotected. By some whim of Slaanesh, he emerged in the Eye of Terror some five hundred years later, and has since been a devoted raider for his god, leading his force with an unnatural charisma, ever in search of the perfect foe.


Your Own Unique characters in 40K @ 2012/02/22 01:11:15


Post by: purplefood


Meridia wrote:I think Kelvaris may be a bit underpriced, as he's got very good stats and powerful abilities. I mean, comparing him to Silon I just think he's too cheap. I don't know, just what I think

You're correct IMO...
Way too underpriced...
There's some really wierd fluff in this thread as well...
Some of it's good...
Other bits...
Well other bits need work...


Your Own Unique characters in 40K @ 2012/02/22 01:15:18


Post by: Asherian Command


I know gavreel needs work. As I all I have written thus far is the battle he was in. Nothing of personality nor of his skill sets.
But some guys need an upgrade in cost.


Your Own Unique characters in 40K @ 2012/02/22 08:44:46


Post by: felixander


McNinja wrote:
felixander wrote:To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.
what do you suggest for those characters that are overpriced and overpowered? I think a lot of these point costs are crapshoots (heck, mine is), but there really hasn't been any feedback on the charcters.


If you want to make your own characters I think you should try to OVERprice them. If you underprice the model you're more likely for your opponent to disallow it all together. If I wanted to incorporate my T5 Farseer who can use a shooting power three times in a turn for 200 points, I would list him as 220 points, but also be ready to put him in for to be up costed to 240 and have 20 points of models/gear I could drop off to please an opponent. I think that if you want to use someone special you also have to be ready to keep the battlefield fair!


Your Own Unique characters in 40K @ 2012/02/22 15:00:15


Post by: purplefood


felixander wrote:
McNinja wrote:
felixander wrote:To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.
what do you suggest for those characters that are overpriced and overpowered? I think a lot of these point costs are crapshoots (heck, mine is), but there really hasn't been any feedback on the charcters.


If you want to make your own characters I think you should try to OVERprice them. If you underprice the model you're more likely for your opponent to disallow it all together. If I wanted to incorporate my T5 Farseer who can use a shooting power three times in a turn for 200 points, I would list him as 220 points, but also be ready to put him in for to be up costed to 240 and have 20 points of models/gear I could drop off to please an opponent. I think that if you want to use someone special you also have to be ready to keep the battlefield fair!

Yeah this is my opinion on it as well.
Make them overcosted a bit and it'll be fair(er)


Your Own Unique characters in 40K @ 2012/02/22 17:34:47


Post by: Meridia


purplefood wrote:
felixander wrote:
McNinja wrote:
felixander wrote:To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.
what do you suggest for those characters that are overpriced and overpowered? I think a lot of these point costs are crapshoots (heck, mine is), but there really hasn't been any feedback on the charcters.


If you want to make your own characters I think you should try to OVERprice them. If you underprice the model you're more likely for your opponent to disallow it all together. If I wanted to incorporate my T5 Farseer who can use a shooting power three times in a turn for 200 points, I would list him as 220 points, but also be ready to put him in for to be up costed to 240 and have 20 points of models/gear I could drop off to please an opponent. I think that if you want to use someone special you also have to be ready to keep the battlefield fair!

Yeah this is my opinion on it as well.
Make them overcosted a bit and it'll be fair(er)


If I were to bring Screaming Lord Silon to a game would you let me use him as a character?


Your Own Unique characters in 40K @ 2012/02/22 18:40:49


Post by: juraigamer


Big Mek Grotdriller

Same profile as a big mek

Has cyber parts, 'eavy armor, has two big shooters instead of arms, this give a bonus attack in CC and put him as str 5, with the rending rule.

His two big shootas count as twin linked.

He also comes with a grot oiler.

100 points for the guy.

Background: Basically loves putting grots in kans. Lost his arms to "Accidents" and now lets his guns do the talking. Chews on a lucky bolt from an unknown vehicle. Special affinity for grots, they horde around him.


Your Own Unique characters in 40K @ 2012/02/22 20:09:35


Post by: purplefood


Meridia wrote:
purplefood wrote:
felixander wrote:
McNinja wrote:
felixander wrote:To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.
what do you suggest for those characters that are overpriced and overpowered? I think a lot of these point costs are crapshoots (heck, mine is), but there really hasn't been any feedback on the charcters.


If you want to make your own characters I think you should try to OVERprice them. If you underprice the model you're more likely for your opponent to disallow it all together. If I wanted to incorporate my T5 Farseer who can use a shooting power three times in a turn for 200 points, I would list him as 220 points, but also be ready to put him in for to be up costed to 240 and have 20 points of models/gear I could drop off to please an opponent. I think that if you want to use someone special you also have to be ready to keep the battlefield fair!

Yeah this is my opinion on it as well.
Make them overcosted a bit and it'll be fair(er)


If I were to bring Screaming Lord Silon to a game would you let me use him as a character?

Yeah, but maybe make him a touch more expensive...
80 points maybe...


Your Own Unique characters in 40K @ 2012/02/22 22:46:40


Post by: felixander


Meridia wrote:
If I were to bring Screaming Lord Silon to a game would you let me use him as a character?



I would totally let you bring him. Personally I think 70 points is over costed as is. The IG order system is pretty sporadic already, throwing in an equal chance to wreck havock amongst your troops as to help is a good example of evening a character. I would never play him, even if he was free! Haha


Your Own Unique characters in 40K @ 2012/02/23 00:17:21


Post by: Meridia


I mainly designed him for fluffy reasons, as my army is supposed to be an infantry only highly expendable force, as such, it wouldn't make sense to have the son of the emperor person Calgar looks up to hard as nails IC some people seem to come up with. Plus, it is enjoyable to use, especially when it causes a squad of 6 guardsmen to charge a defiler and move off their objective...


Your Own Unique characters in 40K @ 2012/02/23 00:25:47


Post by: I_am_a_Spoon


Some cool characters in this thread. I definitely wouldn't say no to most of them.

Anyway, here's mine from another thread:




- Field-Major Lexus Decker, the Hero of Bahr -


Character's Backstory:

Spoiler:



Stats and Rules:

Spoiler:




Your Own Unique characters in 40K @ 2012/02/23 00:38:58


Post by: Meridia


I really like your character, it's clear you've out a lot of work into him, I was just reading the original thread


Your Own Unique characters in 40K @ 2012/02/23 13:20:48


Post by: felixander


For 55 points your squads get to reroll a die in a morale test? That alone is questionably cheap for a Ld 7 army. If it had a range (12") that would make it a lot more reasonable. His Order ontop of the power is too much though. If you want to keep him as is I really think he needs to be closer to being 100. Creed has one more Order and a big range but doesnt have the awesome Order, the body guards, Stubborn, Wargear (though not a huge upgrade), and doesnt have the crazy Leader reroll. Also Grenade Launchers replacing a lasgun alone are 5 points, so giving the bodyguards that, carapace armor, and a super powered lasgun should be more than 5 points.

Overall I like the character and the fluff I just think it needs to be evened out a bit


Your Own Unique characters in 40K @ 2012/02/23 15:20:07


Post by: Da Kommizzar


"Da Hunt Fer Da Boss's Ear"
Once he was known as Warlord Rukksnik, and he was a Bloodaxe prodigy. With crude, yet effective aerial tactics he and his "boyz" swept aside all opposition. He was in control of the largest and best greenskin fleet. Not only could he wipe out enemies in thet airless void of space, but he was feared most for his "Arrer Forz" (Air Force). Consisting of countless numbers of deffkoptas, stormboys, chinorks, fightabombas, and other sky-fighters. Where other Ork Waaaghs are trudging and rolling on the ground, Rukksnikk's forces are in the far ahead in their vessels of the sky.
An outrage
Now Rukksnikk is no longer the same. During some forgotten conflict, he had lost his ear. How this drew him into rage is unknown. This is a mystery that puzzles the greatest of Imperium minds. Rukksnikk called the neighboring Blood axes for assistance in his crusade, whom denied his request with a few rude, and somewhat envious, acts. This drove Rukksnikk near insanity, and he cast off with his "Arrer Forz" out on his own. An Ex-Blood Axe is a "Bad Axe"
"Da Kommizzar"
Warlord Rukksnikk went off in search for his lost ear. His first victim was an Imperial outpost off of the Rosovia system. It was chaos. Rukksnikk's forces tore right through the orbital defenses like sand through an hourglass. Upon reaching the atmosphere. He burned down each and every buildig he could find in search of the one bearing his ear. He came upon Commissar Raheel, whom had just finished off own of Rukksnikk's nobs with a few Vibro enhanced strokes of his sword. One of the swings had lopped off the nob's ear, which Rukksnikk spied instantly. He charged headlong into the fray to retrieve what might be his lost body piece. In a furious attack he slew the commissar with no mercy. Though the ear was nowhere in sight. During this raid he took a strong liking to the Imperial commissars and found himself copying their ways, at least to the perspective of an ork. Thus he donned a "kap" and dubbed himself "Da Kommizzar".
"Da hunt fer da boss's ear"
To this day "Da Kommizzar" searches in vain hunting down every general of every army (he assumes that the other army's boss must have his ear). He still hates the blood axe clan for their treachery. So "Da Kommizzar" will not help any ork who is a bloodaxe, for "Da Kommizzar" is a "Bad Axe".
+"Shootin' yer own boys, choppa da weedy gitz, wear a kap, and lead da boyz to vikturee"-Da Kommizzar's view on commissar customs+
Da Kommizzar-145 pts
WS BS S T W I A LD Sv
5 2 5(6) 5 3 5 4 10 5++

Wargear: Stikkbommz, Nidz Fing, Da Kap, slugga, Cybork body
Special rules:
Nidz Fing: Da Kommizzar’z favored choppa which was won in some forgotten duel between him and some monster of some sort, which afterwards tore from the creature’s carapace, counts as a power weapon that confers +1 strength.
Da Kap: Da Kommizzar’z trademark plucked from some unlucky commissar’s head, if the unit that Da Kommizzar is in fails a morale test they must automatically pass the test and execute the senior model in the unit (excluding himself, and special characters), also all ork units(except grots) within 6” automatically pass regroup tests(even if under 50% strength)
Da Bad Axes:
0-1 units are: lootaz, dreads, kans, kommandos, battlewagons, trukks
Restricted units: meganobz, bikerz
Da Waaagh fer Da lost ear: Through his obsession for the return of his lost ear he will head directly to the nearest enemy hq in line of sight and assault him/her in an attempt to retrieve his ear, as per Rage Special rules(though only for HQ models).
Planna: all units (in same army) attempting to deepstrike/outflank, may re-roll their dice for scatter/table side entrance.
Da Arrer Forz:
Deffkoptas, and Stormboyz may be taken as elite choices as well as fast attack choices, units in this way may not deepstrike, except in planet strike missions where they may deepstrike as normal. (This does mean that the elite choice stormboys may charge upon arrival as per planetstrike rules, during a planet strike game.)


Your Own Unique characters in 40K @ 2012/02/23 17:30:24


Post by: DarknessEternal


There's a whole bunch of guys in here that can't go in any army. Why? They don't say what army they belong to.


Your Own Unique characters in 40K @ 2012/02/23 18:49:30


Post by: McNinja


DarknessEternal wrote:There's a whole bunch of guys in here that can't go in any army. Why? They don't say what army they belong to.
I think most of them would be easy to figure out, unless they're like mine and are homebrew characters for a homebrew codex.


Your Own Unique characters in 40K @ 2012/02/23 19:24:13


Post by: Ovion


felixander wrote:To be honest, most of these characters are terribly undercosted and I wouldnt play them. I think the two IG (Screaming Silus and the sniper) are reasonable and have notable drawbacks.


That makes them good Homebrew.
If it looks to be overcosted or underpowered, people aren't really going to think twice about letting you use it.
If it's overpowered or undercosted, or even a bit iffy in regards to balance - people are going to either refuse to play against it or it's going to be a hard sell.

By being a little underpowered or overcosted it makes it easier to use


Your Own Unique characters in 40K @ 2012/02/23 20:03:29


Post by: Luco


Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?





Your Own Unique characters in 40K @ 2012/02/23 22:06:00


Post by: Ovion


BG: Drychera is a one of the oldest, most twisted Haemonculi, originally born to the Noble Houses of Old, one of the first Eldar born after the fall, in the early days of Commoragh. She and those in her noble house, truly twisted even by the standard of those times were among the first flesh workers to come into being. She stood watching in the shadows when Vect made his power play, and when the old way fell, she made her own play taking control of the Coven of the Plagued Rat.

Ancient to the point her skin is like gnarled wood, she has spent time learning and teaching among every major coven - her knowledge valued, while her views and practices often seen as bizzare even by her fellow Haemonculi always creating ever more inane beasts of whimsy.

In later decades she pooled all the resources of her ancient house, her Coven and commisioned massive research ships. Massive hives of elegant curves hiding the most depraved of experiments, and took to the Thaxar Rift where she could conduct experiments forbidden even in the Dark City.

She is a truly mad individual, a cruel mistress that has a strange obsession with Grotesques, Wraithbone and the Eldar who after the fall discarded the rich heritage and decadence she was born into.

FO: HQ
Squad: Drychera, Mistress of Flesh
Unit: Drychera, Points Per: 130, Models: 1, Unit Type: Infantry,
WS-5, BS-5, S-3, T-4(5), W-3, I-5, A-3(4), Ld-9, Sv-6+.
Mistress of the Hulk:
Grotesques become Troops choices.
Grotesques can be upgraded from T5 to T6 at +5 pts per model.

Wargear:
Gnarlskin
Agoniser
Stinger Pistol
Liquifier Gun
Animus Vitae
Vexator Mask

Special Rules:
Night Vision
Power from Pain
Independent Character
- Move Through Cover
- Skilled Rider
Altered Physique
Living Bone

Living Bone: Drychera has grown armour of living bone upon her body.
This grants +1 Toughness, except for the purposes of Instant Death.


Your Own Unique characters in 40K @ 2012/02/23 22:34:06


Post by: felixander


Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?


Your Own Unique characters in 40K @ 2012/02/23 22:38:45


Post by: Durza


felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.


Your Own Unique characters in 40K @ 2012/02/24 01:02:11


Post by: purplefood


Durza wrote:
felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.

And how does a Chaos god fall?
I mean...
Once you get to Chaos that's pretty much rock bottom.
No one is gonna take you after that...


Your Own Unique characters in 40K @ 2012/02/24 01:09:23


Post by: Andilus Greatsword


Durza wrote:
felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.


Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...


Your Own Unique characters in 40K @ 2012/02/24 01:27:58


Post by: Titan Atlas


Andilus Greatsword wrote:
Durza wrote:
felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.


Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...


?!

No, crazy talk. Overpowered.


Your Own Unique characters in 40K @ 2012/02/24 02:02:47


Post by: felixander


Andilus Greatsword wrote:
Durza wrote:
felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.


Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...


You also forgot to mention that it's T6 W4 and isn't a MC (which would be MORE OP). If I was DE Venom spam I would allow it! But otherwise no haha I don't think I would ever allow an opponent to play anything with a 2++ unless it has something like the DE Archon one which fails after it's been beaten once.


Your Own Unique characters in 40K @ 2012/02/24 02:28:53


Post by: Luco


Its a draft sheesh.

First, the 'chapter's vets and leading members are all Fallen.

I have no idea how MC works as I've never played Nids or any other thing that gets them. I mostly just copied and pasted from what someone else decided he would get based on his fluff. Eternal warrior is kinda pointless if he is T6. -.- If it was balanced him then lets go for it.
2+/3++ balance better?


He fell because his sphere of influence was absorbed into Khorne's territory and instead of being destroyed along with it he shattered into shards and fell into the materium.,

Also forgot: Cannot be fielded in battles less than 2k points.


Your Own Unique characters in 40K @ 2012/02/24 04:01:08


Post by: McNinja


Luco wrote:Its a draft sheesh.

First, the 'chapter's vets and leading members are all Fallen.

I have no idea how MC works as I've never played Nids or any other thing that gets them. I mostly just copied and pasted from what someone else decided he would get based on his fluff. Eternal warrior is kinda pointless if he is T6. -.- If it was balanced him then lets go for it.
2+/3++ balance better?


He fell because his sphere of influence was absorbed into Khorne's territory and instead of being destroyed along with it he shattered into shards and fell into the materium.,

Also forgot: Cannot be fielded in battles less than 2k points.
The only thing this guy would get for being an MC is the 2d6 AP and Move Through Cover. Since he has no BS value, being able to fire at two different targets is useless to him. Yes, 2+/3++ balances better. or he could just have the Invlun save and no armor save, like some of the daemons in ze codex of daemons.

I like the concept, but I need more fluff. As it is, it seems kind of wonky, even if he is a member of the Fallen. Preferred Enemy: Chaos indicates a hatred of chaos, but he is a daemon in all respects, just broken up a bit. The problem is the justification for his abilities is nil. Who is he? How did he get bamboozled into his current state? Who bamboozled him in the first place?


Your Own Unique characters in 40K @ 2012/02/24 04:23:55


Post by: sub-zero


Andilus Greatsword wrote:
Durza wrote:
felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
WS: 7
BS: -
S: 5
T:6
W: 4
I: 7
A: 4
Ld: 10

Unit type: Jump infantry

Special Rules
Aura of Fear: All enemy units in close combat take -2 to initiative and leadership.
Divinity: 2+ Invulnerable that may not be negated
Eternal Warrior
Preferred Enemy: Chaos

pts: ...?


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.


Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...


If I'm not mistaken the Sanguinor, exemplar of the host has a 2+ with eternal warrior, it's not an inv. save but he's only 275 points.
and his stat line is stronger than the poster's character.


Your Own Unique characters in 40K @ 2012/02/24 04:29:39


Post by: McNinja


Quick fluff: (this is for my homebrew codex, which I am almost done with, and I figured I'd post another thing here) The Aesur are a psyker-species similar to the Eldar, but no quite the same. Their entire species was nearly facerolled (i.e exterminated) by daemons shortly after their Psyker-dom became more ubiquitous throughout their species. In the aftermath, the remaining Aesur vowed to never use the Warp for their power again. they began experimenting with other dimensions, looking for new places to draw power from, and they found a few. Long story short, their powers aren't as powerful (until you get to higher Psyker Mastery Levels), but do not have to worry about the Perils of the Warp. Both the powers and units/models are a touch more expensive than other armies psykers/powers.

Summon Shadowfiend ------- 100 points
As the Aesur experimented with other sources of power, they came across one in particular that intrigued them: a shadowy labyrinth dimension that was host to what the Dark Eldar call Mandrakes, beings of shadow that can slip into reality through shadows. However, the Aesur quickly learned that the Mandrakes are just as dangerous as any daemon, and even though Mandrakes generally do not make your head explode, they do tend to stab you to death, which is just as bad. So, instead of calling the homicidal Mandrakes to battle, the Aesur learned to control the shadows, molding them into semi-sentient beings they call Shadowfiends.

Shadowfiends are among the most deadly servants of the Aesur. More powerful Magi are able to summon more deadly Shadowfiends, as they are able to bend the very essence of the shadowy realm to their will.

The Shadowfiend may be summoned at any time during the game. Once summoned, he becomes a separate model, and cannot join any units. The Shadowfiend uses the following profile:

WS BS S T W I A Ld Sv
6 3 3 3 2 6 3 10 3+
UNIT TYPE: Beast
WARGEAR: Claws and teeth
SPECIAL RULES: Fearless, Eternal Warrior, Stealth

If the Shadowfiend hits a model in close combat, both players roll a d6 and add the Leadership of their respective models. The difference is added to the strength of the Shadowfiend, up to a maximum strength of 10, for the purposes of resolving the Shadowfiend’s attacks. After the Shadowfiend has resolved all of its attacks, its strength goes back to 3. Against vehicles, the Shadowfiend uses its basic strength and gains the Rending special rule.

The Shadowfiend may also use the following attack in the shooting phase:

Soulrend- R:12” S: 7 AP: * Type: Assault 2*
*To Wound rolls from this shooting attack are made against the target’s Leadership, rather than toughness. No saves of any kind may be taken against wounds caused by this weapon. This weapon has no effect on models without a Leadership value.

-The following rule only applies to Shadowfiends summoned by models who are Psyker Mastery (Level 3) or higher:
Fear Incarnate: The Shadowfiend is the physical manifestation of fear, and its mere presence is capable of shattering any soldiers resolve. All enemy models within 12” of the Shadowfiend suffer -3 Leadership until they are no longer within 12”.


Your Own Unique characters in 40K @ 2012/02/24 05:21:48


Post by: TheLordOfSins


This is just a guy I made for fluff reasons for my own army. I'm curious if you guys think his points are fair. Also, he has powered armor due to him being from a forge world, his world is wealthy but small on population, so they make due with powerful equipment on small units.

Commander Titan.......................................................... 150 Points
HQ choice

WS BS S T W I A Ld Sv
Commander Titan| 5 4 4 4 3 3 3 9 3+

Unit Type: Infantry (Unique)
Wargear: Storm Bolter, Imperial Claws (counts as twin, power weapons), power armor, Frag & krak grenades and a Refractor Field.
Special Rules: Feel no pain, rend, independent character and insperational leader.
Insperational leader: Titan and any unit he's attached too gain fearless, fleet, furious charge and counter attack.

Commander Thayen Titan, born on the planet of Perdition, between Cadia and Terra. A young forge world of little population, it bares only a single army group, the Perdition 1st.
Titan was a massive man, near the size of a Space Marine without the augmentations and towered over most of his peers. He clearly stood above the average Guardsman in the White Shield corp of the Perdition 1st. He quickly made his way through the ranks in battles against Chaos. Commissars had nearly shot him on several occasions for him breaking rank and charging head long into the enemy lines, but his effectiveness was clear.
He was eventually noticed by a Lord Commissar who made him his personal body guard where he tought Titan the discipline and understanding of tactics he needed.
After a decade and a dozen battles against countless Xenos, the Perdition 1st came to reinforce his current battle group. During an assault against an Ork infestation the Lord Commissar was wounded and with his dying words had Titan take command only to kill every last Ork, some with his own armored hands.
From that point on Titan became the supreme commander of the Perdition 1st where he remains and leads his army from the front lines, showing his men how it's done.


Your Own Unique characters in 40K @ 2012/02/24 05:48:08


Post by: McNinja


sub-zero wrote:
Andilus Greatsword wrote:
Durza wrote:
felixander wrote:
Luco wrote:Antenor Ryskin: Shard of an ancient, fallen chaos god. Master librarian for the Angels of Acquittance.
Masterful snip


Just curtious if you missed something... A librarian with no psychic powers or weapons?

And the fact that it's a shard of a Chaos god would make it a daemon. Which would make it kind of hard to get into a SM chapter.


Also, 2+ invul save and Eternal Warrior? I would never play this thing unless I wanted a ridiculous challenge. Points should be in the upper 400s at least...


If I'm not mistaken the Sanguinor, exemplar of the host has a 2+ with eternal warrior, it's not an inv. save but he's only 275 points.
and his stat line is stronger than the poster's character.
Actually, you're right. The Sanguinor has 2+/3++ saves, Eternal Warrior, 5 Attacks, and Furious Charge. For 275 points. Not to mention the bonuses he can grant models around him.


Your Own Unique characters in 40K @ 2012/02/24 05:49:05


Post by: junk


Vin Diesel - Quixotic Space Marine Captain, 25 points

Vin Diesel is an actor and has no place on the field of war, however after a terrible 40k gaming accident, he was transported into the ranks of his army, his extensive experience pretending to swing swords and shoot guns in movies has translated to a modestly effective statline.

WS 3
BS 3
S 3
T 3
I 3
W 1
Ld 8
Sv 5+

Special Rules:
Independent Character, Unique

Acting like it doesn't hurt: Vin Diesel is excellent at acting like a tough guy, therefor he benefits from the 'feel no pain' special rule, ignoring injuries only a result of 6.

This can't be happening: Vin Diesel is considered to be stubborn until the first time he fails a morale save, at which point he acquires the "It's all in my head" Special rule.

It's all in my head: At the start of each game turn, Roll a D6 and add the current Turn number to the result. If the result exceeds 8, it has suddenly dawned on Vin Diesel that what is happening is all in his head, and he will lose his f'ing mind... and chaos will fill its place. Replace Vin Diesel with a Summoned Greater Chaos Daemon.

Wargear: Vin Diesel begins play with no wargear. If a model, friendly or enemy, is removes as a casualty within 6" of Vin Diesel, he may choose a single piece of wargear that model was equipped with, and act like he knows how to use it.




Your Own Unique characters in 40K @ 2012/02/24 06:55:40


Post by: McNinja


TheLordOfSins wrote:This is just a guy I made for fluff reasons for my own army. I'm curious if you guys think his points are fair. Also, he has powered armor due to him being from a forge world, his world is wealthy but small on population, so they make due with powerful equipment on small units.

Commander Titan.......................................................... 150 Points
HQ choice

.............................WS...BS...S...T...W...I...A...Ld...Sv
Commander Titan|...5......4....4....4....3...3..3....9.....3+

Unit Type: Infantry (Unique)
Wargear: Storm Bolter, Imperial Claws (counts as twin power weapons), power armor, Frag & krak grenades and a Refractor Field.
Special Rules: Feel no pain, Rending, Independent Character and Inspirational Leader.
Inspirational Leader: Titan and any unit he's attached to gain Fearless, Fleet, Furious Charge, and Counter-Attack.

Commander Thayen Titan, born on the planet of Perdition, between Cadia and Terra. A young forge world of little population, it bares only a single army group, the Perdition 1st.
Titan was a massive man, near the size of a Space Marine without the augmentations and towered over most of his peers. He clearly stood above the average Guardsman in the White Shield corp of the Perdition 1st. He quickly made his way through the ranks in battles against Chaos. Commissars had nearly shot him on several occasions for him breaking rank and charging head long into the enemy lines, but his effectiveness was clear.
He was eventually noticed by a Lord Commissar who made him his personal body guard where he tought Titan the discipline and understanding of tactics he needed.
After a decade and a dozen battles against countless Xenos, the Perdition 1st came to reinforce his current battle group. During an assault against an Ork infestation the Lord Commissar was wounded and with his dying words had Titan take command only to kill every last Ork, some with his own armored hands.
From that point on Titan became the supreme commander of the Perdition 1st where he remains and leads his army from the front lines, showing his men how it's done.
Fixed a few things.

I like this guy. I think he could be a tad more expensive (only 5 more points or so), but other than that I think this is pretty fair.


Your Own Unique characters in 40K @ 2012/02/24 09:25:13


Post by: felixander


junk wrote:Vin Diesel - Quixotic Space Marine Captain, 25 points

Vin Diesel is an actor and has no place on the field of war, however after a terrible 40k gaming accident, he was transported into the ranks of his army, his extensive experience pretending to swing swords and shoot guns in movies has translated to a modestly effective statline.

WS 3
BS 3
S 3
T 3
I 3
W 1
Ld 8
Sv 5+

Special Rules:
Independent Character, Unique

Acting like it doesn't hurt: Vin Diesel is excellent at acting like a tough guy, therefor he benefits from the 'feel no pain' special rule, ignoring injuries only a result of 6.

This can't be happening: Vin Diesel is considered to be stubborn until the first time he fails a morale save, at which point he acquires the "It's all in my head" Special rule.

It's all in my head: At the start of each game turn, Roll a D6 and add the current Turn number to the result. If the result exceeds 8, it has suddenly dawned on Vin Diesel that what is happening is all in his head, and he will lose his f'ing mind... and chaos will fill its place. Replace Vin Diesel with a Summoned Greater Chaos Daemon.

Wargear: Vin Diesel begins play with no wargear. If a model, friendly or enemy, is removes as a casualty within 6" of Vin Diesel, he may choose a single piece of wargear that model was equipped with, and act like he knows how to use it.




Pure genius.


Your Own Unique characters in 40K @ 2012/02/24 10:16:29


Post by: Ovion


My only question is, do you or the opponent control the greater demon?


Your Own Unique characters in 40K @ 2012/02/25 05:47:59


Post by: Grunt13


I am working on an eldar corsair codex. The HQ characters are able to be personalized quite a bit. Mal-Celm Rey is a normal prince created using the options available in the the fandex:

Mal-Celm Rey:
WS: 6 BS: 6 S: 3 T: 3 W: 3 I :7 A: 3 Ld: 9 Sv: 4+/5++ Price: 121

Equipment: two shuriken pistols with bio-explosive ammo, disruption blade, gyrinx

Gunslinger: Many princes utilize multiple pistols, as they are highly practical weapons considering the corsairs’ lifestyle. This leads many princes to becoming very skilled at maximizing their use of their side arms. The prince is able to fire two different pistols during his shooting phase. Shots must be directed at the same target, this ability is lost if the prince is has taken a dragon mount, jetbike, or eldar power fist upgrade.

Dirty Tricks: The prince is known for using sly tactics at the upset of their typically more powerful opponents. The corsair player can force their opponent to reroll any one roll that determines when a unit arrives or where it arrives from a turn.

Bio-explosive ammunition: These are specially modified shurikens that contain a potent mix of venoms which enzymes that converts the targets own anatomy into an explosive weapon. A weapon with Bio-explosive ammunition will wound on a 2+ rather than using the weapon’s strength characteristic. A model that has its last wound removed by a bio-explosive hit will explode. Place a 3-inch blast over the model and inflict a strength hit equal to the targets toughness with and AP equal to the target’s armor save. Bio-explosive ammunition causes pinning.

Disruption Blade: Corsairs often use weapons that are can overcome an opponent with the slightest cut. The weapon releases an energy that attacks the nervous system of its victim. Whether this instrument is designed to slay the opponent outright or merely renders them unconscious depends on the attitude of the corsair. Disruption blades are a close combat weapon that counts as a poisoned weapon that wounds on a 2+. Vehicles are effected by hits as if they were struck by a haywire grenade.

Gyrinx: This creature appears to be a large cat whose eyes portray a disturbing intelligence. The prince has taken this creature as a pet and it follows the eldar wherever he or she goes. The imperium has little understanding of these creatures or where they come from. The gyrinx appears to be a lucky charm, influencing events in favor of the prince. The gyrinx may be mounted on the prince’s base or be place on its own base and kept within two inches of the prince’s model. The gyrinx will not take a direct role in the game and cannot be targeted. The gyrinx allows the prince to take a single reroll a game turn. There is a consequence to using a gyrinx; if the reroll attempt is also a failure then the prince suffers a wound that cannot be saved. This represents luck swinging to the other extreme and misfortune falling upon the prince in terms of a stray shot, slipping on a slick patch, or other form of bad luck.

Fluff:
Spoiler:

As what was always the case, the greenskin brutes were easy to coax to battle. The ork pirate captain had made planet fall to personally extort provisions from the primitive humans on the isolated, forested moon. It was the lack of technological infrastructure of the native humans that spared them the full wraith of the orks. The locals could not rightfully provided a challenge to the brutish aliens, so as long as they had goods to surrender to the greenskins it was worth keeping them around. It was as the orks made their way down the path to the local settlement that the prince directed his forces into action. A few purposely off targeted shots at the ork captain’s retinue sent the entirety of the ork force hurling blindly off the beaten path into the woods to seek out their unseen attackers.

Proceeding down a ridge they were met with the concentrated fire from the corsairs and warwalkers. These units kept a constant torrent while retreating from the orks leading them even deeper into odd woods of this planet. Prince Mal-Celm Rey’s stood by his zoat retinue, proudly offering the enraged orks their only visible target, the mob braved the thinning fire upon their ranks as they advanced upon the prince in the crazed manner typical of their race, blasta shots spraying the ground around him a few, striking his hardy four-legged guardians. Mobs were intercepted by kroots leaping from the trees and dragon knights bursting from the under bush. The foaming warboss captain pushed is depleting force onwards toward the haughty prince as its boyz where bogged into the combat outside the ork leader’s peripheral.

Mal-Celm Rey’s retinue advanced upon the warboss’s mob venting their guns at the closing orks. Living projectiles ate their way through the greenskins’ hide, the shuriken disks fired by the prince released their toxic payload causing twin explosions within the squad leaving the warboss with only a few orks to accompany the brutal captain. The warboss now close to striking distance to the corsair lord only to be intercepted by a carnosaur, laying in wait to protect the prince. The large dragon sped into the warboss as directed by its handler. The ork raised its powerclaw and uttered an unfinished challenge as the creature’s jaws snapped closed upon the orkiod captain and lifted it into the air. Bellowing in rage the ork captain attempted to fend of the mechanics to the dragon’s jaws only to find its powerclaw impotently pinned by the rows of teeth. The carnosaur chewed the ork commander, limbs and torn flesh falling to the ground while the remain boyz marred its hide with their choppas. With a final crunch followed by a gruff swallow the warboss was vanquished, its mob broke and fled from the battle.

The prince directed his zoats against the only ork mob not currently engaged or broken. His twin bio explosion treated pistols inflicted havoc upon the densely packed orks while shurikens and fleshborer grubs cut through the mob stunned by the brutality inflicted upon them. The prince led his bodyguards into the confused orks and the centarian zoats stomp and crush their bodies. The prince thrusted at the orks with a disruption blade dropping an ork with every strike of the weapon. A choppa blow dinged off the prince’s amour as his gyrinx curled around his feet. A slash with his glowing knife fell the brute, ending its life before it could even clutch at its ruined throat.

The surviving greenskins fled from the ambush, racing back to their vessel. The kroot and dragon knights overtaking many and driving the rest of the routed orks to hasten their retreat. Once the panicked survivors clear the woodland they were beset by jetbikes that chased the broken aliens and ensured not a single one would make it back to their ship. Content that that the battle was over the prince and his retinue left the eldar and kroot to dispose of the fallen orks, of the corsair causalities only a handful of kroot were slain. Almost instantly the kroots and the dragons picked through the fallen orks. The shapers directing their kroots consumption while the exodite’s dragons freely picked at the green bodies. The carnosaur wolfed down several orks taking its time to enjoy a meal with less fight in it than its previous snack. After those partaking ate their fill, the crew will ensure the remaining ork remains will be burned to prevent the sporing of the vile race.

Mal-Celm Rey was fluent in Imperial Gothic but these natives spoke their own distorted tongue that only bore the faintest resemblance to that langue. Using the zoats to relay the communication between himself and the local Mon-Keigh, the prince greeted the shabby old man who was their representative. Through the mind link, the successful destruction of the orks was relay the to the inhabitants. Mal-Celm Rey could have destroyed the ork vessel the instant it landed vaporizing the crew before they disembarked, but he desired that the natives would bare witness to their victory in order to properly cement their budding relationship. The additional benefits of providing his corsairs a chance to wet their blades and the possibility that the ork pirates actually have something valuable in their ship’s hold was enough spare the ork vessel the wraith of his cruiser’s pulsar. The kroot would be sent to search the reeking ship; another benefit of their presence in his crew. The village leader enthusiastically agreed to the prince’s terms, ten percent of their harvest and safe harbor upon the moon – a far better deal than the one the orks offered.

Fully half of the kroot contingent elected to stay on the moon and explore the genetics of the jungle’s fauna. The lost of the kroots was only minor setback and something to be expected. The situation had its benefits, in a few decades their descendants will want to leave this backwater world and he would be the only available method. The fruit was loaded into the hold, it was pleasant enough, particularly for a Mon-Keigh grown crop. It will be sold to the wealthy elite of some human hive world with the impression that they were harvested from a craftworld. The blue blood humans will play a fortune for such a perceived black-market delicacy.

Prince Mal-Celm Rey entered his chamber, the corsairs had left the small moon and he was pleased to be in aboard his ship in open space again. The remaining kroot had searched the ork ship, but did not come across anything valuable, well valuable to the eldar anyway. The kroot salvaged some of the ork equipment and guns for their own purposes. Mal-Celm Rey did help himself to one item from the orks. The warboss’s powerclaw, a monstrous pincher of three beaten and crude blades. Fallen from the carnosaur’s jaws and deprived of the appendage still remaining affixed to it at the time of its retrieval. The prince hung it on his trophy wall, after it was properly clean and sterilized. It joined ranks along a chipped relic blade, the arm of a crisis suit housing an ion blaster, a demiurg helmet, a hurd energy caster and several more items from his conquests. While it may seem erroneous to place the claw upon a wall celebrating his achievements, considering it was the dragon that slew the ork captain; truth be told, most of his trophies came to Mal-Celm Rey’s possession via the efforts of his crew. It was a ranger that ended the tau commander’s existence, her round piercing through the suit and the blue alien’s skull, a buccaneer’s explosive device that scattered the marine’s body and chipped his blade, and the lances of the dragon knights that sent the helmet flying from the demiurg leader’s head. But that did not lessen the pride Mal-Celm felt in his collection, while not having bested the champions directly, he had, through his command defeated them all. His hold full of marketable cargo; his crew appeased; a friendly, secluded port open to him; a new trophy, and profits in his future; this turned out to be a very good day for the prince.



Your Own Unique characters in 40K @ 2012/02/25 09:52:58


Post by: Luco


McNinja wrote:

I like the concept, but I need more fluff. As it is, it seems kind of wonky, even if he is a member of the Fallen. Preferred Enemy: Chaos indicates a hatred of chaos, but he is a daemon in all respects, just broken up a bit. The problem is the justification for his abilities is nil. Who is he? How did he get bamboozled into his current state? Who bamboozled him in the first place?


I'm kinda afraid of being hanged for this. Caution: I consider canon to be stretchy (and so do the fact checkers on there apparently)

http://warhammer40kfanon.wikia.com/wiki/Antenor_Ryskin

streeeeetch!

@grunt: Very nice. The return of the custom hq will be a welcome one, do put it up when you're through so we can take a looksee. I obviously have no sense of balance so I won't judge its balance, but it looks good to me and the model is cool.


Your Own Unique characters in 40K @ 2012/02/25 10:47:43


Post by: junk


Ovion wrote:My only question is, do you or the opponent control the greater demon?


Good question, thankfully this has already been faq'd.


Q: When Vin Diesel succumbs to the "it's all in my head" special rule, which player controls the greater daemon?
A: The model should remain under the control of chaos. To best represent this, the first choice should be the observer who has the least understanding of the rules of warhammer 40,000. If no sufficient observers are present, then the model falls under the control of the player who can do the best Vin Diesel impression. If either of these methods are inconclusive, then resolve the dispute as any other rules dispute involving the vin diesel independent character... with a fist fight.




Your Own Unique characters in 40K @ 2012/02/25 11:10:29


Post by: Luco


rofl, I simply must play a game against this guy!


Your Own Unique characters in 40K @ 2012/02/25 17:03:21


Post by: Grunt13


Luco wrote:@grunt: Very nice. The return of the custom hq will be a welcome one, do put it up when you're through so we can take a looksee. I obviously have no sense of balance so I won't judge its balance, but it looks good to me and the model is cool.


Here is a first draft of the corsair codex, I created it a while ago. I am making changes to it now but the article provides a basic gist of my current fandex, it's kind of a throwback to the eldar mercenary forces in rouge trader:
http://www.dakkadakka.com/wiki/en/Eldar%20Corsair%20Codex

My current changes allows the price to pick traits like gunslinger, low orbit raider, trusted leader, pulsar strike, etc. Also alignments:

Alignment:
The fleet composition is dictated by the prince’s own philosophy. Some princes are loyal to the craftworlds and exodite planets and share their interests. Others princes have fallen into depravity and relate more to the eldar’s dark kin. While others drift away from the other eldar cultures and find their own unique place in the galaxy. A prince may pick an alignment that will effect the makeup of the corsair army list. See the parent codices for unit upgrades and options.

Loyal: The prince keeps close ties to their people and often operated along side the eldar of their homelands. Two troops and one elite and fast selection* may be taken from codex craftworld eldar. Kroot and Zoats may no longer be taken. The prince may purchase equipment available to the autarch from the craftworld eldar codex.

Debased: The prince has fallen to the dark elements of the eldar psyche and taken the fleet with them. Embracing piracy, murder, and mayhem the prince’s priorities fall in line with the dark eldar and it is common to see commorrite eldar in the princes ranks. Two troops and one elite and fast selection* may be taken from codex dark eldar. Kroot and Zoats may no longer be taken. The prince may purchase equipment available to the archon from the dark eldar codex.

Permissive: This prince has become a child of the galaxy and discarded much of the haughty bigotry that is typical of his people. This prince will make associations with non-eldar in pursuit of profit and mutual gain. Often renegade elements of other races will ally with the prince. Pick either codex imperial guard, codex space marine, or codex Tau empire. From one of these codices two troops and one elite and fast selection* may be taken.

* (Fast and Elites may only be taken if two troops are taken)

For Mal’s pricing considerations; a dark eldar archon with shadow field, blaster, and agonizer is priced at 125 points. Also same basic price range as well-equipped autarches.


Lord Inquisitor Mal'tillas:

A radical inquisitor who I used in my old daemon hunter’s codex with guardsmen allies. Now I play his force using the IG codex; he uses Straken’s rules. He is, the end justifies the means, kind of guy who has no problem allying with aliens or attacking imperial factions to further his ends. He is dancing on a knife's edge on whether or not he will fall to chaos.



Your Own Unique characters in 40K @ 2012/02/25 22:11:58


Post by: Andilus Greatsword


I wasn't going to post this in here originally, but eh what the heck:

Of all the Wolf Lords in the Fang, Andilus Greatsword is perhaps the most grim. His childhood is shrouded in mystery. All that is known is that his family was slaughtered in a raid. The young boy fled into the wilderness, only to reappear many years later, miraculously still alive and wielding a massive two-handed blade. As a young Fenrisian, he made a name for himself serving under a powerful tribal chieftain, Fremont, who he helped to conquer many of the surrounding tribes. He was recognized by the Wolf Priests for his ferocity in combat, unmatched martial prowess and unswerving loyalty - any other Fenrisian would have tried to kill his master and usurp his throne, but Andilus gave it no thought. Andilus helped Fremont to capture swathes of valuable land, affording his people a life of relative luxury... however, like so many things on Fenris, this was not meant to last. While Andilus' loyalty may have been unquestioned, other elements of Fremont's court were more treacherous, and the High Chieftain was assassinated. A bloody civil war erupted as the decadent empire crumbled scant years after its inception. Andilus fought to keep the tribe together, but was mortally wounded in the face of overwhelming numbers, as he cut down his final foe.

But this was not the end, merely the beginning. The Wolf Priests of Asahiem descended upon the expiring body, bearing it to the Fang and resurrecting him. Andilus was allowed to join the Space Wolves, an honour which he received with dispassion. After enduring the various tests of initiation, he was finally admitted to the Test of Morkai and drank from the Cup of Wulfen before being cast into the wilderness. The potency of the Canis Helix nearly overcame Andilus, and he drew dangerously close to succumbing to its bestial effects. However, he managed to wrestle against the animal inside and made his way back to the Fang, finally becoming a full-fledged Space Wolf as the last of the geneseed was implanted.

Andilus rose through the ranks quickly, and it soon became apparent that the fierce warrior was also a surprisingly skilled leader as well. In recognition of his talents, the chapter's Iron Priests recast his Fenrisian greatsword into a power weapon which would become his namesake. After a couple decades of service, he was admitted to the Wolf Guard, and then became Wolf Lord when his master was slain in battle by a Daemon Prince. Quiet and intractable when not at war, Andilus leads his men from the front, where he erupts into a fury that is terrible to behold.

However, behind his outer facade of grim stoicism, Andilus hides a dark secret - the curse of the Wulfen still prowls beneath the surface, waiting for a chance to rear its head. The curse has already claimed the life of Andilus' former Lord and he knows that if he cannot rein it in that it will claim him as well. The animal inside Andilus wants to be set loose, and it takes every ounce of strength to keep it at bay on the field of battle...



Icon of Andilus Greatsword's Great Company, the Night Wolf. This creature is said to be blacker than the night, hunting its prey mercilessly until dawn. It is said that the last thing its prey sees is the red of the Night Wolf's eyes before they are met with a violent end...



Wolf Lord Andilus Greatsword
Cost: 250pts
WS: 6
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 4
Ld: 10
Sv: 2+/3++

Type: Infantry

Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman, Saga of the Bear

Rules: ATSKNF, Acute Senses, Counter-Attack, Independent Character, The Animal, A Glorious Death

Options: Andilus can take up to 2 Fenrisian Wolves at 10pts each.

Rules:
Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that counts as a frost blade. In addition, at the start of the assault phase, the player controlling Andilus can declare that he is weilding the Greatsword as a Thunder Hammer. If he does so, Andilus strikes at I1 as usual.

The Animal: Andilus is exceedingly aggressive, throwing himself headlong at opponents as he wrestles with the Curse of the Wulfen. He gains +D3 Attacks on the charge, rather than +1 (however, he only gains +1 Attack when he Counter-Attacks). In addition, if Andilus fails a Ld/Morale test then he gains the Rage special rule as the blood frenzy of the Wulfen overpowers him for the duration of the battle (it is assumed he regains his composure after the battle).

A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage and Furious Charge special rules as he attempts to bring as many enemies down with him as he can.


Your Own Unique characters in 40K @ 2012/02/26 07:10:22


Post by: felixander


Grunt13 wrote:
For Mal’s pricing considerations; a dark eldar archon with shadow field, blaster, and agonizer is priced at 125 points. Also same basic price range as well-equipped autarches.


I just think the reroll for troops arriving is crazy that it's EVERY successful roll, this can completely screw over a reserve army. While it makes me happy that Eldar would have such a crushing character against Blood Angels, I just think it's a little much. I think that making the opponent reroll ONE reserves roll (Mal's choice) per turn is a lot more reasonable and then the points are worth it. Considering his low save and average eldar T3 I think it's pretty reasonable, as a single autocannon wound will ID him.


Your Own Unique characters in 40K @ 2012/02/26 10:36:28


Post by: Deadshot


It is also a middle finger to Draigowing, in stormraven lists, reserve nids, Khan outflanking bike armies, and Daemons.


Your Own Unique characters in 40K @ 2012/02/26 15:09:09


Post by: Grunt13


The dirty trick rule only affects one unit a turn in the manner felixander describes– I probably could have phrased it clearer.

Compare to the Intercept Reserves rule the Officer of the Fleet gives to IG, or the other reserve affecting rules that have existed/do exist in the game I don’t think it is that powerful. Again, it just works on one unit a turn. It is just one reroll at that, so a deep striking unit could either have its reserve roll or placement roll redone - not both.


Your Own Unique characters in 40K @ 2012/02/27 01:26:09


Post by: felixander


Grunt13 wrote:The dirty trick rule only affects one unit a turn in the manner felixander describes– I probably could have phrased it clearer.

Compare to the Intercept Reserves rule the Officer of the Fleet gives to IG, or the other reserve affecting rules that have existed/do exist in the game I don’t think it is that powerful. Again, it just works on one unit a turn. It is just one reroll at that, so a deep striking unit could either have its reserve roll or placement roll redone - not both.


You play Eldar too so I knew you wouldn't be that foolish


Sidenote: have you seen the IA Eldar Corsair codex?


Your Own Unique characters in 40K @ 2012/02/27 02:13:08


Post by: The Lost Autarch


Dor-Fellion - Farseer of Tann-Loc

Early in her life she spent time on the Path of the Outcast, as do most Eldar youth. She stumbled upon relics on the Exodite world of Xannan. Unsure of what they were, she gathered them up and took them back to the Craftworld. There she was met by a troupe of Harlequins, who relieved her of the artifacts without telling her what they were.
Devoted to the preservation of the Eldar race, when she returned from the Path of the Outcast she focused her efforts in ways she best felt she could aid Tann-Loc. She then spent time on the Path of the Warrior, learning the arts of the Banshee, and following that she followed the Path of Command. Throughout all her travels and fighting she had the uncanny ability to uncover lost artifacts.
During one raid on an Adeptus Mechanicus excavation team on Ypres-XI, Dor-Fellion uncovered the Atlas Infernal, thought to have been stolen from the Black Library by Inquisitor Czevak. Once again Dor-Fellion was visited by Harlequins who thanked her for finding the lost codex. After speaking with the Harlequins, Dor-Fellion was persuaded by the Solitaire to embark on what would be the last Path she would travel: the Path of the Seer.
Dor-Fellion was only 455 years old when she became a Farseer, making her the youngest one on the Craftworld. Almost as soon as she became a Farseer, a troupe of Harlequins arrived at Tann-Loc and requested that she follow them into the Webway. She was taken to the Black Library where she met the Guardian-Scribes. She was admitted into the Black Council, a select group of Farseers who, outside the Harlequins, are permitted to know the location of the Black Library.
Since then she has been on a mission that is more aligned with the wishes of the Black Council than with Tann-Loc. At times this meant that requests to draw upon Tann-Loc’s resources have been denied. However, she is fiercely loyal to the Craftworld and will not hesitate to come to its aid. In battle she is frequently accompanied by a large number of Harlequins who hope to benefit from Dor-Fellion’s innate ability to uncover invaluable treasures.

Farseer Dor-Fellion ……………………………………………………………… 200 points

WS - 6
BS - 4
S - 3(4)
T - 3
W - 3
I - 5
A - 2
LD - 10
SV - -

Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
Special Rules: Independent Character, Fleet, Psychic Powers, Black Council
Wargear: Ghosthelm, Shuriken Pistol, Rune Armor (4+ invulnerable save), Runes of Witnessing, Spirit Stones, Gyrinx, Dawn of Asur (Void Sabre)
Psychic Powers: Mind War, Doom, Fortune

Black Council: Dor-Fellion has close ties to the Harlequins and the Black Library but it has come at the cost of severing some ties to Tann-Loc. As such, if Dor-Fellion is included in an Eldar army no other Farseer may be taken, including named characters. Additionally, Dor-Fellion may not have a seer council as a bodyguard. However, she can call upon Harlequins as regular allies of hers. To reflect this, an army with Dor-Fellion may take a unit of Harlequins as listed in Codex: Eldar, but they do not take up a slot on the Force Organization Chart.

Gyrinx: These are furry feline creatures that frequently accompany Eldar seers. A gyrinx confers a character a single re-roll on any D6 roll (ie. to hit, to wound, an armor save, etc). It cannot be used if the player’s opponent is making the dice roll). *** (Found on page 158 of Imperial Armor 11)***

Dawn of Asur: The Dawn of Asur is an ancient Void Sabre that Dor-Fellion recovered from the ruins of Tressen-XI. Void Sabres are considered to be cursed by most Eldar, but they are incredibly powerful Void Sabres are close combat weapons which add +1 to the wielder’s Strength. The Dawn of Asur counts as a power weapon. When attacking vehicles, treat all attacks from the Dawn of Asur as having the Rending special rule. ***(Adapted from the rules on page 159 of Imperial Armor 11)***


----------------------------------------

I tried to go with the "overcost and underpower" school of thought. The lack of a seer council can be a drawback, as it takes away one of the most resilient units in the game out of my army. Harlequins are good, but they're not THAT good. 200 points is slightly less than Eldrad, and this Farseer is no where near as powerful as him, which leads me to think that the cost is probably fair.

Thoughts?


Your Own Unique characters in 40K @ 2012/02/27 05:18:16


Post by: Grunt13


Yep, I am familiar with the IA corsair codex; I am taking some of its concepts while updating my codex, like allowing the corsair troops to purchase jump packs for example. My codex really differs from the imperial armor codex in basic character themes, units, and army performance. Since “corsair” is a very open term I think there is room for two different codices to represent pirate eldar. The IA corsairs are just a different style of pirate band than what I am advocating.

I never really liked how corsairs seem better equipped than some craftworlds with their prevalence of tanks and aircraft. I really attempted to channel the original rogue trader mercenary eldar force with zoat bodyguards, old equipment, and other such forgotten antiquities. I also wanted to give the impression that the corsairs were more of a rag tag group of bandits rather than a military army. More firefly, rebel alliance, and battlestar galactica, than typical military. IA went a different direction, not surprisingly, loading their codex up with forgeworld vehicles; I wanted to create a more underdog brigand force – not one that uses fighter jets to strafe opponents; more thieves in the night than someone with a fleet of warmachines at their disposal.

@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.


Your Own Unique characters in 40K @ 2012/02/27 05:58:32


Post by: felixander


Grunt13 wrote:

@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.


A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable


Your Own Unique characters in 40K @ 2012/02/27 07:14:22


Post by: Exalted Pariah


'Ulk da Exiled

Warlord 'Ulk da Smashas' Waagh was attacking a planet defended by the IG and was being used by the Mechanicum to test out recently uncovered Archeotech. Seeing no other option to stop 'Ulk from overrunning the facility, the admechs used the tech against the orks....

It wasnt the blastiest bomb 'Ulk had seen da 'umies use, nor da loudest, but it was da most killy, too killy even. All da boys died they say, all dem 'umies too, but not 'Ulk, he got stronger, but not bigga, some say hez da strongest of da orkz, but da 'fing is, hez not da biggest, dat make 'em unorky, so some orkz tried to kill'em, but he krumped 'em. Wherevea he goes dis' appens, some say his WAAAGH! is so loud it makes da planet crack an' kills da orkz but'em, wif no chance da fight back even! Some even say Gork and Mork abandoned 'em and da ork dat kills 'em will get BOTH of 'em to make dem even bigga den Ghazgull 'emself! So hes a freeboota, other freebootas try to kill 'em, or fight with 'em so theyz can stab 'em in da back, but it dont work, so he killz dem or dey leave so he dont smash 'em.

HQ

WS: 6
BS: 0
S: 9
T: 8
W: 3
I: 4
A: 3
LD: 10
Sv: 2+ invul

Rules:
"'Ulk SMASH!" : all of 'Ulks attacks are Ap2
"Un-Orky": Any ork within 6"(even if they only move THROUGH THE RADIUS, this applies to models not whole units) of 'Ulk attacks him until they or he is killed.
"Madder 'Ulk gets, stronger 'Ulk gets!": For every wound on him, he gets an extra attack.
"Strongest there is!": Roll a D6 at the beginning of every turn, if the die is lower than the current turn number, 'Ulk decides he has proved his strength and heads toward to nearest table edge(if more than one edge is equi-distant, roll a scatter die and which ever its closest to, of the equi-distant edges) at the speed of 12" a turn any cover/terrain(he run through walls) is ignored, any units(friendly or enemy) he comes across attack him in melee(he attack back) but only orkz(friendly or enemy) stay stuck in, trying to be the one who kills him
"Thunder clap": he claps his hands hard and its a flamer template attack, str 8 Ap3
"Jump": he leaves the board, next turn he deepstrikes(mishaps on terrain scatter until it is off terrain) scatter into units moves the models to give 'Ulk room to land and everything within 6" gets hit with str8 Ap3 attack. One use only.
"WorldBreaker": When 'Ulk calls a WAAGH! the effect is the same as Ghazgulls, except, the orkz fighting on his side are so terrified that he'll make the planet break and kill them without being able to fight, every ork unit not in melee at the end of the turn its called must take a morale check on the highest morale STAT in the squad(so no using the number of boys as Ld) EVERY. TURN. until they are in melee(any turn after the WAAGH! is called, any ork unit not in melee at the end of the turn takes a morale check) IMPORTANT: Orkz wo fail a morale check because of worldbreaker may take the same number of wounds(no allocation) as they failed the check by(wounds are NOT saveable!) because the orkz figure killing each other still counts as fighting


So hes strong as hell, but can hurt your army almost as much, if not more, than the enemy. Not sure what his points cost should be though, thoughts, opinons?


Your Own Unique characters in 40K @ 2012/02/27 08:43:27


Post by: felixander


S9 T8 2++

You could cost him at 1000 points and I still wouldn't let you use him just on principle. Don't use a Wagh and don't put him near your other Orks and he's unstoppable. S8 AP3 template, stupidly overpowered damaging and no risk deep strike, and a power weapon to top it off?


Your Own Unique characters in 40K @ 2012/02/27 09:30:44


Post by: JohnnoM


Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles are automatically glanced on a 6.



Your Own Unique characters in 40K @ 2012/02/27 09:39:26


Post by: Brotherjulian


I wouldn't know where to begin adding special abilities or coming up with point costs. I just play Sevesh Teel as a straight up sorceror lord. If I did make any special rules for him it would involve his aggression implants and some added combat focus. Not on the level of Mephiston but enough to indicate his origin as a World Eater


Your Own Unique characters in 40K @ 2012/02/27 13:01:07


Post by: felixander


JohnnoM wrote:
Spoiler:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles are automatically glanced on a 6.



Drop his S/T to 4/4 like every other Space Marine Chapter Master and give him Eternal Warrior. If he's gonna have a 2+/3++ with Feel No Pain it's just OP to have all that on a T5 model! I think the Storm Call should have a chance to hit and maybe remove the rear glance hit. Players with Land Raiders might kick a fit when they hear that haha And not that I'm trying to over over power him, but most Chapter Masters confer a bonus onto their troops in placement of Combat Tactics(Maybe?). Obviously you don't have to follow the guidelines, but I think it's reasonable to show his prowess as a leader!


Your Own Unique characters in 40K @ 2012/02/27 13:09:14


Post by: The Lost Autarch


felixander wrote:
Grunt13 wrote:

@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.


A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable


Thanks! I added up the costs, then for every "new" rule I added on a few more points. I first got a cost that was slightly more than Eldrad, and I thought that was unreasonable, so I lowered it slightly.

I'll be giving this girl a spin soon. I appreciate the feedback.


Your Own Unique characters in 40K @ 2012/02/27 14:05:18


Post by: Grunt13


The Lost Autarch wrote:
felixander wrote:
Grunt13 wrote:

@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.


A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable


Thanks! I added up the costs, then for every "new" rule I added on a few more points. I first got a cost that was slightly more than Eldrad, and I thought that was unreasonable, so I lowered it slightly.

I'll be giving this girl a spin soon. I appreciate the feedback.


Bel-Annath has some abilities that Dor-Fellion does not; the AP 2 one shot heavy flamer, the zone of stubbornness, the option for an adjusted force organization chart, and he gets to keep his witch blade which he uses with his better than normal farseer combat stats.

A strength 4 power weapon has the edge against marines over the witch blade, but a witch blade wounds C’tan on 2s and hits vehicles at strength 9. Trading away the witch blade for a power weapon adds a lot of flavor to the gal, but it reduces her as a threat in the game overall - it’s like trading in a lascannon for a heavy bolter. Dor –Fellion compares to a marine sergeant with a power weapon in number and strength of attacks. I might be a bit low with 110 points, but her character is basically a normal farseer that fights like a marine sergeant. 200 points seems a bit inflated for what she brings to the table. She should be lower than Bel-Annath anyway, just to account for fact that he has perks that Dor – Fellion doesn’t.

I would play test her at 150 and make adjustments on her price based on her performance in the games.


Your Own Unique characters in 40K @ 2012/02/27 17:01:24


Post by: McNinja


Exalted Pariah wrote:'Ulk da Exiled

Warlord 'Ulk da Smashas' Waagh was attacking a planet defended by the IG and was being used by the Mechanicum to test out recently uncovered Archeotech. Seeing no other option to stop 'Ulk from overrunning the facility, the admechs used the tech against the orks....

It wasnt the blastiest bomb 'Ulk had seen da 'umies use, nor da loudest, but it was da most killy, too killy even. All da boys died they say, all dem 'umies too, but not 'Ulk, he got stronger, but not bigga, some say hez da strongest of da orkz, but da 'fing is, hez not da biggest, dat make 'em unorky, so some orkz tried to kill'em, but he krumped 'em. Wherevea he goes dis' appens, some say his WAAAGH! is so loud it makes da planet crack an' kills da orkz but'em, wif no chance da fight back even! Some even say Gork and Mork abandoned 'em and da ork dat kills 'em will get BOTH of 'em to make dem even bigga den Ghazgull 'emself! So hes a freeboota, other freebootas try to kill 'em, or fight with 'em so theyz can stab 'em in da back, but it dont work, so he killz dem or dey leave so he dont smash 'em.

HQ

WS: 6
BS: 0
S: 9
T: 8
W: 3
I: 4
A: 3
LD: 10
Sv: 2+ invul ----- Why is this a 2++ save? Is it a one-shot save? At T8 there isn't much that can reliably take him out anyway, so a save like this is redundant.

Rules:
"'Ulk SMASH!" : all of 'Ulks attacks are Ap2
"Un-Orky": Any ork within 6"(even if they only move THROUGH THE RADIUS, this applies to models not whole units) of 'Ulk attacks him until they or he is killed.
"Madder 'Ulk gets, stronger 'Ulk gets!": For every wound on him, he gets an extra attack.
"Strongest there is!": Roll a D6 at the beginning of every turn, if the die is lower than the current turn number, 'Ulk decides he has proved his strength and heads toward to nearest table edge(if more than one edge is equi-distant, roll a scatter die and which ever its closest to, of the equi-distant edges) at the speed of 12" a turn any cover/terrain(he run through walls) is ignored, any units(friendly or enemy) he comes across attack him in melee(he attack back) but only orkz(friendly or enemy) stay stuck in, trying to be the one who kills him
"Thunder clap": he claps his hands hard and its a flamer template attack, str 8 Ap3 -------- I'm assuming you modelled this guy after the actual Hulk. In which case, sound is the only thing produced by the clap, and so should only be AP6 or even AP-
"Jump": he leaves the board, next turn he deepstrikes(mishaps on terrain scatter until it is off terrain) scatter into units moves the models to give 'Ulk room to land and everything within 6" gets hit with str8 Ap3 attack. One use only. ------ So if he leaves the board, he comes back on, and if he lands/ scatters into enemy models everything gets an S8 AP3 hit? Would this be from him jumping down from a great height and landing down with great force, causing a shockwave? If so, I'd do something like every model w/in 6" takes an S4 AP- hit. As it is, you'd auto-kill every Space Marine you landed near, and as cool as that would be, it isn't back up by the fluff, nor is it reasonable, even if it is one use only.

"WorldBreaker": When 'Ulk calls a WAAGH! the effect is the same as Ghazgulls, except, the orkz fighting on his side are so terrified that he'll make the planet break and kill them without being able to fight, every ork unit not in melee at the end of the turn its called must take a morale check on the highest morale STAT in the squad(so no using the number of boys as Ld) EVERY. TURN. until they are in melee(any turn after the WAAGH! is called, any ork unit not in melee at the end of the turn takes a morale check) IMPORTANT: Orkz wo fail a morale check because of worldbreaker may take the same number of wounds(no allocation) as they failed the check by(wounds are NOT saveable!) because the orkz figure killing each other still counts as fighting


So hes strong as hell, but can hurt your army almost as much, if not more, than the enemy. Not sure what his points cost should be though, thoughts, opinons?
As he is, I'd say he's an Apoc-only unit for 500 points. However, if you tone him down (like a 3+ armor save and a 4+ Invuln save, plus the other things I suggested), that'd take him down to about 300 points.


Your Own Unique characters in 40K @ 2012/02/27 17:10:44


Post by: captain collius


Interrogator Chaplain Markians
when Markians was, but a boy of 14 years, on the hive world of Antellius it fell under attack from a large Chaos warband. The warband was led by the figure of Amorthus the sorcerer of Tzeentch he was a accompanied by several marines in jet black armor who said nothing. Within a day the PDF had been swept from the defeces and some of the brave citizens were forced to fight inside the city. Then hope arrived in the form of the Dark Angels. The deatwing led by master Sentirius landed and attacked the chaos warband seeking out Amorthus. when the found him they found the figure of Markians a young boy who had bravely attacked the guard of amorthus with a squad of citizens. The warband had killed the rest of the pdf, but they could not kill Markians. Upon seeing the advancing deathwing, the black armored marines fled, as they did they killed markians father. Amorthus was slain by Sentirius.

After the battle Sentirius told the boy he would join the dark angels. He passed his initiation with distinction and showed a particular hatred of chaos and a desire to recover them. Long years saw Markian become a steadfast brother whose list of honors was long. One night he was taken aside by Interrogator-Chaplain Asomdai who with the blessings of the Inner circle inducted him into chaplains. Several years later after capturing two fallen personally (without full knowledge of who they were) hee was inducted into the interrogator chaplains. He wept bitterly at the fall of brothers he never knew.

Unlike the other Interrogator Chaplains of the Dark Angels Markians does not spend most of his time torturing the fallen rather he leads the strike teams of the deathwing that capture them. He is known for his ability to subdue any opponent. he wield the relic crozius, The Redemptive path, and the relic TDA ultionem angeli

pts:215(if you think it is low let me know i'm still working on him)

ws bs s t w i a ld sv
6 5 4 4 4 6 4 10 2+/4++

abilities Honour of the Chapter, Litanies of Hate, Seeker of the fallen, eternal warrior, independent character

wargear
The Redemptive Path-counts a as a master crafted power weapon
ultionem angeli- counts as terminator armor with a master crafted storm bolter

seeker of the fallen
part 1. if there are any fallen dark angles on the board markians and any squad or tranport he is in or attached to must move toward the Fallen as fast as possible until they can charge and subdue them.
part 2 If the fallen is deafeated by markians and his squad place an objective marker on the board this marker must be captured by the DA player by the end of the game or they lose 2 KP or 2 objectives in determining the winner. if the marker is captured it counts as a normal kp or objective


Your Own Unique characters in 40K @ 2012/02/27 17:11:42


Post by: McNinja


JohnnoM wrote:Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Spoiler:
Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.


Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man. The Witchking also said that, then he got stabbed to death by a woman.


I do believe you have forgotten his BS value, sir. Also I agree with felixander. He hits in CC at S6 anyway, so dropping his S and T values to 4 wouldn't be too bad. T4 coupled with FNP then with a 2+/3++ and he's more worth the 250 points.


Your Own Unique characters in 40K @ 2012/02/27 18:08:40


Post by: thelordwatchman


i have added punctuation in now

Levitas second chapter master of the blood watchmen
ws bs s t w i a sv ld
7 5 6 4 3 6 4 2+ 4++ 10

wargear
Heaven fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 4 assault 4
armour of the watchmen- artificer armour with a in built iron halo

special rules
fearless independent character preferd enemy orks and chaos
the black eyes-levitas has inherited the black eyes that are a symbol of respect from the rest of the watchmen they normally only manifest in a member of the blood watchmen who have achieved the path of heaven- this gives levitas psychic mastery level one and the dark star power (uses dark eldar dark lance shot)

leder of the watchmen- may call in a total of D3 orbital bombardments in a single game (may not be used on the same turn)

points 275

when he was young levitas was saved by the lord watchman and was given a place in the blood watchmen
on his first mission as a scout he lost the rest of his squad to the old one eye but he managed to place his sniper rifle into its missing eye slot and fire as many shots as he could, after the mission he was asked to join a death watch mission, an inquisitor gave him an order to kill the biggest ork on the planet much to the displeasure of the members of the kill team he opened the rear ramp on the storm raven and sniped the war boss before they landed.
in the end only levitas survived the mission.

he then served anouther ten years as an assault marine before he went for a two hundred year death watch tour, when he returned he was raised to chapter champion, again he spent a few years in the death watch and when he returned the lord watchman had died and he took control of the chapter by votes of the chapter council.


if you take levitas you make take chapter champion luminious for 225 points
ws bs s t w i a sv ld
6 5 6 4 2 6 4 2+ 4++ 10

wargeer
hell fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 4 assault 4
armour of the champion- basicly the same armour that the emperor's champions wear that he was gifted by the black tempelars when he faught at their side
special rules
fearless independent character preferd enemy orks and chaos
the white eyes-like levitas luminious has advanced down the second path he has forgone heaven and concoured his own hel, -this grants him psychic mastery level 1 and the white star power
range s ap special
template 6 - assault 1 rending

back ground
born on amlon prime [recorded destroyed by inquisition]

after his sixth birthday the planet amlon was invaded by ork warlord skarguts who went ahead and slaughtered all beings he could find as if luring some force to the planet, when 2 weeks went by after the ork laughed in the air at the puny hummies one of his mega nobz fell to the floor a single wound to its face, the warlord looked at the direction he saw a crimson armoured terminator holding a bolter a sword in the ground as he drooped the bolter he picked the sword up and bellowed into the air.

"ork face me in single combat lets see if you are as strong as you say."

"who are you to challenge me hummie."

"i am the lord watchman leader of the blood watchmen" as he said this the ork roared with delight.

"i knew if we attacked your worlds you would appear."

as the warlord ran forward and arrived at a clearing the lord watchman was sat their waiting for him.
as the fight began movement caught the warlords eye and he shot with his big shooter, a scream hit the watchman's ears as he saw a woman holding a child fall to the ground.

"pathetic humie cant take a bullet."

as he spoke he turned to see a light erupt around the watchman's sword

"you coward she was defenseless" as he spoke flames erupted from his sword "you have forced my hand, hell dart is hungry now."

as the ork lunged out with his power claw the watchman grabbed he claw from the side and cut the ork and severed its left arm and leg, though the ork activated a transporter device he vanished as did the majority of the orks.

as he went to the woman she was barley able to move.

"i am sorry" as he spoke she passed him the child "i will protect him with my life" as he spoke he saw his marines take out the remaining orks.

ten years later the boy entered the scout company lead by philateties who kept a close eye on him.

he was recorded with nearly twenty thousand kills with his sniper and double that with a chain-sword, the biggest foe killed was a dominatrix he strapped twenty melta bombs too while it was fighting philateties.

after 30 years he was an accomplished space marine in the service of the third company the archangels, he served under sergeant veron who he served with in many campaigns lead by the blood watchmen, of which crusade amlon beta was his most accomplished with a score of nearly 300 ork kills and 100 traitor kills
where he saw his older brother for the first time since he had been taken to become a marine by the man known as airman for his psychic potential, as veron was killed by the brother luminous picked his sergeants sword up and fought his brother and would have lost until a glaive encarmen pierced his chest and stood their was a sanguine guard.

as luminous looked around he saw the lord watchman fighting alongside commander Dante against a blood thirstier.

as he saw a red being walk behind the two chapter masters he rushed forward and activated his jump pack landing before the skull taker. drawing his chain-sword in one hand and the power weapon in his other and clashed about ten meeter's away from Dante and his chapter master.

he knew he could not win but he still fought with his all, as he was about to get killed by the daemon a psycher kicked the daemon away and standing there offering luminous a hand was the lord of death, chief librarian mephiston who smiled at the marine and said one word

"nice attempt but this is no job for a novice" as he said this the daemon was assaulted by the librarian, as he did he saw the marine join him and with each move he matched mephiston with grace and speed using his jump pack as an extra speed boost to dodge the attacks of the daemon, while mephiston pounded the daemon, after an hour the daemon was killed by two blows one from the librarian to its head the other by luminous to its chest

at the end of the battle Dante saw his chief librarian talk openly to the marine a sight that he found most strange but he then saw the boys face and looked at the watchman.

"he is from amlon prime" as the watchman spoke Dante looked at him "he was the only survivor i could save."

as he spoke a sanguine guard walked forward holding an Angeles boltgun and gave it with an armour piece and to luminous.

as the blood angels left an inquisitor walked towards the lord watchman, "may i ask that you let the marine there serve as part of a kill team under the watch of the ordo xeno."

"ask him not me it is his choice to make."

after serving in the death watch with levitas he was promoted to champion when levitas became chapter master




Your Own Unique characters in 40K @ 2012/02/27 19:39:30


Post by: thestormlord


Brother Captain Derek "the mighty"

300 Points

WS 7
BS 7
S 7
T 6
W 4
I 7
A 6
LD 10
SV 2+

Wargear
Plasma pistol, artificer armour, iron halo, frag and krak grenades
God slayer: It was with this sword that Derek killed the swarm lord. God slayer is a m aster crafted power weapon
Orbital barrage: once per game choose one enemy unit. Place a large blast template over a model. All models underneath take D3 strength 10 AP 1 hits.

Special Rules
And they shall know no fear, independent character, fearless, preferred enemy: tyranids, Furious charge
Unfulfilled destiny: if Derek loses his last wound roll a D6 and refer to the table below.
1 or 2: destiny fulfilled: all units lose 1 LD
3 or 4:"you will have to try better than that...” place Derek back with one wound and a 3+ save
5: "it's not that easy": replace Derek with D3 wounds and 3+ save
6: "now you’ve made me angry...” replace Derek with D3 +1b wounds and with +1 A S and T

There is a legend. A legend that in the imperiums darkest hour a hero will rise. A hero greater than any other. It is said his name will be Derek the mighty. Derek was born on Baal Secundos in 955.M41. At the age of just 16 he travelled to angel falls. He rose through the ranks of blood angels and became tactical sergeant after just 3 years. That is when the Tyranids came. They attacked in the dead of night thousands of Mycetic spores fell to the ground of the forge world Aldrus. Derek’s squad was one of the many to give aid to them. Within minutes the swarm lord charged Derek’s squad. The beast wiped out Derek’s squad. Only Derek stood staring without fear into the beast’s eyes. Derek sliced at the chest of the beast. The swarmlord screamed in pain. The swarmlords bone sabres came down on Derek but he dodged out of the way and fired point blank into the infernal beasts head. After the battle Derek had a vision. In his vision a golden angel told Derek that he had a destiny. He made Derek swear to fulfil this. When he awoke from the vision he found he had been blessed with godlike strength. After this he soon reached the rank of captain. After many years of service Derek feels that his destiny may soon be fulfilled. Meanwhile tendrils of the hive fleets are approaching holy Tera...


Your Own Unique characters in 40K @ 2012/02/27 19:47:51


Post by: Durza


Only problem I would have with Derek is his 2/3 chance to return alive repeatedly. If he rolls multiple sixes, do the bonuses stack? Does the 1-2 result affect enemies? Does the ability work multiple times?


Your Own Unique characters in 40K @ 2012/02/27 19:50:52


Post by: Andilus Greatsword


thestormlord wrote:Brother Captain Derek "the mighty"

300 Points

WS 7
BS 7
S 7
T 6
W 4
I 7
A 6
LD 10
SV 2+

Wargear
Plasma pistol, artificer armour, iron halo, frag and krak grenades
God slayer: It was with this sword that Derek killed the swarm lord. God slayer is a m aster crafted power weapon
Orbital barrage: once per game choose one enemy unit. Place a large blast template over a model. All models underneath take D3 strength 10 AP 1 hits.

Special Rules
And they shall know no fear, independent character, fearless, preferred enemy: tyranids, Furious charge
Unfulfilled destiny: if Derek loses his last wound roll a D6 and refer to the table below.
1 or 2: destiny fulfilled: all units lose 1 LD
3 or 4:"you will have to try better than that...” place Derek back with one wound and a 3+ save
5: "it's not that easy": replace Derek with D3 wounds and 3+ save
6: "now you’ve made me angry...” replace Derek with D3 +1b wounds and with +1 A S and T

There is a legend. A legend that in the imperiums darkest hour a hero will rise. A hero greater than any other. It is said his name will be Derek the mighty. Derek was born on Baal Secundos in 955.M41. At the age of just 16 he travelled to angel falls. He rose through the ranks of blood angels and became tactical sergeant after just 3 years. That is when the Tyranids came. They attacked in the dead of night thousands of Mycetic spores fell to the ground of the forge world Aldrus. Derek’s squad was one of the many to give aid to them. Within minutes the swarm lord charged Derek’s squad. The beast wiped out Derek’s squad. Only Derek stood staring without fear into the beast’s eyes. Derek sliced at the chest of the beast. The swarmlord screamed in pain. The swarmlords bone sabres came down on Derek but he dodged out of the way and fired point blank into the infernal beasts head. After the battle Derek had a vision. In his vision a golden angel told Derek that he had a destiny. He made Derek swear to fulfil this. When he awoke from the vision he found he had been blessed with godlike strength. After this he soon reached the rank of captain. After many years of service Derek feels that his destiny may soon be fulfilled. Meanwhile tendrils of the hive fleets are approaching holy Tera...


Wowwwwww... just everything about this is overpowered, and 300pts is still too cheap. I'd make the following changes...

Points Cost: 230pts
WS 6
BS 5
S 4(6)
T 4
W 3
I 5
A 4
LD 10
SV 2+

Wargear
Plasma Pistol, Artificer Armour, Iron Halo, Frag and Krak grenades
God Slayer: It was with this sword that Derek killed a Hive Tyrant. God Slayer is a two-handed, master crafted power weapon which adds +2 to his Strength (added to his profile).
Orbital barrage: Once per game choose one enemy unit. Place a large blast template over a model and roll to scatter like a normal orbital barrage weapon. All models underneath take D3 strength 10 AP 1 hits.

Special Rules
ATSKNF, Independent Character, Fearless, Preferred Enemy: Tyranids, Furious Charge

Unfulfilled destiny: if Derek loses his last wound roll a D6. On a 5+, he rises back to his feet with D3 wounds remaining.

(I'm not even going to touch the Marty Stu fluff)


Your Own Unique characters in 40K @ 2012/02/27 19:51:27


Post by: thestormlord


Durza wrote:Only problem I would have with Derek is his 2/3 chance to return alive repeatedly. If he rolls multiple sixes, do the bonuses stack? Does the 1-2 result affect enemies? Does the ability work multiple times?

Good point. Probably not stacking but can be used multiple times.


Your Own Unique characters in 40K @ 2012/02/27 19:52:14


Post by: purplefood


Andilus Greatsword wrote:
(I'm not even going to touch the Marty Stu fluff)

Agreed...


Your Own Unique characters in 40K @ 2012/02/27 19:57:36


Post by: Ovion


That thing needs some serious rebalancing.
I assume it's standard infantry.

I have a S/T8 Gargantuan Creature that costs about the same, yet it's easier to kill than this, and won't do as much damage.

Ignoring it's a regular marine with T6, on top of it being REALLY hard to kill in the first place (2+ / 4+* with T6 and 4 wounds O-o) it has a 2/3 chance of gettting back up again and a 1/6 chance of getting up and being EVEN HARDER.

It also has an autohitting Str10 AP1 large blast attack, that's going to average out at 10 instant deathing wounds.

I feel this should be at least the 400-500pt mark, and an Apoc unit.


Your Own Unique characters in 40K @ 2012/02/27 20:11:22


Post by: Meridia


Andilus Greatsword wrote:
(I'm not even going to touch the Marty Stu fluff)


This


Your Own Unique characters in 40K @ 2012/02/28 00:52:35


Post by: Exalted Pariah


McNinja wrote:
Exalted Pariah wrote:'Ulk da Exiled

Warlord 'Ulk da Smashas' Waagh was attacking a planet defended by the IG and was being used by the Mechanicum to test out recently uncovered Archeotech. Seeing no other option to stop 'Ulk from overrunning the facility, the admechs used the tech against the orks....

It wasnt the blastiest bomb 'Ulk had seen da 'umies use, nor da loudest, but it was da most killy, too killy even. All da boys died they say, all dem 'umies too, but not 'Ulk, he got stronger, but not bigga, some say hez da strongest of da orkz, but da 'fing is, hez not da biggest, dat make 'em unorky, so some orkz tried to kill'em, but he krumped 'em. Wherevea he goes dis' appens, some say his WAAAGH! is so loud it makes da planet crack an' kills da orkz but'em, wif no chance da fight back even! Some even say Gork and Mork abandoned 'em and da ork dat kills 'em will get BOTH of 'em to make dem even bigga den Ghazgull 'emself! So hes a freeboota, other freebootas try to kill 'em, or fight with 'em so theyz can stab 'em in da back, but it dont work, so he killz dem or dey leave so he dont smash 'em.

HQ: 300 pts

WS: 6
BS: 1
S: 9
T: 7
W: 3
I: 4
A: 3
LD: 10
Sv: 3+ ar 4+ invul
Rules:
"'Ulk SMASH!" : all of 'Ulks attacks are Ap2
"Un-Orky": Any ork within 6"(even if they only move THROUGH THE RADIUS, this applies to models not whole units) of 'Ulk attacks him until they or he is killed.
"Madder 'Ulk gets, stronger 'Ulk gets!": For every wound on him, he gets an extra attack.
"Strongest there is!": Roll a D6 at the beginning of every turn, if the die is lower than the current turn number, 'Ulk decides he has proved his strength and heads toward to nearest table edge(if more than one edge is equi-distant, roll a scatter die and which ever its closest to, of the equi-distant edges) at the speed of 12" a turn any cover/terrain(he run through walls) is ignored, any units(friendly or enemy) he comes across attack him in melee(he attack back) but only orkz(friendly or enemy) stay stuck in, trying to be the one who kills him
"Thunder clap": he claps his hands hard and its a flamer template attack, str 8 Ap6
"Jump": he leaves the board, next turn he deepstrikes(mishaps on terrain scatter until it is off terrain) scatter into units moves the models to give 'Ulk room to land and everything within 6" gets hit with str4 Ap- attack. One use only.

"WorldBreaker": When 'Ulk calls a WAAGH! the effect is the same as Ghazgulls, except, the orkz fighting on his side are so terrified that he'll make the planet break and kill them without being able to fight, every ork unit not in melee at the end of the turn its called must take a morale check on the highest morale STAT in the squad(so no using the number of boys as Ld) EVERY. TURN. until they are in melee(any turn after the WAAGH! is called, any ork unit not in melee at the end of the turn takes a morale check) IMPORTANT: Orkz wo fail a morale check because of worldbreaker may take the same number of wounds(no allocation) as they failed the check by(wounds are NOT saveable!) because the orkz figure killing each other still counts as fighting


So hes strong as hell, but can hurt your army almost as much, if not more, than the enemy. Not sure what his points cost should be though, thoughts, opinons?

----- Edited: Much thanks to McNinja for the feedback


Your Own Unique characters in 40K @ 2012/02/28 02:22:20


Post by: Ovion


'ulk should be BS1, because he technically has a ranged attack, and BS0 means unable to do that skill.


Your Own Unique characters in 40K @ 2012/02/28 05:45:04


Post by: McNinja


I'm bored, so I made up a chapter (Salamanders successor Chapter) called the Forge Knights (or Forgeknights, or Knights of the Forge, I'm not sure which is better). This is the Chapter Master, Arakor.

Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Arakor, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Vulkan and Arakor managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Arakor was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.

Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.

The Forge Knights also tend to dismiss the "religion" of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.

Archknight Arakor, Chapter Master of the Forge Knights..........................................................190 points
Compared to every other Space Marine, Archknight Arakor is a wimp. Due to a genetic flaw, he is not as strong and nowhere near as tough as even untrained Space Marines. What he is, however, is fast. Absurdly fast. It is strange, then, that Arakor's weapons of choice are weapons of similar size and shape to Thunder Hammers, known to many as a "really heavy weapon" and not something a relative weakling like Arakor should be able to even pick up. However, this is where the upgrades come in: Arakor has attached Suspensors to each hammer, making them far lighter. It is only because of the suspensors that Arakor is able to wield his hammers with such brutal efficiency and speed.
-----------------------------------------------------------
WS:6 BS:5 S:3 T:3 W:3 I:8 A:4 Ld:10 Sv: 3+

Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor

The Kings of Death: The Kings of Death are two large hammers sheathed in a powerful energy field. They count as Relic Blades that roll an extra d3 when rolling to penetrate vehicle armor.

Voidforged Armor:This special suit of armor is thinner than normal power armor, but just as strong. it confers a 3+ Armor save. On its back is a small device that purpose produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakors armor is also equipped with a miniature Teleport Homer.

Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Homer Drop

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. Arakor has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). in addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Homer Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting teleport homers onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Teleport Homer to be placed anywhere on the field. A Teleport Homer may not land within 4" of an enemy unit. Keep in mind that Teleport Homers must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability.

And you thought all Reserves armies were... actually, you probably didn't. You could start the game with no units on the field, fire a teleport homer somewhere advantageous, then have some men come in. What'cha think?


Your Own Unique characters in 40K @ 2012/02/28 10:48:48


Post by: enfernux


felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable

for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.


Your Own Unique characters in 40K @ 2012/02/28 12:25:21


Post by: AlmightyWalrus


Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


Your Own Unique characters in 40K @ 2012/02/28 12:32:16


Post by: enfernux


AlmightyWalrus wrote:Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


more op than mine and cost less. I'd say no.
and whats with this japanese? its as if i were to name my USC's items in hungarian. Like wrathblade: Haragkard, sanctity armor: szentséges páncél. i mean c'mon XD


Your Own Unique characters in 40K @ 2012/02/28 13:22:50


Post by: felixander


Spoiler:
AlmightyWalrus wrote:Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


Can't complain abou it being op if you play a SoB army. Poor army doesn't even get a real dex hahah


Your Own Unique characters in 40K @ 2012/02/28 18:03:38


Post by: enfernux


felixander wrote:
Can't complain abou it being op if you play a SoB army. Poor army doesn't even get a real dex hahah

look up mine its a few pages back. It's less op and cost more, but still needs a bit of work on the price, just dont know how meny to add


Your Own Unique characters in 40K @ 2012/02/28 18:58:55


Post by: Grunt13


enfernux wrote:
felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable

for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.


Farseer Bel-Annath is a special character in IA 11. He is an autarch/farseer and comes to 175 points. My last reply was given under the impression that this was the 175 point farseer felixander was mentioning when I replied with his abilities – now I realize that felix was likely adding up from a baseline farseer.

Dor-Fellion is basically a parody of this character with her own themes established, but is not more impressive than the original who has a lot more useful abilities. It’s like if a dark eldar player created a character that was just like Duke Silscus but changing his blast pistol and serpent’s bite for a splinter pistol and agonizer and dropping the contraband and low orbit raid rules while giving him some traits and equipment that doesn’t account for what was removed from the original character - the gyrinx is just a 5 point piece of wargear in the IA 11 corsair codex for example. Considering that Farseer Bel-Annath could be used in a game instead of Dor-Fellion, bringing everything she brings to the table and more at 175 points I think 200 points is pretty high request.

When pricing the siliscus inspired character do we say, “Well this is basically a toned down siliscus so he shouldn’t cost more than the original, or do we start at an archon, adding points for each trait till we have a point value higher than siliscus’s 150? Both are valid methods, but when the proposed character is mirrors an established character as Dor - Fellion mirrors Bel-Annath I think it is appropriate to use the established character's pricing as the baseline rather than a generic version.

@Exalted Pariah
I would leave the Ulk out of standard games and focus on making a particular scenario where the Ulk is facing an entire army by itself. That is how it usually is with the Hulk. A while ago I was thinking of doing something along those lines with a Godzilla inspired monster. That way you could have rules for how normal gunfire can effect the Ulk by distracting it while bigger guns are leveled at it, and so on; without worrying about the Ulk dominating a normal game.


Your Own Unique characters in 40K @ 2012/02/28 19:04:15


Post by: Seanaust


More dakka!

More dakka named himself thus for his love of dakka. This isn't no normal ork he's da big cheese of dakka!

Ws. Bs Str. T. W. I. A. Ld. Sv
4. 2. 5. 5 4. 2. 2. 8. 4+.



Special rules

More dakka:

Any ork gun may be upgraded to fire an additional shot for +5 points. This is culmitive with the more dakka upgrade for flash gitz.

Mob rule

Waaagh!


Wargear:

Ultamate dakka gun:

Str. Ap. Type.
7. 6 Heavy 10 rending

special: this cannot be upgraded by More Dakka's more dakka rule.


Eavy armour

Power klaw






Your Own Unique characters in 40K @ 2012/02/28 20:22:44


Post by: Ovion


How many points is boss dakka meant to be?
And what range is the udg?


Your Own Unique characters in 40K @ 2012/02/28 20:28:51


Post by: Seanaust


Udg = range 36"

points 170


Your Own Unique characters in 40K @ 2012/02/28 21:32:47


Post by: Myrrodin


Here's an character that I thought of a few days ago.

“The Exsanguinator” Atellus……………... 235 pts
Insert Name WS: 6 BS 5 S: 4 T: 4 W: 3 I: 5 A: 3 Ld: 10 Sv: 3+
Unit Composition: 1 (Unique)
Unity Type: Jump infantry

Wargear: Artificer Armour, Frag and Krak grenades, Nero’s Bloodrazor (Pair of Lightning Claws), Jump Pack, Iron Halo

Special Rules:
And They Shall Know No Fear, Independent Character, Thirst for Destruction, Descent of Angels, Divine Intervention

Divine Intervention: As per Heroic Intervention. Atellus may either be attached to a vanguard veteran squad to allow the squad to do Heroic Intervention, or he may be attached to a squad with Jump Packs to use Heroic Intervention. Independent Characters that is attached to the squad with Atellus may also be allowed to use Heroic Intervention with the squad.
Thirst for Destruction: As per rule in the Blood Angels Codex. If Atellus does not get red thirst after rolls for Red Thirst have been done. On the 2nd turn and beyond, before any movement has been done, roll a d6, if it’s a 2 or lower, then he gets the effects of Red Thirst. The requirement to gain Red Thirst lowers by 1 (3 or lower by controlling player’s turn 3 and so on). If Astorath the Grim is deployed, then if he does not get Red Thirst after rolls have been done, then he gains Red Thirst on a 4 or lower on a D6. If Atellus was attached to any squad, they also get gain Red Thirst upon Atellus gaining Red Thirst. In addition, the squad he attached to gain Fleet.

Bloodrazor of Nero: Passed on from his previous Captain, these pair of Master-crafted Lightning Claws was given to him for him to lead his brothers to battle. In assault, whenever a 6 is rolled on wounding [deciding if rerolling failed wounds would trigger this or not], he deals two wounds instead of one.


Atellus’s legacy started back as a simple scout in the 10th Company during the late Horus Heresy. He was known among his brothers that he once broke his sniper rifle in half in response to traitor marines charging at him. He does not say much about his past, but the Heresy he said, “Was the worse time for me to be a Scout.”

As centuries pass on, he developed the preferences of charging head at his enemies while flying high in the skies to drive on his enemies. At times, he suffered the Red Thirst from time to time, without him realizing his fury and zeal came from the Red Thirst himself. At one point, Astorath directly visited him, and simply looked at his eyes, “I can tell if one has the black rage coming or not, but it’s not clear within your eyes. Let us hope it does not come soon.” Not sure of what Astorath said to him, he put aside his doubts and don his armor and readied his weapons.
In a battle against the World Bearers, Atellus was assigned to lead a vanguard squad to do an intervention to support the 2nd company captain and his brothers. Upon arriving to the ground, he witnesses the captain dying to the chaos lord by his foul warped weapon. As the Captain arrived to the ground lifeless, Atellus quickly called the charge to destroy the Chaos Lord. Faced with the additional wave of Berzerkers, the vanguards attempted to ignore them, but they were cut down by the relentless Chainaxes hitting everywhere. Only Atellus was able to go through the wave of Berzerkers and charged at the Chaos Lord. The both the Lord and Atellus fought at the same time, dealing blows to each other. They both parried almost every attack, except for the last. Upon the last, the Lord smiled in frenzy, but realized that Atellus was alive, and saw his demise of Atellus’s lightning claws going through him, and the warp took the lord away from this world. As for Atellus, he fell after the body disappearing to the warp.

After the battle, Astorath visits Atellus again, “I see into your eyes, and I still can’t see the black rage in your eyes. Why is that?” Astorath leaves the room, making Atellus still wonder if the Black Rage is waiting. After his recovery, he was given the honour to be the Captain of the 2nd Company, and granted lightning claws from the lost past.



Your Own Unique characters in 40K @ 2012/02/28 21:56:29


Post by: keezus


Just for reference here guys:

A model with T6/Sv2+ (to remove a wound)
72 bolter shots at BS3
3 plasma shots at BS3
18 autocannon shots at BS3
14.4 missile launcher shots at BS3
2.4 powerfist swings at to hit 4+
2.4 lascannon shots at BS3

A model with T6/Sv2+ Feel no Pain
144 bolter shots at BS3
3 plasma shots at BS3
36 autocannon shots at BS3
28.8 (29) missile launcher shots at BS3
2.4 powerfist swings at to hit 4+
2.4 lascannon shots at BS3

A model with T6/Sv2+ (I), Feel no Pain
144 bolter shots at BS3
18 plasma shots at BS3
36 autocannon shots at BS3
28.8 (29) missile launcher shots at BS3
14.4 powerfist swings at to hit 4+
14.4 lascannon shots at BS3

A model with T6/Sv2+ (I), Feel no Pain 4 wounds
576 bolter shots at BS3
72 plasma shots at BS3
144 autocannon shots at BS3
115.2 (29) missile launcher shots at BS3
57.6 (58) powerfist swings at to hit 4+
57.6 (58) lascannon shots at BS3

The same guy at T4
192 bolter shots at BS3
57.6 plasma shots at BS3
14.4 missile shots at BS3 (instant kill)
14.4 powerfist swings at to hit 4+ (instant kill)
14.4 lascannon shots at BS3 (instant kill)

The same guy at T4 with Eternal Warrior
96 bolter shots at BS3
57.6 plasma shots at BS3
57.6 missile shots at BS3
57.6 powerfist swings at to hit 4+
57.6 lascannon shots at BS3

Rule of thumb. Don't stack the survivability buffs.



Your Own Unique characters in 40K @ 2012/02/28 21:58:08


Post by: AlmightyWalrus


enfernux wrote:

more op than mine and cost less. I'd say no.
and whats with this japanese? its as if i were to name my USC's items in hungarian. Like wrathblade: Haragkard, sanctity armor: szentséges páncél. i mean c'mon XD


Your EW assault from deep strike, make marines hit on 5+ crazy-thing is less OP than a character that kills less than 2 MEQ models on the charge and is stuck footslogging because she won't fit in a Rhino with Sisters? Yeah, no. Just no.

Also, it's in Japanese because it's the friggin' Imperial Regalia of Japan. Of course I could write "Grass-cutting sword", but I'd be translating a name, which is silly.


Your Own Unique characters in 40K @ 2012/02/28 22:20:07


Post by: Macok


I think this thread is great! A single sink hole for crowd of "Draigos".


Your Own Unique characters in 40K @ 2012/02/28 23:21:56


Post by: purplefood


Seanaust wrote:More dakka!

More dakka named himself thus for his love of dakka. This isn't no normal ork he's da big cheese of dakka!

Ws. Bs Str. T. W. I. A. Ld. Sv
4. 2. 5. 5 4. 2. 2. 8. 4+.



Special rules

More dakka:

Any ork gun may be upgraded to fire an additional shot for +5 points. This is culmitive with the more dakka upgrade for flash gitz.


Mob rule

Waaagh!


Wargear:

Ultamate dakka gun:

Str. Ap. Type.
7. 6 Heavy 10 rending

special: this cannot be upgraded by More Dakka's more dakka rule.


Eavy armour

Power klaw





Take this rule away and burn it...
Horrible idea...


Automatically Appended Next Post:
Macok wrote:I think this thread is great! A single sink hole for crowd of "Draigos".

Not all of them...
Just most of them...


Your Own Unique characters in 40K @ 2012/02/29 02:05:46


Post by: The Lost Autarch


Grunt13 wrote:
enfernux wrote:
felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable

for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.


Farseer Bel-Annath is a special character in IA 11. He is an autarch/farseer and comes to 175 points. My last reply was given under the impression that this was the 175 point farseer felixander was mentioning when I replied with his abilities – now I realize that felix was likely adding up from a baseline farseer.

Dor-Fellion is basically a parody of this character with her own themes established, but is not more impressive than the original who has a lot more useful abilities. It’s like if a dark eldar player created a character that was just like Duke Silscus but changing his blast pistol and serpent’s bite for a splinter pistol and agonizer and dropping the contraband and low orbit raid rules while giving him some traits and equipment that doesn’t account for what was removed from the original character - the gyrinx is just a 5 point piece of wargear in the IA 11 corsair codex for example. Considering that Farseer Bel-Annath could be used in a game instead of Dor-Fellion, bringing everything she brings to the table and more at 175 points I think 200 points is pretty high request.

When pricing the siliscus inspired character do we say, “Well this is basically a toned down siliscus so he shouldn’t cost more than the original, or do we start at an archon, adding points for each trait till we have a point value higher than siliscus’s 150? Both are valid methods, but when the proposed character is mirrors an established character as Dor - Fellion mirrors Bel-Annath I think it is appropriate to use the established character's pricing as the baseline rather than a generic version.


Yeah. this character is meant to be a play on Bel-Annath. I play tested Dor-Fellion last night, and she didn't seem too over powered. I'm going to run her one or two more times (luckily the local gaming group is accommodating) and see if she's undercosted. I'm not sold on the argument that DF is more powerful than BA, so I think the fact that DF is slightly more expensive than BA makes her reasonably costed. But we'll see. If she happens to run riot in the next two games, I'll be more than happy to take another look at the points cost, or maybe take away an ability (probably the rending from her weapon).

Re: the gyrinx - I don't think I worded it properly, but the re-roll can only be used once per game, not per turn.


Your Own Unique characters in 40K @ 2012/02/29 03:16:35


Post by: Exalted Pariah


McNinja wrote:I'm bored, so I made up a chapter (Salamanders successor Chapter) called the Forge Knights (or Forgeknights, or Knights of the Forge, I'm not sure which is better). This is the Chapter Master, Arakor.

Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Arakor, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Vulkan and Arakor managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Arakor was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.

Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.

The Forge Knights also tend to dismiss the "religion" of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.

Archknight Arakor, Chapter Master of the Forge Knights..........................................................190 points
Compared to every other Space Marine, Archknight Arakor is a wimp. Due to a genetic flaw, he is not as strong and nowhere near as tough as even untrained Space Marines. What he is, however, is fast. Absurdly fast. It is strange, then, that Arakor's weapons of choice are weapons of similar size and shape to Thunder Hammers, known to many as a "really heavy weapon" and not something a relative weakling like Arakor should be able to even pick up. However, this is where the upgrades come in: Arakor has attached Suspensors to each hammer, making them far lighter. It is only because of the suspensors that Arakor is able to wield his hammers with such brutal efficiency and speed.
-----------------------------------------------------------
WS:6 BS:5 S:3 T:3 W:3 I:8 A:4 Ld:10 Sv: 3+

Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor

The Kings of Death: The Kings of Death are two large hammers sheathed in a powerful energy field. They count as Relic Blades that roll an extra d3 when rolling to penetrate vehicle armor.

Voidforged Armor:This special suit of armor is thinner than normal power armor, but just as strong. it confers a 3+ Armor save. On its back is a small device that purpose produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakors armor is also equipped with a miniature Teleport Homer.

Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Homer Drop

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. Arakor has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). in addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Homer Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting teleport homers onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Teleport Homer to be placed anywhere on the field. A Teleport Homer may not land within 4" of an enemy unit. Keep in mind that Teleport Homers must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability.

And you thought all Reserves armies were... actually, you probably didn't. You could start the game with no units on the field, fire a teleport homer somewhere advantageous, then have some men come in. What'cha think?



I gotta say, I really like theses rules and character


Your Own Unique characters in 40K @ 2012/02/29 08:32:45


Post by: McNinja


Exalted Pariah wrote:
McNinja wrote:
Spoiler:
I'm bored, so I made up a chapter (Salamanders successor Chapter) called the Forge Knights (or Forgeknights, or Knights of the Forge, I'm not sure which is better). This is the Chapter Master, Arakor.

Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Arakor, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Vulkan and Arakor managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Arakor was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.

Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.

The Forge Knights also tend to dismiss the "religion" of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.

Archknight Arakor, Chapter Master of the Forge Knights..........................................................190 points
Compared to every other Space Marine, Archknight Arakor is a wimp. Due to a genetic flaw, he is not as strong and nowhere near as tough as even untrained Space Marines. What he is, however, is fast. Absurdly fast. It is strange, then, that Arakor's weapons of choice are weapons of similar size and shape to Thunder Hammers, known to many as a "really heavy weapon" and not something a relative weakling like Arakor should be able to even pick up. However, this is where the upgrades come in: Arakor has attached Suspensors to each hammer, making them far lighter. It is only because of the suspensors that Arakor is able to wield his hammers with such brutal efficiency and speed.
-----------------------------------------------------------
WS:6 BS:5 S:3 T:3 W:3 I:8 A:4 Ld:10 Sv: 3+

Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor

The Kings of Death: The Kings of Death are two large hammers sheathed in a powerful energy field. They count as Relic Blades that roll an extra d3 when rolling to penetrate vehicle armor.

Voidforged Armor:This special suit of armor is thinner than normal power armor, but just as strong. it confers a 3+ Armor save. On its back is a small device that purpose produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakors armor is also equipped with a miniature Teleport Homer.

Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Homer Drop

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. Arakor has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). in addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Homer Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting teleport homers onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Teleport Homer to be placed anywhere on the field. A Teleport Homer may not land within 4" of an enemy unit. Keep in mind that Teleport Homers must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability.

And you thought all Reserves armies were... actually, you probably didn't. You could start the game with no units on the field, fire a teleport homer somewhere advantageous, then have some men come in. What'cha think?



I gotta say, I really like theses rules and character
Thanks! This actually took me a while longer than I thought it would, and now I want to play Space Marines.


Your Own Unique characters in 40K @ 2012/02/29 11:24:48


Post by: felixander


Seanaust wrote:More dakka!
Any ork gun may be upgraded to fire an additional shot for +5 points. This is culmitive with the more dakka upgrade for flash gitz.


Oh great, so those Killcannons can fire twice a turn now? As can those Zapp gunz and Lootahs and TL Missile Launchers? For only 5 points?

enfernux wrote:
felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitelys be your gal! I believe 200 is more than reasonable

for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.

Rending on vehicles? You're lowering it from STR9 to S4 + rending and you complain about that? Also the farseer has a lowered BS to compensate which matters more now from the Eldar FAQ. And as noted the Grynix or whatever it's called is a single roll. I think it's dumb in general but one roll doesn't seem out of hand considering the backlash installed. On a MEQ yes you wound on 4+ and he gets no armor, but you hardly stand a chance against MCs and T5+ like you did before. It truely is a reasonable tradeoff.


Your Own Unique characters in 40K @ 2012/02/29 13:28:45


Post by: enfernux


@ AlmightyWalrus
enfernux wrote:
Spoiler:
Julia, Wrath of Angels 215
ws5 bs5 s3(4) t3 w3 i6 a3 ld10 sv3+
unique, hq jump infantry

wargear: Wrathblade, Sacris Armor, Crux Imperialis, Seraphim Jump pack, Frag and Krak grenades, Blessed Terra, Divine Spark.

Wrathblade: is a power sword, that confers +1S - included in profile.

Blessed Terra: Is a pistol, that can shoot an additional shot, but will get the Gets Hot! Sr for it.
Blessed Terra 12" s4ap4 pistol

Crux Imperialis: counts as a Simulacrum Imperialis, further more, any enemy that wishes to shoot at Julia and any squad she has joined will only hit on a 5+

Sacris Armor: it is a power armor, that allows all your unites with direct line of sight to reroll any roll made on their Ld value. Any of your unites with a model within 12" of Julia or a squad she has joined and the squad she is in may chose to automatically pass any test based on their Ld value.

Divine Spark: confers the Eternal Warrior Sr. Each time this special rule is used to prevent Instant Death on Julia will decrease its power. After 3 of this effects occure, the divine spark provides protection no longer.

Special Rules: Independent Character, Angelic Visage, Acts of Faith, Shield of Faith, Hit and Run, Wrathful Descent, Wings of the Martyr, Angelic Bolts.

Angelic Visage: as per SoB 'dex.
AoF, SoF, IC: as per SoB 'dex.
HnR: As per wh40k crb.

Wrathful Descent: if Julia and a squad she has joined wish to deep strike but get within 1" of an enemy model dont roll for mishap. Instead, leave them in your reserve, and in the assault phase, place her and her squad in base to base contact with that enemy modell/squad. They count as if they have assaulted.

Wings of the Martyr: she and her squad may charge up to 12", gain +1S on this action and you may roll 2d6. If you do, every model in the squad counts as haveing a single power sword, but lose the bonus attack granted by an aditional close combat weapon, except if they already have a power weapon. Further more, if a double is rolled, remove one of the assaulting models as a casualty, counting in resolving the combat.

Angelic Bolts: all attacks made by her and her squad in the shooting phase ignore cover.

Note: Julia, Wrath of Angels may have a squad of Seraphim as bodyguard with all point costs and rules as per SoB 'dex but dont take up a force organization slot.


AlmightyWalrus wrote:
Spoiler:
Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


in comparison +1ws +1t -1i -1 a to mine
my weapon is pw w +1s. His is pw w reroll ftw, rending and id if a save is failed.
my armor rerolls ld based tests and basically i can pass an ld test w.in 12"
his increases sof by one and can increase the effect by an additionall for THE REST OF THE GAME. And above this, Fearless.
i only have 3 chances to survive w eternall warrior, it basically has eternall warrior - im going to mod mine to 1, cause it basically has 3 wound aw.
i have a Simulacrum imperialis counted in to the points and a harder to hit - only for shooting - vs nulling psychic powers.
i have a better ap value pistol than a regular that can shoot again for a gets hot usr - i think that is balanced. Saint has an inferno pistol - no arguments there.
the saint can nullify any damage based on an ld test and if you roll a double on it, it causes an additionall effect. Me? If i ds on to an enemy sq, i assault. Nulling dmg on a 10/12 basis vs assaulting...like you have a 2+ invul.
i have an assaulting bonus, Saint has a relentless and hardens the assault for enemies. But if i assault and want to do more damage, i can lose a modell to it, even on ds. I have drawbacks, Saint doesnt realy have.

second: SoB dont realy have assault unites.

i can include a squad of Seraphim as bodyguard w the same stats and points as per 'dex.

on the japanese: ok, felőlem lehet imperiál mijazmá, nem érdkel, but its a language: english forum, if I'd want to write in japanese, i'd go for a japanese server. Sounds cool, though, but still... ^^


Your Own Unique characters in 40K @ 2012/02/29 14:45:33


Post by: Ovion


Another of my DE Characters:
Eh'khas-haedrine, Lord of Broken Spires
Spoiler:
BG: Eh'khas-haedrine, The Master of the Shattered Spire is a genocidal Archon who rose to power very rapidly through several rather bold assassinations, was always relatively unstable even by Dark Eldar standards.
Knowing how he ascended to his throne, he was 'prepared' when a number of his Kabal turned against him, The mad king detonated numerous high powered charges he had planted within his domain, killing his
would be usurpers, cracking open his once grand towers, toppling several, exposing his throne room to the sky with little more than charred beams for decoration and leaving him with dreadful scars that he has
thus far refused to heal, preferring to keep them as a reminder of his own Kabals treachery. Following this event (and many suspect brain damage caused by his own explosives) with the aid of his court mercenaries
he hunted down and executed every kabalite eldar under his command, believing it was the only way to be assure his continued rule. He leaves his fortress in tatters to serve as a warning to any who might oppose
him to the dangers of doing so, instead installing powerful energy shields to protect his throne room he sits atop a broken spire surrounded by creatures he believes are safe, their trust bought with money.

FO: HQ
Squad: Eh'khas-haedrine, Lord of Broken Spires
Unit: Eh'khas-haedrine, Points Per: 120, Models: 1, Unit Type: Infantry,
WS-6, BS-6, S-3, T-3, W-2, I-6, A-3(4), Ld-9, Sv-4+ (6+*) / 2+*.
Distrust:
Court of the Archon become Troops Choices and are not limited by number of Archons.
The following units may not be used: Kabalite Trueborn, Kabalite Warriors

Wargear:
Ghostplate Armour
Splinter Pistol
Agoniser
Shadow Field
Plasma Grenades
Haywire Grenades

Special Rules:
Fleet
Night Vision
Power from Pain
Independent Character
- Move Through Cover
- Skilled Rider
Mercenary Bands

Mercenary Bands: Court of the Archon gain the following options:
Any Lhamaean can replace their Splinter Pistol with:
Splinter Rifle +5 per
Shardcarbine +10 per
For every 3 models in the squad, one Sslyth may replace its Shardcarbine with:
Splinter Cannon +5 per


and a Tau one:
Commander Mourning Sorrow
Spoiler:
I'll flesh out the fluff moreso later, but the basic concept is this -
Within the Dark Eldar codex it speaks of the Tau that were made into Grotesques, The prototype, the first Tau changed during that conflict and the archetype for the others. Sent into combat with his distorted kin shortly thereafter, he took a direct hit, which somehow shook loose the connections that bound his mind - rather than go insane from the pain the warrior drew from previously unrealised reserves of control and courage, and fought his way through, ultimately hiding among the bodies when the battle was over.

The Haemonculi simply dismissed him as a casualty, not really caring about another lost test subject in the huge melee, yet the young warrior snuck back to friendly lines, where he told his story in distorted, gutteral words. His kin took pity on him, yet he wished to forge ahead and take vengence upon his makers - driven by the pain and rage they forced upon him.

The Earth Caste created for him unique equipment such as the Hammer of Dawn - a Plasma rifle designed for his giant hands, a special shield to protect him and a drone harness to support him, and he took the name R'ashmya - Mourning Sorrow, the changes to his genetics extending his life, he still fights to this day, now leading a specialist Hunting Cadre known as the Defenders of Twilight - constantly on the watch for the Dark Eldars insidious threat.

He is effectively a Grotesque made from a Tau warrior, who regained sentience.
I intend to buy a Grotesque (the first and probably last actual grot model I'll be buying and it's not even for my Dark Eldar ) and modify a plasma rifle into a sort of oversized pulse rifle.

I just thought it'd make an interesting character.

Tau O'R'ashmya - Commander Mourning Sorrow
FO: HQ
Squad: O'R'ashmya - Commander Mourning Sorrow
Unit: Mourning Sorrow
Points Per: 120
Models: 1*
Unit Type: Infantry
WS-4, BS-4, S-5, T-5, W-3, I-4, A-3, Ld-9, Sv-6+/3+(5+*).

Wargear:
Gnarlskin
Hard-Wired Target Lock
Sorrows Shield
Hammer of Dawn
Pulse Pistol
Twilights Shadow
- Two Drone Controllers
- Four Gun Drones

Special Rules:
- Acute Senses
Independent Character
- Move Through Cover
- Skilled Rider
Feel No Pain
Furious Charge
Preferred Enemy: Dark Eldar

Options:
None.

Gnarlskin:
Gnarlskin confers a 6+ armour save.

Sorrows Shield:
Commander O'R'ashmyas personal shield generator – it operates on a broader spectrum than the standard Tau shield generator, it confers a 3+ save and a 5+ invulnerable save.

The Hammer of dawn is a unique weapon combining the technology in Plasma and Pulse Rifles that has the following profile:
Weapon: Hammer of Dawn
Range-30”, Str-6, AP-3, Type-Assault 2, Rending.

Twilights Shadow:
Commander Sorrows drone controllers are contained within this special harness.
It counts as 2 Drone Controllers that have a total of 4 Gun Drones.



Your Own Unique characters in 40K @ 2012/02/29 19:29:31


Post by: AlmightyWalrus


enfernux wrote:@ AlmightyWalrus
enfernux wrote:
Spoiler:
Julia, Wrath of Angels 215
ws5 bs5 s3(4) t3 w3 i6 a3 ld10 sv3+
unique, hq jump infantry

wargear: Wrathblade, Sacris Armor, Crux Imperialis, Seraphim Jump pack, Frag and Krak grenades, Blessed Terra, Divine Spark.

Wrathblade: is a power sword, that confers +1S - included in profile.

Blessed Terra: Is a pistol, that can shoot an additional shot, but will get the Gets Hot! Sr for it.
Blessed Terra 12" s4ap4 pistol

Crux Imperialis: counts as a Simulacrum Imperialis, further more, any enemy that wishes to shoot at Julia and any squad she has joined will only hit on a 5+

Sacris Armor: it is a power armor, that allows all your unites with direct line of sight to reroll any roll made on their Ld value. Any of your unites with a model within 12" of Julia or a squad she has joined and the squad she is in may chose to automatically pass any test based on their Ld value.

Divine Spark: confers the Eternal Warrior Sr. Each time this special rule is used to prevent Instant Death on Julia will decrease its power. After 3 of this effects occure, the divine spark provides protection no longer.

Special Rules: Independent Character, Angelic Visage, Acts of Faith, Shield of Faith, Hit and Run, Wrathful Descent, Wings of the Martyr, Angelic Bolts.

Angelic Visage: as per SoB 'dex.
AoF, SoF, IC: as per SoB 'dex.
HnR: As per wh40k crb.

Wrathful Descent: if Julia and a squad she has joined wish to deep strike but get within 1" of an enemy model dont roll for mishap. Instead, leave them in your reserve, and in the assault phase, place her and her squad in base to base contact with that enemy modell/squad. They count as if they have assaulted.

Wings of the Martyr: she and her squad may charge up to 12", gain +1S on this action and you may roll 2d6. If you do, every model in the squad counts as haveing a single power sword, but lose the bonus attack granted by an aditional close combat weapon, except if they already have a power weapon. Further more, if a double is rolled, remove one of the assaulting models as a casualty, counting in resolving the combat.

Angelic Bolts: all attacks made by her and her squad in the shooting phase ignore cover.

Note: Julia, Wrath of Angels may have a squad of Seraphim as bodyguard with all point costs and rules as per SoB 'dex but dont take up a force organization slot.


AlmightyWalrus wrote:
Spoiler:
Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


in comparison +1ws +1t -1i -1 a to mine
my weapon is pw w +1s. His is pw w reroll ftw, rending and id if a save is failed.
my armor rerolls ld based tests and basically i can pass an ld test w.in 12"
his increases sof by one and can increase the effect by an additionall for THE REST OF THE GAME. And above this, Fearless.
i only have 3 chances to survive w eternall warrior, it basically has eternall warrior - im going to mod mine to 1, cause it basically has 3 wound aw.
i have a Simulacrum imperialis counted in to the points and a harder to hit - only for shooting - vs nulling psychic powers.
i have a better ap value pistol than a regular that can shoot again for a gets hot usr - i think that is balanced. Saint has an inferno pistol - no arguments there.
the saint can nullify any damage based on an ld test and if you roll a double on it, it causes an additionall effect. Me? If i ds on to an enemy sq, i assault. Nulling dmg on a 10/12 basis vs assaulting...like you have a 2+ invul.
i have an assaulting bonus, Saint has a relentless and hardens the assault for enemies. But if i assault and want to do more damage, i can lose a modell to it, even on ds. I have drawbacks, Saint doesnt realy have.

second: SoB dont realy have assault unites.

i can include a squad of Seraphim as bodyguard w the same stats and points as per 'dex.

on the japanese: ok, felőlem lehet imperiál mijazmá, nem érdkel, but its a language: english forum, if I'd want to write in japanese, i'd go for a japanese server. Sounds cool, though, but still... ^^


Being able to deep strike from assault and not being able to mishap, as well as giving your entire unit Power Weapons alongside a 12" charge distance, is really silly. Long Fangs, Lootas, Devestators or any similar stationary targets are going to evaporate, after which you have a 24" threat range.

As for the ID weapon, again, against T4 she causes 1.481481481 wounds ON THE CHARGE. This diminishes as the enemy toughness increases. As a comparison, your character causes 1.33333... wounds when charging, unless she's using her special rule thingie, in which case it's 1.7777777... wounds. The difference is, an infantry model that has to either footslog or travel in a Rhino with henchmen is easy to avoid, a jump infantry model with a charge range of 12" that can deep strike into you to assault is impossible to defend against without reserving everything.

As for the Japanese, again, those are the object's names. I don't translate my name (Axel) into "shoulder" or "axis" when I introduce myself in English just because that's what it would mean if I translated the Swedish meaning.

The odds of failing a Ld10 test is 1/12, but it doesn't do squat if you just munch her squad in close combat and sweep her. It can also be modified by stuff that affects leadership, which lowers the odds of succeeding significantly.

In closing: Yes, she's a pain to kill. That's the entire point. Saint Celestine represents her durability by being able to return from the dead, Amaterasu does it by not dying in the first place. Meanwhile, Amaterasu is slower, dead when she's gone, less effective while fighting against anything that isn't a character and, above all else, much more expensive. She increases the survivability for nearby sisters by a bit, but considering most units with Shield of Faith is pretty bad to start with that's hardly overpowered. Relentless on one unit is also not something unique: both Phaerons and Logan can do the same thing.


Your Own Unique characters in 40K @ 2012/02/29 21:37:48


Post by: enfernux


Ok, there are very few things that lower Ld just by basically existing. Like one assassin from gk, that was in the c:wh. A nother is DE trophies.
On the spec rule, she may die instantly if shes alone.
On the english, please, say my name: Molnár Miklós Pál. Its Paul Michael Miller. Easier, isnt it?
Pain to kill is worse - concentrating all free shots, just to have a chance to kill her. 20*4/6*3/6*2/6=1.11, so a single marine squad w bolters from 12" range can eat me.
20*4/6*3/6*1/2*1/12=0.27 Ok, i eat a whole squad alone from ds, than im dead. But i only assault, if i come w.in 1" of an enemy model. It can be a tank, and i wont have much advantage then.
Lets calc on lascannon shots.
3/6*5/6*1/6=0.06 for me
3/6*5/6*2/6*1/12=0.01 so basically i need 2 shots from lascannon to die - one times eternall warrior - while you need a whole tank army to lose one, and you are still eternal, and ow, did i just direct all my attacks at one model? Probably in a squad, so it didnt even get a wound.
Ld for saveing wounds. OP
100 lascannon shots to lose 1 wound...
but if you'd like: 100 hits from a power fist termi sq to lose 1 wound. C'mon...

st cele only gets up on a 4+, thats a chance she will never get up, and she comes w d3 wounds. Pain in the ars, but can be tolerated. You dont come back, but are immortal non the less.
For a UHQ that almost cant be killed, 200 is underpriced.


Automatically Appended Next Post:
sorry, recalc on termies: 30*4/6*5/6*2/6*1/12=0.46 so a whole termi sq of 10 on assaulting cant even get one wound down.


Your Own Unique characters in 40K @ 2012/03/01 09:06:36


Post by: Cypher727


I'll join in!

High Chaplain Sol of the Blazing Angels

points:?
ws5
bs4
s6
t4
w3
I4
a4
sv:3+/4++

Special Rules and Wargear
Infantry.
And They Shall Know No Fear.
Independent Character.
Honour of the Chapter:
Liturgies of Hate/Battle:
Wargear
Power Armour.
Frag/Krak Grenades.
Rosarius.
Crozius Arcanum: Power Weapon.
Helm of burning wrath: one shot flamer
dragons claw: power fist with built in melta pistol

haven't thought up the fluff yet but I'm working on it

any c&c is appreciated


Your Own Unique characters in 40K @ 2012/03/01 09:37:24


Post by: Bobthehero


Captain #5601 Krieg Officer, fond of using Grenadiers for most operation

WS 5 BS 4 S 3 T 3 W 3 I 3 A 3 Ld 10 Sv 4+ (Standard Krieg Senior Officer stats, except for the higher leadership)

Equipment: Hotshot pistol (not in armoury, wouild it be legal?), Power Sword, Carapace Armour, Frag Grenades.

Standard Senior Officer rules as well as standard Krieg rules apply.

Can field Grenadier as troops. (If too powerful, 1-2 squad?)

Price? I have no idea...

5601 story is pretty much the same as any other Kriegsman, destined to be a normal guardsman, he managed to live long enough to recieve the skull shaped mask of the Grenadiers. Once again coming out alive of this, he was given the rank of Captain, as is the custom in Krieg regiments. His experience with the Grenadiers earned the unit a great importance in the eyes of 5601, as such, his fabled 6th company of the 5th Krieg regiment sees extensive use of these veterans.


Your Own Unique characters in 40K @ 2012/03/01 10:48:30


Post by: AlmightyWalrus


enfernux wrote:
Spoiler:
Ok, there are very few things that lower Ld just by basically existing. Like one assassin from gk, that was in the c:wh. A nother is DE trophies.
On the spec rule, she may die instantly if shes alone.
On the english, please, say my name: Molnár Miklós Pál. Its Paul Michael Miller. Easier, isnt it?
Pain to kill is worse - concentrating all free shots, just to have a chance to kill her. 20*4/6*3/6*2/6=1.11, so a single marine squad w bolters from 12" range can eat me.
20*4/6*3/6*1/2*1/12=0.27 Ok, i eat a whole squad alone from ds, than im dead. But i only assault, if i come w.in 1" of an enemy model. It can be a tank, and i wont have much advantage then.
Lets calc on lascannon shots.
3/6*5/6*1/6=0.06 for me
3/6*5/6*2/6*1/12=0.01 so basically i need 2 shots from lascannon to die - one times eternall warrior - while you need a whole tank army to lose one, and you are still eternal, and ow, did i just direct all my attacks at one model? Probably in a squad, so it didnt even get a wound.
Ld for saveing wounds. OP
100 lascannon shots to lose 1 wound...
but if you'd like: 100 hits from a power fist termi sq to lose 1 wound. C'mon...
st cele only gets up on a 4+, thats a chance she will never get up, and she comes w d3 wounds. Pain in the ars, but can be tolerated. You dont come back, but are immortal non the less.
For a UHQ that almost cant be killed, 200 is underpriced.
Automatically Appended Next Post:
sorry, recalc on termies: 30*4/6*5/6*2/6*1/12=0.46 so a whole termi sq of 10 on assaulting cant even get one wound down.


The thing is, she's still not going to kill pretty much anything, even on the charge. I honestly don't think yours is OP either, as it's Sisters of Battle, but we're arguing who is more OP.

As for your math, it's off. Assuming a to hit requirement of 4+ (so BS3, WS anything lower than 7), to get the required 48 wounds to kill (4*12) you'll need 57,6 hits, which means 115,2 attacks to kill. On the other hand, if you kill her friends in melee you just sweep her, and if she's running on her own she isn't giving relentless and assault defended to anyone.


Your Own Unique characters in 40K @ 2012/03/01 13:40:02


Post by: enfernux


so the ods are even worse for killing it.
Yes, we ARE talking Sisters of Battle. Meaning we only need faith and zeal to kill our enemies. And fire. And bolts. And Prometheum! Not almost immortals.
115.2 attacks to kill, so i kill of your squad shes in, you will just march to my retributors and take out my firesupport, if you roll double because of a save, then i get pinned. Ok, i dont have psy powers, so thats a dud.
Meanwhile i have a chance to scatter nice, and assault a group - if its a squad of termies then eeeeeep. I may kill a few of them, but then im just gona wither and die. you get assaulted by termies, the squad is crushed, but that one little saint is there, tieing up the assault squad in cc.

my largest problem is haveing a 4+ invul instead of 6+ for basically 1 faith point and 12", and the ld to negate damage. That is just insane. And it cant be negated even by Vindicars.
the minor problem is that you have 2/6 to wound MEQ but all cause id, except w invul save enemies, who have a chance to survive id. Like Mega Nobs w 2 wounds. You cause a wound to one, it is dead. A hamenculus ancient 1 wound and its dead. Most of the UHQ have a chance but are otherwise dead. St.Cele has a 4+ invul, but you hit i beleave 3+, wound 4+, and basically need only one wound, and i have to roll to see if she gets back.

Ashurmen's Sword of Ashur is almost the same, but i beleave nmy has to fail an Ld for every unsaved wound or suffer id. And that is ELDAR tech, more anchien than the IoM. And hes 230 pt, dont have an Ld to save his but - its easier fo fail a 2+ armor save than an ld of 10.


Your Own Unique characters in 40K @ 2012/03/01 17:31:49


Post by: AlmightyWalrus


Yes, a 4+ invuln instead of a 6+ is good, but you're already faith starved, you give up other things to get it. Suppose I removed Eternal Warrior though? Still pretty damn survivable, but as soon as something strong got through she'd die.


You still need to drop either the deep strike thingie (preferrably) or the power weapon for pretty much free thingie IMO. A 12" assault range with +1 to strength AND free power weapons?

There's also a reason no one ever takes Asurmen in a competetive list: he's gak.


Your Own Unique characters in 40K @ 2012/03/01 20:50:41


Post by: Bobthehero


Any idea for the price of my character I am thinking about 125 pehaps 150.


Your Own Unique characters in 40K @ 2012/03/01 22:38:02


Post by: enfernux


AlmightyWalrus wrote:Yes, a 4+ invuln instead of a 6+ is good, but you're already faith starved, you give up other things to get it. Suppose I removed Eternal Warrior though? Still pretty damn survivable, but as soon as something strong got through she'd die.


You still need to drop either the deep strike thingie (preferrably) or the power weapon for pretty much free thingie IMO. A 12" assault range with +1 to strength AND free power weapons?

There's also a reason no one ever takes Asurmen in a competetive list: he's gak.


not free pw for the squad. If i roll a double, a model dies. I think i may mod it to call pair or odds and if you roll differently, a model dies.

im not talking competative, im talking God Emperor-like powers. To much in one weapon to be not in the hands of THE Emperor.

On the EW USR: you have 2 wounds and a 4+ invul. I have 3 wounds and a 6+ invul. You have EW, i have a single chance EW. If any of us are hit w ID, we both die from the second anyway. You just have an ld of 10 to negate it.
On DS assault: its almost the only realy unique ability that makes this HQ...well unique the gives the squad pw will only be for one round. Tap in a squad of Mega Nobz and next round i only have 2 ccw for me lasses.
And so if they are not DSing to assault, they will be mostly free target for all enemy fire, so maybe the next turn my UHQ and a few seraphims make it to assault 24" - move 12" shoot pistols, assault 12" - before they die out. If not, and i successfully do ds-assault, then i may still end up tied up and dead - though HnR is goooooooooooood . You just place your HQ alone, atract fire and get to half distance before dieing out haveing most of your mods in position for the kill, or the enemy doesnt concentrate on it because of its survivability and then you wreck havoc backdoor.

but i WILL NOT lose the DSA, maybe mod wings of wrath and the Sera BG.
how bout if you loose EW or mod the ld test to lets say a toughness test, then i'll: Wings of Wrath: Angelwrath and a squad she has joined has the Furious charge USR. If the squad she joined is a seraphim, you may roll 2d6 and call odds or evens. If you succeed, the sq may assault 12", if you fail, they move 6" and you must remove a modell from the sq as a causualty with no saves allowed.

Ofc you can buy a pw for the Seraph-ladies for 10pt/mod. Deal?


Your Own Unique characters in 40K @ 2012/03/01 23:00:52


Post by: felixander


Bobthehero wrote:Any idea for the price of my character I am thinking about 125 pehaps 150.


Most of us are unfamiliar with Dkok IA codex, sorry :(


Automatically Appended Next Post:
Bobthehero wrote:Any idea for the price of my character I am thinking about 125 pehaps 150.


Your Own Unique characters in 40K @ 2012/03/01 23:05:13


Post by: Bobthehero


Grenadiers are pretty much stormtroopers without their special rules and no plasma guns.

As I've said the stats line of my character is the same as a normal Krieg Senior Officer, except for the leadership.

So, I could ask how much should I pay to have Stormies as troops, then lower it by what? 5-10 points since they don't hae their rules.

Edit: Thinking about making his hotshot pistol mastercrafted, thoughs?


Your Own Unique characters in 40K @ 2012/03/02 01:36:52


Post by: McNinja


Bobthehero wrote:Grenadiers are pretty much stormtroopers without their special rules and no plasma guns.

As I've said the stats line of my character is the same as a normal Krieg Senior Officer, except for the leadership.

So, I could ask how much should I pay to have Stormies as troops, then lower it by what? 5-10 points since they don't hae their rules.

Edit: Thinking about making his hotshot pistol mastercrafted, thoughs?
I'd probably say about 120-130 point per squad. What options would they have?


Your Own Unique characters in 40K @ 2012/03/02 02:26:31


Post by: Bobthehero


Melta gun, flamer and heavy flamer, grenade launcher, heavy stubber, demo charge, vox, they all have hotshots and carapace armor, along with a cqw and frak/krak grenades.

A full 10 man squad of 'nadiers is already 180 points, didnt plan to change that.

Note that they can have both a heavy weapon and 2 special weapons.

But I was wondering about the character price, rather than the squads.

Edit: That is, as far as I know, the latest update for the DKoK: http://www.forgeworld.co.uk/Downloads/Product/PDF/k/kreig.pdf


Your Own Unique characters in 40K @ 2012/03/02 06:13:05


Post by: enfernux


Bobthehero wrote:
So, I could ask how much should I pay to have Stormies as troops, then lower it by what? 5-10 points since they don't hae their rules.

Bobthehero wrote:
But I was wondering about the character price, rather than the squads.


riiiiiiiiiiight.
so on topic: what points are standard dkok officers?
better off, write down specials for dkok and this uhq and the points for bot - for a comparison - that would help a lot.


Your Own Unique characters in 40K @ 2012/03/02 06:54:36


Post by: Bobthehero


I was wondering how many point should the ability to have stormies as troop would cost.


Standard Officer/Company Commander: WS 5 BS 4 S 3 T 3 W 3 I 3 A 3 Ld 9 Sv 5+ 60 pts


Captain #5601 WS 5 BS 4 S 3 T 3 W 3 I 3 A 3 Ld 10 Sv 4+

Equipement: Mastercrafted Hotshot Pistol, if it not allowed, then go for a normal plasma pistol, Carapace Armor.

Rules: All 3 Krieg Rules, Senior Officer ones, can have Grenadiers (Stormtroopers equivalent) as troops.


Your Own Unique characters in 40K @ 2012/03/02 12:25:19


Post by: enfernux


70-80 imho. Haveing exra options is not so "big an advantage" in forc org to my knowlege, + the cost of the mastercrafted weapon - no idea of the current cost sry.


Your Own Unique characters in 40K @ 2012/03/02 13:22:11


Post by: General Van Rensaler


I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.

Colonel Commissar Ibram Gaunt (175 points)

WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+

Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades

Special Rules: Independent Character, Eternal Warrior, Stealth, Fething Lucky, Inspirational Hero, Senior Officer

Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.

I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.


Your Own Unique characters in 40K @ 2012/03/02 13:33:18


Post by: Ashiraya


General Van Rensaler wrote:I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.

Colonel Commissar Ibram Gaunt (175 points)

WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+

Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades

Special Rules: Independent Character, Eternal Warrior, Stealth, Fething Lucky, Inspirational Hero, Senior Officer

Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.

I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.


Remove I4, EW and make the powersword un-mastercrafted, and this guy would seem fine.


Your Own Unique characters in 40K @ 2012/03/02 13:38:00


Post by: General Van Rensaler


BrotherHaraldus wrote:
General Van Rensaler wrote:I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.

Colonel Commissar Ibram Gaunt (175 points)

WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+

Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades

Special Rules: Independent Character, Eternal Warrior, Stealth, Fething Lucky, Inspirational Hero, Senior Officer

Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.

I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.


Remove I4, EW and make the powersword un-mastercrafted, and this guy would seem fine.


Hmm... if I did that, it'd really just be +1 cover save and senior officer for 85 points. That seems a little steep to me, being the same cost as bringing a Stormtrooper squad.

Is there a specific instance where you'd see him being broken?


Your Own Unique characters in 40K @ 2012/03/02 15:46:54


Post by: McNinja


General Van Rensaler wrote:
BrotherHaraldus wrote:
General Van Rensaler wrote:I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.

Colonel Commissar Ibram Gaunt (175 points)

WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+

Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades

Special Rules: Independent Character, Eternal Warrior, Stealth, Fething Lucky, Inspirational Hero, Senior Officer

Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.

I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.


Remove I4, EW and make the powersword un-mastercrafted, and this guy would seem fine.


Hmm... if I did that, it'd really just be +1 cover save and senior officer for 85 points. That seems a little steep to me, being the same cost as bringing a Stormtrooper squad.

Is there a specific instance where you'd see him being broken?
No. I like the guy as he is. If you were to remove anything, it would be EW, but considering this guy still gets wounded on a 2+ by anything with S5 or higher anyways, it doesn't matter. Removing the M-C on the PW is pointless. Oh no, you get to re-roll one failed to-hit roll. Your opponents will surely tremble at the sight of this guy re-rolling one of his possible 3 failed hits.


Your Own Unique characters in 40K @ 2012/03/02 18:58:22


Post by: Runna


Snippa Recks

During the inavasion of Armageddon, it is a well known fact, that millions of gretchin were thrown to the slaughter. Yet none are mentioned. The tales of the green tide is ever in reference to the swarming mass of orkz. The Gretchin, much as they were intended to be, were bullet shields of flesh and easy ways to get the boyz over mine fields. Their numbers dwindled faster than anyone thought they could replenish them, and they killed so few Imperials they were never considered much more than a nuisance.
Snippa Recks, however, was an exception. Upon getting his first Grot Blasta from his resident Runt Herd, he peered it up and down like a mek. He had always eaten his food slower, paced his bites, even worked at a more gradual speed than others. Never punished as who would notice such a small grot in a herd doing something out of place. Like all the other Gretchin on his homeworld, he was going forward in a Waaaagh!!! to 'kill some oomies' and he had little to no life span left. The lot of them would be dead within hours of their making landfall. Snippa Recks, he listened, he watched, he knew.
The Weirdboyz say a strand of Brainboy, slipped itself into this Gretchin when it was first given smarts. Somehow, that broken ancestral race, had found a similarity between their small frames and the Gretchin, and chose the strongest of the Grots to return in.
Not a warboss walking could give a rats ass about this explination, no matter how you colored it up, a Grot was a Grot. If it was good at killing however, a warboss would find a place for it. Was Snippa Recks good at killing?
Well, come that invasion of Armageddon, Snippa Recks was in the seventh wave of Gretchin that were sent out. When fire came his way, he dropped to the ground and played dead. When the Imperial soldiers ran over him, he waited. When they started dying he tossed his Grot Blasta, crawled over to the best gun he could find, a long Imperial Sniper, from his lowered perch amongst the dead bodies, he started picking off Imperial soldiers who were charging around him. They couldn't spot him, couldn't find his location, and when they had gotten close enough, he leaped up with the sharpest choppa an ork had seen since Snikrots, and made a bloody mess of the surprised soldiers and playe dead beneath the blood right infront of their eyes. Confused with how they had even slain him and the way in which he had splattered the blood about, the soldiers ran off.
Snippa Recks, was a 'killa', and he was a damn good one. Now, Warboss's fight over the right to simply pay this one in a Trillion Gretchin's fee.

Snippa Recks ...40pnts
WS 5 BS 5 S 3 T 2 W 1 A x I x Ld 7+ Sv --
Type: Infantry (Takes up an Elite Force Organization Slot.)

Wargear: Sniper Rifle (Imperial Codex Version,) Snippa's Choppa
Snippa's Choppa: Ignores Armor on a 5+

Special Rules: Play Dead, Snippa Style, Already Here, Stealth, Independant Character, Unique. (Cannot attach to any unit.)

Play Dead: Snippa has mastered this art, if it can be called an art. When Snippa takes a wound in CC, he lays down and is treated as if he is dead. The enemy consolidates after the battle, the following turn, Snippa gets up with his one wound in tact. He must move and then run to the nearest cover however. If he suffers a wound in the shooting phase treat it as the same. Any enemy model in base contact with Snippa may take a Leadership test with a +5 to their roll, to check if Snippa is dead. If they pass they finish him off, if they fail no other model may take the check and Snippa is good to go. (If he is involved in multiple combat he will be allowed to exit combat and make a run move the following turn. If he is surrounded, he must play dead until he is no longer surrounded, and an enemy model may check on him every turn he is trapped in said position.)

Snippa Style: Snippa has a very dangerous style of fighting, it is also very frantic and fast so that he can make a big enough mess to play dead in. When he is engaged in Close Combat, roll 1d6 +1 for his number of Attacks each turn, and 1d6 +4 for his Initiative each turn. In addition he is extremely good at hugging dirt and stone and the like as well as small enough to hide behind nearly anything and thus recieves a +1 to all his cover saves. He also has a strange mastery over his sniper rifle and may reload it up to three times as fast as average and shoot at the same rate on most occasions. Roll 1d3 for extra shots with his gun each shooting phase.

Already Here: Snippa is not a highly paid bounty hunter for nothing, after both armies have been placed, and before other models with infiltrate, owning player may place Snippa on board inside any cover regardless of it's relevancy with opposing units. If of coruse said cover is not already occupied. If there is no unoccupied cover, than Snippa may be placed anywhere within 36" of an enemy unit.


Your Own Unique characters in 40K @ 2012/03/02 20:03:55


Post by: black templar


The Angel of Death
Emperor's Champion
WS BS S T W I A LD SV
7 3 4(6) 5 3 5 4 10 10 2+

Wargear:
Armour of faith, 'The Reaper', Wings of Dunkelheit and 'The Grave'.

'The Reaper': This ancient blade is handed to the greatest of the Emperors champions that adds +2 to the users strength and master crafted. It also causes instant death.

Armour of Faith: (Check the Black Templar codex)

Wings of Dunkelheit: A winged jump pack that shadows its foes cause event the hardest of foes to cower all units within 6 inches must take a leadership test.

'The Grave': Is a deadly bolt pistol created on the eternal crusade. It allows you to re-roll its hit and wound.

Special rules:

Eternal Crusader: Immune to instant death.

"I am fear!": All Templars within 12 inches are fearless.

Champion: Master of every form of combat The Angel of Death can block any advanced attacks. Units assaulting the Angel of Death lose their bonus attack.

Deep Strike
Black Templar vows.

points: 180


Your Own Unique characters in 40K @ 2012/03/02 20:38:48


Post by: McNinja


black templar wrote:The Angel of Death
Emperor's Champion
WS 7 BS 3 S4(6) T 5 W3 I5 A 4 LD10 SV2+ - Fixed


Wargear:
Armour of faith, 'The Reaper', Wings of Dunkelheit and 'The Grave'.

'The Reaper': This ancient blade is handed to the greatest of the Emperors champions that adds +2 to the users strength and master crafted. It also causes instant death. - I think this might be a tad overpowered. He hits almost anything on a 3+, at S6, and causes instant death on an unsaved wound. I might just make the sword add +3 strength rather than just +2 and drop the ID. He wouldn't cause ID, but he'd be able to better wound MC's Or even just have him Rend on a 4+ or something like Crowe..

Armour of Faith: (Check the Black Templar codex)

Wings of Dunkelheit: A winged jump pack that shadows its foes cause event the hardest of foes to cower all units within 6 inches must take a leadership test. - what happens if they fail? I'm assuming they get pinned.

'The Grave': Is a deadly bolt pistol created on the eternal crusade. It allows you to re-roll its hit and wound. -This reminds me of Gungrave.

Special rules:

Eternal Crusader: Immune to instant death. -I'd just give the guy the standard Eternal Warrior. Well, probably not, but if you're going to have him be immune to ID, you might as well just call it what it is

"I am fear!": All Templars within 12 inches are fearless.

Champion: Master of every form of combat The Angel of Death can block any advanced attacks. Units assaulting the Angel of Death lose their bonus attack. - Advanced attacks?

Deep Strike
Black Templar vows.

points: 180 - try around 240 if you keep the ID on the weapon and 220 if you don't
A model that can move 12", is immune to ID, and causes ID on an unsaved wound (out of 4 attacks), and his firearm can re-roll failed to hit and to wound rolls. I see big numbers for this guy's point cost. Then again, I have a character like this, except he costs 405 points.


Your Own Unique characters in 40K @ 2012/03/02 20:56:33


Post by: McNinja


Azriel, leader of the Tirion Combine (something I made up)

The fluff is long, so here's the short version: the Tirion Combine is composed of extragalactic species (called the Gigas) picked up by Azriel and his people as they roam the galaxy attempting to stop the Tyranids. Also, Azriel's people may or may not have been the ones that unleashed the Tyranids on the local cluster (and the Milky Way). After their galaxy was devoured, they had no choice but to flee, and so Azriel's predecessors decided to roam the local cluster, aiding galaxies against the Tyranids or saving others from being annihilated.

I made them sort of what Grey Knights are to daemons against the Tyranids. This guy is supposed to be OP, and really expensive. Like a souped-up Solitaire (or probably how a Solitaire should be).

By the way: Nanomachines allow a model to move an extra 2" in the movement phase, and Nano-gel confers FNP.

Cost: 405 points
--------------------------------------------------------------------------
WS10 BS5 S4 T3 W4 I10 A * Ld10 Sv3++
--------------------------------------------------------------------------
Unit Type: Infantry (Character)
Wargear: Deathweaver Armor, Blade of Eons, Nanomachines, Nano-gel, Independent Character

Deathweaver Armor: A suit similar in some ways to the Synskin of Imperial assassins, the Deathweaver armor is covered in tiny suspensors, further enhancing the already unreal abilities of its wearers.
The Deathweaver armor Azriel is equipped with is a modified version which produces a haze around its wearer as if it was constantly in a fog, making it harder to hit at range. Any unit attempting to target Azriel at a range greater than 12” must do so with -2 to their BS. It also grants the wearer +1 Initiative as well as the Fleet special rule. The Initiative bonus is included in Azriel’s profile. This armor provides no armor save.

Blade of Eons: Perhaps the oldest weapon in the Legion’s arsenal, the Blade of Eons was crafted over 100,000 years ago out of a rare type of crystal. Since then, the blade has been wielded by hundreds of warlords and commanders, and it is nothing short of a miracle that the blade has been passed down for so long. The Blade of Eons has a unique gift: over time, the skill of the men who wielded it became part of the blade itself, its history becoming an inextricable part of the weapon. Anyone who wields this blade is filled with the martial skill of those who have wielded it before. With this knowledge, it is easy to see why its current owner, Azriel, is so deadly in battle. However, this is but a fraction of the blades power, and the blades true power was not fully known or understood until the advent of energy shielding technology. Prior to the Tyranid consumption of Giga, the rare crystal that the Blade of Eons was created out of was found only on Giga, and much to the dismay and horror of Azriel, this crystal was later seen being used by the ultimate Tyranid organism, the Swarmlord, in its massive Bonesabres. This crystal has a peculiar energy-distortion effect, causing holes in otherwise impervious forceshields.

The Blade of Eons is a close combat weapon that increases the Azriel’s WS by 2 and allows him to re-roll any and all failed to-hit rolls. In addition, any successful invulnerable saves taken against wounds caused by the Bade of Eons must be re-rolled.

The WS bonus is included in Azriel’s profile. Against Tyranids, Azriel can re-roll any failed to-wound rolls.

Special Rules: Counter-Attack, Fearless, Archknight, Supreme Agility, Move Through Cover

Archknight: The title Archknight comes from ancient Gigas lore, where the Blade of Eons was crafted for a man known only as the Archknight.

According to legend, the Archknight was the greatest, most noble swordsman in the land, able to best any foe who stood against him. One day, the Archknight came across a town under attack from an enemy nation. The Archknight slew the invaders, and saved the town from destruction. The enemy king had heard stories of the Archknight, but had never believed them until now. Seeking revenge on the Archknight for killing his men, the king mobilized his army against that town and Archknight. The king and his army approached the town, and as they drew closer, they saw a man, the Archknight, waiting for them in the gates of the town. The King said to the Archknight “surrender and no harm will come to you or this town.” The Archknight peered through his helmet at the king and replied “I will make a deal, king. If even one of your men makes it past me into the town, I shall surrender.” The king laughed at the Archknight, but the Archknight did not waver. The king, realizing he was serious, said “this gate is wide enough for ten men to stand abreast, and I have six thousand men. This shall be an easy victory.” After ten hours of battle, not one man had made it through. The king, realizing he was outmatched, retreated back to his country. The king never again attacked the Archknight, or his country.

To most, this is simply a story. To Azriel, this is fact. As the wielder of the Blade of Eons, he has seen many visions of past wars and battles, and this is one of them. The title Archknight was passed down to each warrior who held the Blade of Eons, and Azriel is the latest in a very long line to be given the honor of being the Archknight, and his skill proves that he is indeed worthy of that title.

Instead of a normal attack value, Azriel may choose one of three ways to attack an enemy. The choice is made after Assault moves have been made, but before any blows are struck:

One for All: Azriel slices everything as he weaves his way through the enemy formation. He makes one attack for every model in the enemy squad that he is assaulting or is assaulting him at his normal strength. If there are more than 15 models in the squad Azriel is assaulting or gets assaulted by, his strength is reduced to 3. If he chooses to attack this way, he gains no attack bonus from assaulting.

All for One: Azriel focuses all of his might and skill into one blow, deftly striking in the most vial area of his target with unerring accuracy and precision. Azriel may make one attack that Rends automatically. However, instead of causing a wound, it causes Instant Death. If Azriel chooses to attack this way, he gains no attack bonus from assaulting.

Balanced: Azriel fall into a relaxed stance, relying on his agility and skill to get the job done. Azriel has 5 attacks at his normal strength that Rend on a 4+.

Supreme Agility: Azriel is the fastest, most agile person in the Tirion Combine, and his speed is only improved with his suit of Deathweaver armor. His speed and martial skill is so great that he can predict the movements of any enemy and dodge accordingly. He has a 3+ cover save, as he is not being protected by anything other than his ability to bob, weave, and parry (and jump around) like no other. This save cannot be mitigated/reduced in any way. Azriel also countsDangerous Terrain as Difficult Terrain, and may charge 8” rather than the usual 6”.


Your Own Unique characters in 40K @ 2012/03/02 21:53:20


Post by: keezus


Figured I might as well throw in my hat to the thread of overpowered characters. How's this?

Carrionlord Bubonicus Vrax
Exalted Champion of Nurgle, Decimator of Ullax, Plaguelord of the 7 Systems

Points: 2000

WS7 BS5 S4 T6 W6 A3 I3 LD10 Sv2+(I)
Feel no Pain, Eternal Warrior, Mark of Nurgle (included in profile).

Favoured by Nugle
At the beginning of the controlling player's turn, the controlling player may bid any number of wounds and roll an equal number ofl 2D6 at the start of the turn. If a seven is rolled (1/6 chance) Nurgle is pleased, place a squad of seven Plague Bearers within 12" of Bubonicus. If a nine is rolled (1/9 chance) he is struck by the fickle Changer of Ways and Bubonicus suffers an unsavable wound. If any other result is rolled, there is no effect.

Deatheater
In any combat phase where Bubonicus destroys 7 or more enemy models, he may gain back one wound up to his maximum number of wounds. This may only occur once per turn. Models destroyed by Hellswarm (see below) do not count towards his Deatheater ability.

Armor of 1000 scars
Bubonicus' artificer armor has been grown over with scars from his diseased hide over the millenia. His save is considered invulnerable (included in profile)

Gauntlets of Pestillence
Bubonicus is armed with a pair of powerfists with integral Gouts of Pestillence. The gouts fire acidic filth and disease using the heavy flamer template. This weapon is S6 and he may fire both in the same turn. Models hit may attempt to save by rolling under their initiative value, otherwise they are removed as casualties as the acidic bile eats through bone, flesh and ceramite alike. This weapon rolls 2D6 armor penetration against vehicles and 3D6 armor penetration against vehicles which are open topped.

Cloak of Filth
Bubonicus is surrounded by a cloud of poison miasma, biting venemous and plague carrying insects. Models in B2B with him must make an armor save at the end of every combat step or suffer a wound. Casualties suffered in this manner contribute to combat resolution. Bubonicus is considered to always be in cover and shooting attacks directed against him are at -1 to hit.

Ability: Hellswarm - Use only during the movement phase. Bubonicus transforms his body into a swarm of death flies and poison mist. Bubonicus suffers one wound immediately and is placed him within 24" of his last position at least 1" away from any enemy models. All models within D6" of Bubonicus suffers a wound with no armor save possible. Invunerable saves may be taken as normal. Models under the template who are still alive are pinned in the following turn. Bubonicus may make no further movements or actions this turn. Vehicles hit are considered stunned.

Plague Nexus
If Bubonicus is reduced to zero wounds for any reason, remove all demons of Nurgle from play. Every model within 2D6 of him suffers a wound with no saves possible as his armor is ruptured, causing his liquefied interior to burst forth, showering the battlefield with putrid pestilence. Hits against vehicles are resolved at strength 0 with 7D6 armor penetration.


Your Own Unique characters in 40K @ 2012/03/02 22:17:42


Post by: Ovion


TBH - anyone got an opinion on the 3 I've thrown in so far?


Your Own Unique characters in 40K @ 2012/03/02 23:52:16


Post by: felixander


Runna wrote:Snippa Recks
Spoiler:


During the inavasion of Armageddon, it is a well known fact, that millions of gretchin were thrown to the slaughter. Yet none are mentioned. The tales of the green tide is ever in reference to the swarming mass of orkz. The Gretchin, much as they were intended to be, were bullet shields of flesh and easy ways to get the boyz over mine fields. Their numbers dwindled faster than anyone thought they could replenish them, and they killed so few Imperials they were never considered much more than a nuisance.
Snippa Recks, however, was an exception. Upon getting his first Grot Blasta from his resident Runt Herd, he peered it up and down like a mek. He had always eaten his food slower, paced his bites, even worked at a more gradual speed than others. Never punished as who would notice such a small grot in a herd doing something out of place. Like all the other Gretchin on his homeworld, he was going forward in a Waaaagh!!! to 'kill some oomies' and he had little to no life span left. The lot of them would be dead within hours of their making landfall. Snippa Recks, he listened, he watched, he knew.
The Weirdboyz say a strand of Brainboy, slipped itself into this Gretchin when it was first given smarts. Somehow, that broken ancestral race, had found a similarity between their small frames and the Gretchin, and chose the strongest of the Grots to return in.
Not a warboss walking could give a rats ass about this explination, no matter how you colored it up, a Grot was a Grot. If it was good at killing however, a warboss would find a place for it. Was Snippa Recks good at killing?
Well, come that invasion of Armageddon, Snippa Recks was in the seventh wave of Gretchin that were sent out. When fire came his way, he dropped to the ground and played dead. When the Imperial soldiers ran over him, he waited. When they started dying he tossed his Grot Blasta, crawled over to the best gun he could find, a long Imperial Sniper, from his lowered perch amongst the dead bodies, he started picking off Imperial soldiers who were charging around him. They couldn't spot him, couldn't find his location, and when they had gotten close enough, he leaped up with the sharpest choppa an ork had seen since Snikrots, and made a bloody mess of the surprised soldiers and playe dead beneath the blood right infront of their eyes. Confused with how they had even slain him and the way in which he had splattered the blood about, the soldiers ran off.
Snippa Recks, was a 'killa', and he was a damn good one. Now, Warboss's fight over the right to simply pay this one in a Trillion Gretchin's fee.

Snippa Recks ...40pnts
WS 5 BS 5 S 3 T 2 W 1 A x I x Ld 7+ Sv --
Type: Infantry (Takes up an Elite Force Organization Slot.)

Wargear: Sniper Rifle (Imperial Codex Version,) Snippa's Choppa
Snippa's Choppa: Ignores Armor on a 5+

Special Rules: Play Dead, Snippa Style, Already Here, Stealth, Independant Character, Unique. (Cannot attach to any unit.)

Play Dead: Snippa has mastered this art, if it can be called an art. When Snippa takes a wound in CC, he lays down and is treated as if he is dead. The enemy consolidates after the battle, the following turn, Snippa gets up with his one wound in tact. He must move and then run to the nearest cover however. If he suffers a wound in the shooting phase treat it as the same. Any enemy model in base contact with Snippa may take a Leadership test with a +5 to their roll, to check if Snippa is dead. If they pass they finish him off, if they fail no other model may take the check and Snippa is good to go. (If he is involved in multiple combat he will be allowed to exit combat and make a run move the following turn. If he is surrounded, he must play dead until he is no longer surrounded, and an enemy model may check on him every turn he is trapped in said position.)

Snippa Style: Snippa has a very dangerous style of fighting, it is also very frantic and fast so that he can make a big enough mess to play dead in. When he is engaged in Close Combat, roll 1d6 +1 for his number of Attacks each turn, and 1d6 +4 for his Initiative each turn. In addition he is extremely good at hugging dirt and stone and the like as well as small enough to hide behind nearly anything and thus recieves a +1 to all his cover saves. He also has a strange mastery over his sniper rifle and may reload it up to three times as fast as average and shoot at the same rate on most occasions. Roll 1d3 for extra shots with his gun each shooting phase.

Already Here: Snippa is not a highly paid bounty hunter for nothing. Before the game begins, on a piece of paper owning player must write the position of Snippa. He may then place the paper somewhere safe. He can choose a said radius of 42" anywhere on the board. Snippa is free to shoot anything that enters that radius. He can do so without ever revealing where Snippa is. Snippa can shoot freely without ever being revealed. When an enemy is withing 6" of Snippa, Snippa becomes revealed and place him on the board showing the paper. If Snippa is more than 6" away from said radius, the owning player forfeits the game. Of course choosing to move Snippa Recks negates his invisibility and you must then place him on board. Check paper, etc. (A radius is a circled area, Snippa does not have to be in the circled area, but he needs to be within 6" of said area. effectively giving him an enhanced range of 48" maximum.)




I think the invisible rule makes him terribly over powered. Take that out and it'll be good (He's T2 so even a bolter will ID him) if you want to keep that rule I think it needs to be changed considerably.

Otherwise a very interesting IC! If you make someone say a Grot is OP you know you've done well


Your Own Unique characters in 40K @ 2012/03/03 00:02:55


Post by: felixander


Ovion wrote:Another of my DE Characters:
Eh'khas-haedrine, Lord of Broken Spires
Spoiler:
BG: Eh'khas-haedrine, The Master of the Shattered Spire is a genocidal Archon who rose to power very rapidly through several rather bold assassinations, was always relatively unstable even by Dark Eldar standards.
Knowing how he ascended to his throne, he was 'prepared' when a number of his Kabal turned against him, The mad king detonated numerous high powered charges he had planted within his domain, killing his
would be usurpers, cracking open his once grand towers, toppling several, exposing his throne room to the sky with little more than charred beams for decoration and leaving him with dreadful scars that he has
thus far refused to heal, preferring to keep them as a reminder of his own Kabals treachery. Following this event (and many suspect brain damage caused by his own explosives) with the aid of his court mercenaries
he hunted down and executed every kabalite eldar under his command, believing it was the only way to be assure his continued rule. He leaves his fortress in tatters to serve as a warning to any who might oppose
him to the dangers of doing so, instead installing powerful energy shields to protect his throne room he sits atop a broken spire surrounded by creatures he believes are safe, their trust bought with money.

FO: HQ
Squad: Eh'khas-haedrine, Lord of Broken Spires
Unit: Eh'khas-haedrine, Points Per: 120, Models: 1, Unit Type: Infantry,
WS-6, BS-6, S-3, T-3, W-2, I-6, A-3(4), Ld-9, Sv-4+ (6+*) / 2+*.
Distrust:
Court of the Archon become Troops Choices and are not limited by number of Archons.
The following units may not be used: Kabalite Trueborn, Kabalite Warriors

Wargear:
Ghostplate Armour
Splinter Pistol
Agoniser
Shadow Field
Plasma Grenades
Haywire Grenades

Special Rules:
Fleet
Night Vision
Power from Pain
Independent Character
- Move Through Cover
- Skilled Rider
Mercenary Bands

Mercenary Bands: Court of the Archon gain the following options:
Any Lhamaean can replace their Splinter Pistol with:
Splinter Rifle +5 per
Shardcarbine +10 per
For every 3 models in the squad, one Sslyth may replace its Shardcarbine with:
Splinter Cannon +5 per


and a Tau one:
Commander Mourning Sorrow
Spoiler:
I'll flesh out the fluff moreso later, but the basic concept is this -
Within the Dark Eldar codex it speaks of the Tau that were made into Grotesques, The prototype, the first Tau changed during that conflict and the archetype for the others. Sent into combat with his distorted kin shortly thereafter, he took a direct hit, which somehow shook loose the connections that bound his mind - rather than go insane from the pain the warrior drew from previously unrealised reserves of control and courage, and fought his way through, ultimately hiding among the bodies when the battle was over.

The Haemonculi simply dismissed him as a casualty, not really caring about another lost test subject in the huge melee, yet the young warrior snuck back to friendly lines, where he told his story in distorted, gutteral words. His kin took pity on him, yet he wished to forge ahead and take vengence upon his makers - driven by the pain and rage they forced upon him.

The Earth Caste created for him unique equipment such as the Hammer of Dawn - a Plasma rifle designed for his giant hands, a special shield to protect him and a drone harness to support him, and he took the name R'ashmya - Mourning Sorrow, the changes to his genetics extending his life, he still fights to this day, now leading a specialist Hunting Cadre known as the Defenders of Twilight - constantly on the watch for the Dark Eldars insidious threat.

He is effectively a Grotesque made from a Tau warrior, who regained sentience.
I intend to buy a Grotesque (the first and probably last actual grot model I'll be buying and it's not even for my Dark Eldar ) and modify a plasma rifle into a sort of oversized pulse rifle.

I just thought it'd make an interesting character.

Tau O'R'ashmya - Commander Mourning Sorrow
FO: HQ
Squad: O'R'ashmya - Commander Mourning Sorrow
Unit: Mourning Sorrow
Points Per: 120
Models: 1*
Unit Type: Infantry
WS-4, BS-4, S-5, T-5, W-3, I-4, A-3, Ld-9, Sv-6+/3+(5+*).

Wargear:
Gnarlskin
Hard-Wired Target Lock
Sorrows Shield
Hammer of Dawn
Pulse Pistol
Twilights Shadow
- Two Drone Controllers
- Four Gun Drones

Special Rules:
- Acute Senses
Independent Character
- Move Through Cover
- Skilled Rider
Feel No Pain
Furious Charge
Preferred Enemy: Dark Eldar

Options:
None.

Gnarlskin:
Gnarlskin confers a 6+ armour save.

Sorrows Shield:
Commander O'R'ashmyas personal shield generator – it operates on a broader spectrum than the standard Tau shield generator, it confers a 3+ save and a 5+ invulnerable save.

The Hammer of dawn is a unique weapon combining the technology in Plasma and Pulse Rifles that has the following profile:
Weapon: Hammer of Dawn
Range-30”, Str-6, AP-3, Type-Assault 2, Rending.

Twilights Shadow:
Commander Sorrows drone controllers are contained within this special harness.
It counts as 2 Drone Controllers that have a total of 4 Gun Drones.



I don't know the cost of an Archon with that wargear would be and I know the 2++ fails after one hit slips past but I think he might be underpriced still. I think the Tau one is definitely underpriced. T5, 3+5++4+++ with a decent gun is just a little too low for me. I want to give Tau some Slack because their codex kinda sucks and the Character only gets 2 shots and no melee bonus, so maybe even just 140-150?


Your Own Unique characters in 40K @ 2012/03/03 00:21:05


Post by: Shas'O'Siepher


i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him

Shas'O'Siepher

lots of backstory and pictures. let me know what you guys think on that thread or this


Your Own Unique characters in 40K @ 2012/03/03 00:30:36


Post by: JohnnoM


felixander wrote:
JohnnoM wrote:
Spoiler:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles are automatically glanced on a 6.



Drop his S/T to 4/4 like every other Space Marine Chapter Master and give him Eternal Warrior. If he's gonna have a 2+/3++ with Feel No Pain it's just OP to have all that on a T5 model! I think the Storm Call should have a chance to hit and maybe remove the rear glance hit. Players with Land Raiders might kick a fit when they hear that haha And not that I'm trying to over over power him, but most Chapter Masters confer a bonus onto their troops in placement of Combat Tactics(Maybe?). Obviously you don't have to follow the guidelines, but I think it's reasonable to show his prowess as a leader!



Ok how bout this:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 4 T 4 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Eternal Warrior
Combat Tactics
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles of armour 12 (on their side armour) or below are glanced 6.

Combat Tactics:
Because of his chapters genetic mutation of scales, you may swap ATSSNF for every marine to have feel no pain.


Your Own Unique characters in 40K @ 2012/03/03 00:37:38


Post by: Ovion


A base Archon has +1 WS, BS, Wound, I, Atk and Ld.
An Archon with equivalent gear is 125.

I based it off of Duke Sliscus who is 150pts, without the 2+ poison weapons that rend on a 5, blast pistol and the rules that give all vehicles deepstrike + the 2d6 for combat drugs + the 3+ poison for a squad he's with.

He also removes what are considered the 2 of most competitive units in the codex (Kabalite Warriors and Trueborn)
Having just gone through that... I wonder if he's overpriced now xD...


As for Moruning Sorrow, I honestly forget what I did to figure out his points...

But to analyse it, a base Grotesque is 35pts with the 6+ save and fnp and all of 3 ld.
The base Shas'o is 75pts, with +1 BS, -1 T, +1 W, -1 I, +1 A, +1 Ld and the 3+ save. Is also jump infantry (jet pack) instead of infantry.

Shield Gen as standard gives a 4+ invun for 20pts,
Plasma Rifle is 24" Str6 AP2 Rapid Fire for 20pts,
Pulse Rifles 30" Str5, Ap5 for around 2pts,
4 Gun Drones would be 40pts.

So base gear off the grotesque is 117, so say 120.
That may have been how I figured it out then...

Maybe up it to 140 then? It's new and I haven't playtested it yet so he's very up in the air.

This week I should be ordering a Grotesque model to start converting into him though, then I'll playtest him


Your Own Unique characters in 40K @ 2012/03/03 00:49:53


Post by: Avatar 720


Craftworld Dras'Scur is one swathed in shadow and mystery. Escaping the fall through a combination of luck and timing, the Craftworld sat dormant for an age as it roamed the Galaxy looking to escape the horrors that birthed She Who Thirsts. It was only fitting for a Craftworld that skirts the edges of the known Galaxy to encounter enemies invading it from outside before all others. The Tyranid menace appeared from nowhere, a living bio-fleet that numbered billions of natural craft, and hundreds, if not thousands times more warriors aboard them. It is not known which fleet was the first to enter this Galaxy, the first to lay claim to the sustenance held within, but the first was not the issue, it was the many more that followed that would eventually be the Galaxy's undoing.

Dras'Scur watched from the shadows, the experienced Seers of the Eldar cloaking their presence from the inquisitive tendrils of the alien Hive Mind as best they could. It was luck that brought the Orks to the Tyranids before the Hive Mind broke through. Engaged in a war that would rage for centuries, the Hive Mind focussed its attention on the seething green swarm that stood in the way of the Hive Fleet, and it was this distraction that allowed the Seers further time to study this alien psychic presence.

At first, those who attempted contact simply died, their deaths filled with pain as their bodies convulsed and their minds were annihilated by the psychic presence. The Seers that followed them were more cautious each time, until a small group managed to return to the Craftworld with their sanity. Amongst this group was the Warlock known as Erix. Erix was the Seer who broke down the doors that led to the Hive Mind, after many had lost their lives falling against it. He spent every waking second skimming its surface, his gentle touch all but undetectable by the engaged Hive Mind. His studies took him down through the tendrils extending outwards, cloaking enemy psykers as the Shadow in the Warp, and giving orders through the synapse creatures buried in the war against the Greenskins.

It was he, who located the Tyranid presence upon Dras'Scur. The Hive Mind, it seemed, was not nearly as distracted as the Seers had thought, and were it not for the abilities of Erix, and the Hive Mind underestimating the Eldar race, Dras'Scur may have fallen deep into the shadows in which they waited. Erix spent the next nights analysing the Hive Mind; where it closed doors, it unknowingly opened more. Flashes of its intentions and actions passed by Erix's eyes, and from there, Erix discovered the threat. He learned to anticipate the thoughts and actions of the Hive Mind, and Dras'Scur struck at the enemy before it had even become a direct threat. The experienced Scorpions of Dras'Scur stalked Lictors through the giant wraithbone hulk, and drove them from the Craftworld, as other Eldar warriors who walked the Path of the Outcast acted as scouts and sentries on nearby worlds.

Erix was elevated to the rank of Farseer when it became clear that he was lost on the seer's path, his mind focussed in countering the psychic presence of the Tyranids, and providing a solid bulwark whenever it attempted to invade. It was he who learned how to sever the ties between the Hive Mind and the Synapse Creatures, thus allowing the Orks to succeed where otherwise they would have failed. It was he who planted counter-tactics in the head of the Warboss Skullkrumpa that would unravel the Hive Mind's plans. It could be said that it was he who single-handedly defeated a Hive Fleet by destroying it from within. Entire sections of the fleet collapsed in on themselves in confusion, others were surprised when the Ork fleet made manoeuvres that allowed them to effortlessly avoid defeat, and to strike in places that were left undefended only for a manner of seconds. Through Erix, the Orks split the Hive Fleet, chasing the largest splinter into the warp.

The Orks would almost certainly defeat this splinter, but would be left weakened, it was up to Dras'Scur to ensure the smaller fleets did no harm. One by one, the Splinter Fleets were engaged by the Aspect Warriors of Dras'Scur, the Scorpions, Reapers and Warp Spiders that were the mainstay of the Craftworld playing pivotal roles in the defeat of the aliens. The hunter Lictors became the hunted, and the Genestealers were ambushed and slaughtered by Erix's planning. Where the warriors of Dras'Scur hunted, they left naught but the rotting carcasses of their prey.

To this day Farseer Erix commands the arm of Dras'Scur dedicated to the defeat of the Tyranids.

The Hive Mind is said to feel no fear, Erix is said to have made it scream.


May be taken as a HQ choice in a Codex: Eldar army.
Farseer Erix – Ultimate Bane of the Hive Mind – 190pts
WS BS S T W I A Ld Sv
5 5 3 3 3 5 1 10 -
Composition:
• 1 (Unique)

Unit Type:
• Infantry (Character)

Wargear:
• Ghosthelm
• Rune Armour (4+ Invulnerable Save)
• Shuriken Pistol
• Runes of Warding
• Runes of Witnessing
• Spirit Stones
• Bonespear

Special Rules:
• Psyker (Mastery Level 1)
• Independent Character
• Fleet of Foot
• Ultimate Bane of the Hive Mind

Psychic Powers:
Farseer Erix always has the Sever Synapse psychic power, and must choose between 1 and 4 more powers from the following list:
• Guide
• Doom
• Fortune
• Eldritch Storm
• Mind War

Bonespear rules:
Spoiler:
Bonespear – Fashioned from a splinter of a Hive Tyrant’s Bonesword, Farseer Erix’s understanding of the Hive Mind allows him to replicate its touch, activating the deadly shard of psychic bone that is the spearhead.

The Bonespear is a two-handed close combat weapon that always wounds on a 4+ and ignores armour saves. If a model suffers an unsaved wound from the Bonespear, it must pass a Leadership test or suffer instant death. Furthermore, the Bonespear allows Farseer Erix to somewhat channel the false touch of the Hive Mind, allowing him to access and cut the links of synapse creatures.

If Farseer Erix is not in an assault, the Bonespear can allow him to cast Sever Synapse in addition to any other powers he is allowed to cast. This can allow Farseer Erix to cast Sever Synapse more than once per turn. Farseer Erix may re-roll his D6 when adding his leadership, and the D3 to see how many wounds he suffers, if Sever Synapse has been cast using the Bonespear.


Ultimate Bane of the Hive Mind rules:
Spoiler:
Ultimate Bane of the Hive Mind – Farseer Erix is one of only few Psykers in the Galaxy who have touched the Hive Mind and lived, and the fewer who have kept their sanity, but is the only Psyker known to the Eldar who is able to understand and translate its thoughts. Erix can sift through the convoluted mass of links to the various synapse creatures of each hive fleet and locate immediate threats, translate tactics and orders, and even out-think the Hive Mind itself, by predicting what it might do from the orders it gives.

Farseer Erix and any squad he joins have the Preferred Enemy: Tyranids universal special rule. Furthermore, any time an enemy player attempts to bring Tyranids units on from reserve (through any means), a player with Farseer Erix in his army may force him or her to re-roll the die to see if the unit comes on.

Any Tyranid unit Outflanking will come in from the player’s left hand side on the roll of a 2-3, the right on the roll of a 4-5, and the player may choose on the roll of a 6; on the roll of a 1, the Eldar player may choose where they Outflank. Any Tyranid unit Deep Striking within 12” of Farseer Erix will always scatter.


Sever Synapse Psychic Power:
Spoiler:
Sever Synapse – The Farseer traces the tendrils of the Hive Mind to the target creature, and temporarily severs the connection. It is not without its risks, as the Hive Mind itself is incredibly aggressive and will seek to eliminate any intruder, but a short period of time can be all the warriors of Dras’Scur need to remove a threat whilst it is confused and without the guidance of the Hive Mind.

This power is used at the start of the Eldar turn and does not require line of sight. The Farseer can target any Synapse Creature within 24”. Both models roll a D6 and add their respective Leadership; if the Eldar player scores equal or higher, then the target model will cease to be a synapse creature until the start of the Tyranid player’s next turn. After the power is resolved, the Farseer takes D3 wounds which can be saved as normal, regardless of the result of the power.


-----

Of course, the fluff makes him out to be super awesomesauce, but which codex doesn't make their characters out to be super awesomesauce? In reality, the Orks ultimately defeated the Tyranids, if the Tyranids had attacked the Craftworld then no amount of power could've stopped them, hell even Iyanden was lucky to have survived.

As for the rules themselves, they mean nothing against any army other than Tyranids except the Bonespear, which Erix only gets a single WS5 attack with. Yes, the effect is powerful, but it's the only special thing that Erix gets anyone other than Tyranids, so it's not exactly game-breaking. He's also only T3 and not immune to instant death, so anything S6 will splatter him.

Me might be a giant FU to Tyranids, but honestly, he's one model. Sever Synapse seems powerful, but when you take into account that all Synapse Creatures are Ld10, and he only gets the re-rolls if he casts using the Bonespear, it isn't as powerful as it first appears, plus it has the drawback of possibly killing your Farseer after one cast. It's also only for the rest of the Eldar turn, so all Tyranids are back under the effect before they have to test for IB, and it's only for when you want a Tyranid unit under the effect of a single SC to take a morale check and hopefully fail it.

Only Ultimate Bane seems to be very powerful, but the reserve re-roll isn't as effective later in the game (and useless on Turn 5+), they still successfully Outflank 5/6 of the time, and they only always scatter 12" from Erix, which still leaves a lot of board for them to perhaps not scatter on.


Your Own Unique characters in 40K @ 2012/03/03 04:29:50


Post by: enfernux


Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him

Shas'O'Siepher

lots of backstory and pictures. let me know what you guys think on that thread or this


to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.


Your Own Unique characters in 40K @ 2012/03/03 06:20:22


Post by: Shas'O'Siepher


enfernux wrote:
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him

Shas'O'Siepher

lots of backstory and pictures. let me know what you guys think on that thread or this


to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.


I would argue the too many drones part. The whole point of the character is that he has new drones that he, and only he can take into battle. While you are right in that tau is a choos what you want army, especially with their commanders being in crisis suits, i was looking to make one outside of a suit, just to add some uniqueness to him. As for the points cost, initially i would have agreed with you but my friend pointed out that they are stationary when outside of Siepher's squad, and the ESPE drones would affect friendly units, excluding other drones and siepher himself (i forgot to add that in so i appologize for that). Couple that with the fact that their range for all abilities is 12 means they can be picked off pretty easily from a safe distance when on their own. However i still may increase their points a bit but it wouldn't be by much more than 5-10 points per drone


Your Own Unique characters in 40K @ 2012/03/03 07:27:44


Post by: Runna


felixander wrote:
Runna wrote:Snippa Recks
Spoiler:


During the inavasion of Armageddon, it is a well known fact, that millions of gretchin were thrown to the slaughter. Yet none are mentioned. The tales of the green tide is ever in reference to the swarming mass of orkz. The Gretchin, much as they were intended to be, were bullet shields of flesh and easy ways to get the boyz over mine fields. Their numbers dwindled faster than anyone thought they could replenish them, and they killed so few Imperials they were never considered much more than a nuisance.
Snippa Recks, however, was an exception. Upon getting his first Grot Blasta from his resident Runt Herd, he peered it up and down like a mek. He had always eaten his food slower, paced his bites, even worked at a more gradual speed than others. Never punished as who would notice such a small grot in a herd doing something out of place. Like all the other Gretchin on his homeworld, he was going forward in a Waaaagh!!! to 'kill some oomies' and he had little to no life span left. The lot of them would be dead within hours of their making landfall. Snippa Recks, he listened, he watched, he knew.
The Weirdboyz say a strand of Brainboy, slipped itself into this Gretchin when it was first given smarts. Somehow, that broken ancestral race, had found a similarity between their small frames and the Gretchin, and chose the strongest of the Grots to return in.
Not a warboss walking could give a rats ass about this explination, no matter how you colored it up, a Grot was a Grot. If it was good at killing however, a warboss would find a place for it. Was Snippa Recks good at killing?
Well, come that invasion of Armageddon, Snippa Recks was in the seventh wave of Gretchin that were sent out. When fire came his way, he dropped to the ground and played dead. When the Imperial soldiers ran over him, he waited. When they started dying he tossed his Grot Blasta, crawled over to the best gun he could find, a long Imperial Sniper, from his lowered perch amongst the dead bodies, he started picking off Imperial soldiers who were charging around him. They couldn't spot him, couldn't find his location, and when they had gotten close enough, he leaped up with the sharpest choppa an ork had seen since Snikrots, and made a bloody mess of the surprised soldiers and playe dead beneath the blood right infront of their eyes. Confused with how they had even slain him and the way in which he had splattered the blood about, the soldiers ran off.
Snippa Recks, was a 'killa', and he was a damn good one. Now, Warboss's fight over the right to simply pay this one in a Trillion Gretchin's fee.

Snippa Recks ...40pnts
WS 5 BS 5 S 3 T 2 W 1 A x I x Ld 7+ Sv --
Type: Infantry (Takes up an Elite Force Organization Slot.)

Wargear: Sniper Rifle (Imperial Codex Version,) Snippa's Choppa
Snippa's Choppa: Ignores Armor on a 5+

Special Rules: Play Dead, Snippa Style, Already Here, Stealth, Independant Character, Unique. (Cannot attach to any unit.)

Play Dead: Snippa has mastered this art, if it can be called an art. When Snippa takes a wound in CC, he lays down and is treated as if he is dead. The enemy consolidates after the battle, the following turn, Snippa gets up with his one wound in tact. He must move and then run to the nearest cover however. If he suffers a wound in the shooting phase treat it as the same. Any enemy model in base contact with Snippa may take a Leadership test with a +5 to their roll, to check if Snippa is dead. If they pass they finish him off, if they fail no other model may take the check and Snippa is good to go. (If he is involved in multiple combat he will be allowed to exit combat and make a run move the following turn. If he is surrounded, he must play dead until he is no longer surrounded, and an enemy model may check on him every turn he is trapped in said position.)

Snippa Style: Snippa has a very dangerous style of fighting, it is also very frantic and fast so that he can make a big enough mess to play dead in. When he is engaged in Close Combat, roll 1d6 +1 for his number of Attacks each turn, and 1d6 +4 for his Initiative each turn. In addition he is extremely good at hugging dirt and stone and the like as well as small enough to hide behind nearly anything and thus recieves a +1 to all his cover saves. He also has a strange mastery over his sniper rifle and may reload it up to three times as fast as average and shoot at the same rate on most occasions. Roll 1d3 for extra shots with his gun each shooting phase.

Already Here: Snippa is not a highly paid bounty hunter for nothing, after both armies have been placed, and before other models with infiltrate, owning player may place Snippa on board inside any cover regardless of it's relevancy with opposing units. If of coruse said cover is not already occupied. If there is no unoccupied cover, than Snippa may be placed anywhere within 36" of an enemy unit.




I think the invisible rule makes him terribly over powered. Take that out and it'll be good (He's T2 so even a bolter will ID him) if you want to keep that rule I think it needs to be changed considerably.

Otherwise a very interesting IC! If you make someone say a Grot is OP you know you've done well


It has been edited. Thank you for feedback, it is kind of fun to dance with the idea of these personally manifested Unique characters. I jumped at the chance to share a Gretchin IC. Had to take a shot at it, just had to.


Your Own Unique characters in 40K @ 2012/03/03 08:17:41


Post by: Trance_Phoenix


Shas'O'Siepher wrote:
enfernux wrote:
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him

Shas'O'Siepher

lots of backstory and pictures. let me know what you guys think on that thread or this


to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.


I would argue the too many drones part. The whole point of the character is that he has new drones that he, and only he can take into battle. While you are right in that tau is a choos what you want army, especially with their commanders being in crisis suits, i was looking to make one outside of a suit, just to add some uniqueness to him. As for the points cost, initially i would have agreed with you but my friend pointed out that they are stationary when outside of Siepher's squad, and the ESPE drones would affect friendly units, excluding other drones and siepher himself (i forgot to add that in so i appologize for that). Couple that with the fact that their range for all abilities is 12 means they can be picked off pretty easily from a safe distance when on their own. However i still may increase their points a bit but it wouldn't be by much more than 5-10 points per drone


He costs 90 points just to have access to the drones, for just him and base drones that comes down to 33 points per drone if you take 5 base drones which is close a marker light drone, but with no marker 53 points if he wants 5 marker lights, the points for the drones are added into his original cost as he is required to use them at all, your just comparing them to base price for other drones available to all units and can be utilized by all units effectively.


Your Own Unique characters in 40K @ 2012/03/03 08:32:44


Post by: Shas'O'Siepher


Trance_Phoenix wrote:
Shas'O'Siepher wrote:
enfernux wrote:
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him

Shas'O'Siepher

lots of backstory and pictures. let me know what you guys think on that thread or this


to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.


I would argue the too many drones part. The whole point of the character is that he has new drones that he, and only he can take into battle. While you are right in that tau is a choos what you want army, especially with their commanders being in crisis suits, i was looking to make one outside of a suit, just to add some uniqueness to him. As for the points cost, initially i would have agreed with you but my friend pointed out that they are stationary when outside of Siepher's squad, and the ESPE drones would affect friendly units, excluding other drones and siepher himself (i forgot to add that in so i appologize for that). Couple that with the fact that their range for all abilities is 12 means they can be picked off pretty easily from a safe distance when on their own. However i still may increase their points a bit but it wouldn't be by much more than 5-10 points per drone


He costs 90 points just to have access to the drones, for just him and base drones that comes down to 33 points per drone if you take 5 base drones which is close a marker light drone, but with no marker 53 points if he wants 5 marker lights, the points for the drones are added into his original cost as he is required to use them at all, your just comparing them to base price for other drones available to all units and can be utilized by all units effectively.


Thanks for the breakdown. (Phoenix wrote the rules)


Your Own Unique characters in 40K @ 2012/03/03 11:21:04


Post by: felixander


JohnnoM wrote:


Ok how bout this:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 4 T 4 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Eternal Warrior
Combat Tactics
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles of armour 12 (on their side armour) or below are glanced 6.

Combat Tactics:
Because of his chapters genetic mutation of scales, you may swap ATSSNF for every marine to have feel no pain.



Really? Gives your whole army FNP? Really? This is why we can't have nice things


Automatically Appended Next Post:
Ovion wrote:A base Archon has +1 WS, BS, Wound, I, Atk and Ld.
An Archon with equivalent gear is 125.

I based it off of Duke Sliscus who is 150pts, without the 2+ poison weapons that rend on a 5, blast pistol and the rules that give all vehicles deepstrike + the 2d6 for combat drugs + the 3+ poison for a squad he's with.

He also removes what are considered the 2 of most competitive units in the codex (Kabalite Warriors and Trueborn)
Having just gone through that... I wonder if he's overpriced now xD...


As for Moruning Sorrow, I honestly forget what I did to figure out his points...

But to analyse it, a base Grotesque is 35pts with the 6+ save and fnp and all of 3 ld.
The base Shas'o is 75pts, with +1 BS, -1 T, +1 W, -1 I, +1 A, +1 Ld and the 3+ save. Is also jump infantry (jet pack) instead of infantry.

Shield Gen as standard gives a 4+ invun for 20pts,
Plasma Rifle is 24" Str6 AP2 Rapid Fire for 20pts,
Pulse Rifles 30" Str5, Ap5 for around 2pts,
4 Gun Drones would be 40pts.

So base gear off the grotesque is 117, so say 120.
That may have been how I figured it out then...

Maybe up it to 140 then? It's new and I haven't playtested it yet so he's very up in the air.

This week I should be ordering a Grotesque model to start converting into him though, then I'll playtest him


I would argue that if you are taking the character it's because you want to benefit from the court more so than are worried about punishment.

As for the Tau you should look at a base HQ character and add onto that what he has. The changes in T is a pretty huge one. But if your opponent agrees then .... so you have it


Your Own Unique characters in 40K @ 2012/03/03 21:12:01


Post by: Cameron Baum


Ovion wrote:TBH - anyone got an opinion on the 3 I've thrown in so far?


Well, the Tau I can't comment on, as I'm no Tau expert. DE, on the other hand...

My thoughts on Eh'khas-haedrine: Work on him some more. He seems awesome, and there is a lot of scope for him. In fact, you might want to add him to your Fandex, because i think it is worthy of such an item. Needs to have the other Court members fleshed out, however... Do the others have options also? The Lhamaean shouldn't have Splinter Weapons. Instead, they should have poison Rifles, since they are meant to be expert poisoners. Maybe some Virus Grenades as well?

The same for Drychera: She makes for a well thought out background character. I can't find fault with her, though we all know how new i am to all of this. With that in mind, however, she appears to be perfectly fieldable. Someone with more expertise would need to judge the point/skill balance, mind you...

And extra cookies for you, for not posting up YET ANOTHER FRAKKING MARINE!!! Makes you wonder is the universe is full to the eyeballs in them...


Your Own Unique characters in 40K @ 2012/03/03 21:49:26


Post by: Ovion


Everything I'm posting is already in my extended codexes, they really just need reviewing for balance and such.

Splinter weapons are poison rifles. And she makes them 2+ poison weapons.

I think the other court members don't realy suit extra options as they're very much one-trick-ponies.


Your Own Unique characters in 40K @ 2012/03/03 22:10:42


Post by: Cameron Baum


Ovion wrote:Everything I'm posting is already in my extended codexes, they really just need reviewing for balance and such.

Splinter weapons are poison rifles. And she makes them 2+ poison weapons.

I think the other court members don't really suit extra options as they're very much one-trick-ponies.


Should have realised they were going into the Codices... Nice to have confirmation, mind you...

What about a poison that kills the soldier slowly, but triggers intense paranoia and rage? so you have infected troops gunning down those troops around him?

And if he's forever distrustful of his people, and hires mercenaries, then add to the Court. what type of scum appears there? Bounty Hunters? Information gatherers? Who?

Hope this helps...



Your Own Unique characters in 40K @ 2012/03/03 22:41:17


Post by: Vasarto


Voluund Gunnar
Adaptus Astratus: Space Wolf
Marine Ranking: Captain "Wolf Priest Lord"

WS: 6
BS: 4
ST:5
Toughness: 4
Wounds: 4
Initiative: 4
Attacks: 3 / 5
Leadership: 9
Save: 2/3

Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.

Has access to all rune priest powers and this one.

Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6 ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal.

Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer

Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules

Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.

Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.

Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.

Points - 220


Your Own Unique characters in 40K @ 2012/03/03 22:43:50


Post by: UMGuy


Lord Commissar Wolfe 70pts
WS 5 BS 5 S 3 T 3 W 3 I 3 A 3 LD 10 Sv 4+

A Company Command Squad may be joined by Lord Commissar Wolfe

Wargear: Carapace Armour, Bolt Pistol, Power Weapon, Frag and Krak Grenades, Refractor Field.

Special Rules: Stubborn, Summary Execution, Aura of Discipline, Fear Me, Not Death!, Commissar-Captain

Fear Me, not Death! - Units within 12" of LC Wolfe gain Furious Charge.

Commissar-Captain - Lord Commissar Wolfe is a Commissar-Captain, he is in charge of the Regiment he is a part of. This allows you to take 0-2 Storm Trooper Squads as Troop Choices. In addition all Platoon Command Squads must be joined by a Commissar.

Lord Commissar Wolfe was called to the Defense of St. Jude VII, in the 4th year of the Great Siege, he brought with him many members of the Commissariat, including a Storm Trooper Company for special operations. LC Wolfe is known for leading great charges to victory, he credits this to the Junior Commissars he brings with him to inspire the men down to the last Guardsmen. Once there he immediately took command of the Regiment that was responsible for the defense of the last city left on the planet. His presence quickly became known as drastic changes were made and the Defense began to turn around. This Regiment became known as St. Jude's Lost Causes, as they were all soon to be lost if it was not for Lord Commissar Wolfe's quick response to the planet.

Thoughts? His stats are the same as a Lord Commissar (minus the Carapace), should they be boosted? Points good?


Your Own Unique characters in 40K @ 2012/03/03 23:12:13


Post by: McNinja


Vasarto wrote:Voluund Gunnar
Adaptus Astratus: Space Wolf
Marine Ranking: Captain "Wolf Priest Lord"

WS: 6
BS: 4
ST:5
Toughness: 4
Wounds: 4
Initiative: 4
Attacks: 3 / 5
Leadership: 9
Save: 2/3

Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.

Has access to all rune priest powers and this one.

Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6 ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal.

Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer

Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules

Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.

Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.

Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.

Points - 220
No. Not for 220 points. 300 maybe. He can do a possible 11 S10 PW attacks at initiative per turn, and move 24" per turn as well. Oh, and he has four wounds. This guy needs to be either S4 or over 300 pts.


Your Own Unique characters in 40K @ 2012/03/03 23:35:09


Post by: Ovion


Njal Stormcaller, who this thing is harder than, has more powers and gear than etc is 245.

To figure out a reasonable points cost for Voluund Gunnar lets assume Njal as the base at 245, then add in meltabombs for 5, the thunderhammer base would be 25 points, say at least 50 for this striking at I version, the Storm Shields another 25, 5 points for the wolftail, the extra power.. we'll say around 30 points (probably undercostign it though), the +2 attacks another 10pts, and the extra strenght another 5 pts (balanced off -1 ld). Add another 10 points for Thunderwolf Gods Grace + anything I missed and you're looking at this thing wanting to be AT LEAST:

385 points. Round that up for balance / appeasing your op into letting you use it and I'd say 390-400 points.


Your Own Unique characters in 40K @ 2012/03/03 23:44:15


Post by: felixander


UMGuy wrote:Lord Commissar Wolfe 70pts
WS 5 BS 5 S 3 T 3 W 3 I 3 A 3 LD 10 Sv 4+

Spoiler:

A Company Command Squad may be joined by Lord Commissar Wolfe

Wargear: Carapace Armour, Bolt Pistol, Power Weapon, Frag and Krak Grenades, Refractor Field.

Special Rules: Stubborn, Summary Execution, Aura of Discipline, Fear Me, Not Death!, Commissar-Captain

Fear Me, not Death! - Units within 12" of LC Wolfe gain Furious Charge.

Commissar-Captain - Lord Commissar Wolfe is a Commissar-Captain, he is in charge of the Regiment he is a part of. This allows you to take 0-2 Storm Trooper Squads as Troop Choices. In addition all Platoon Command Squads must be joined by a Commissar.

Lord Commissar Wolfe was called to the Defense of St. Jude VII, in the 4th year of the Great Siege, he brought with him many members of the Commissariat, including a Storm Trooper Company for special operations. LC Wolfe is known for leading great charges to victory, he credits this to the Junior Commissars he brings with him to inspire the men down to the last Guardsmen. Once there he immediately took command of the Regiment that was responsible for the defense of the last city left on the planet. His presence quickly became known as drastic changes were made and the Defense began to turn around. This Regiment became known as St. Jude's Lost Causes, as they were all soon to be lost if it was not for Lord Commissar Wolfe's quick response to the planet.

Thoughts? His stats are the same as a Lord Commissar (minus the Carapace), should they be boosted? Points good?


Same price as a normal LC but gets the 12" furious charge bubble, PW, and Storm Troopers as troops? Oh but he makes you take commissars! Considering Vet spam is the order of the day (and you need even less now that you have 2 ST troops!) I'd say he needs to be cranked up to 120 (70+10pw+20bubble+20STTroops).

Otherwise interesting choices (and he doesn't have T7 2++ with FnP like everyone else!!!)! Good for making those blobs' S4 PW hurt! And they hit at the same time as MEQ! Throw a priest in the squad and it really hurts!



Your Own Unique characters in 40K @ 2012/03/04 00:01:29


Post by: Vasarto


McNinja wrote:
Vasarto wrote:Voluund Gunnar
Adaptus Astratus: Space Wolf
Marine Ranking: Captain "Wolf Priest Lord"

WS: 6
BS: 4
ST:5
Toughness: 4
Wounds: 4
Initiative: 4
Attacks: 3 / 5
Leadership: 9
Save: 2/3

Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.

Has access to all rune priest powers and this one.

Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6 ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal.

Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer

Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules

Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.

Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.

Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.

Points - 220
No. Not for 220 points. 300 maybe. He can do a possible 11 S10 PW attacks at initiative per turn, and move 24" per turn as well. Oh, and he has four wounds. This guy needs to be either S4 or over 300 pts.


What about 320 points than?


Your Own Unique characters in 40K @ 2012/03/04 00:04:13


Post by: Ovion


I'd say 380 min.
That guy is Njal on steroids, he needs to have the extra gear accounted for in his cost.


Your Own Unique characters in 40K @ 2012/03/04 00:17:40


Post by: Avatar 720


One Pathfinder unit in a Codex: Tau army may replace its Shas'Ui with Shas'Ui'Yr'Mesa for 60pts.
Pathfinder Shas’Ui’Yr’Mesa
WS BS S T W I A Ld Sv
2 5 3 3 1 2 1 8 4+
Unit Type:
• Infantry

Wargear:
• Rail Rifle
• “Hunter’s Mark” Markerlight Target Designator
• Photon Grenades
• EMP Grenades
• Hard-Wired Multi-Tracker
• Hard-Wired Target Lock

Special Rules:
• Scouts
• The Patient Hunter
• The Hunter’s Mark

"Hunter's Mark" Markerlight Target Designator:
Spoiler:
"Hunter’s Mark" Markerlight Target Designator – The Hunter’s Mark is a special issue Markerlight currently undergoing extensive Alpha Stage field testing. It is more precise than the basic markerlights available for Fire Warriors teams, and even those hard-wired onto Drones, as well as being nigh undetectable by enemies. Only a handful of Fire Caste warriors have earned the right to bear the Hunter’s Mark.

The Hunter’s Mark is an Assault 1 Networked Markerlight, and provides 2 markerlight counters instead of the usual 1 if it hits.


The Patient Hunter:
Spoiler:
The Patient Hunter – Shas’Ui’Yr’Mesa and the teams he leads can stalk enemies for days without them realising that they are being followed; the experienced Pathfinder leading his squad into the best and most protected positions for observation. When the time comes to strike, his Rail Rifle finds its deadly mark quickly and efficiently, leaving nothing to chance.

Shas’Ui’Yr’Mesa and any squad he is attached to has the Stealth universal special rule. Furthermore, wounds caused by Shas’Ui’Yr’Mesa’s shooting attacks using his Rail Rifle are always allocated by his controlling player.


The Hunter's Mark
Spoiler:
The Hunter’s Mark – The technological advances that have gone into the Hunter’s Mark markerlight have also allowed efficiency to be increased elsewhere, not least the ability for orbiting Tau craft, sensor drones, or other positions to locate the mark, and provide further firepower from safe distances or locations.

One per game, both markerlight counters generated by the Hunter’s Mark markerlight may be expended to fire one of the following at the unit hit. Each firing mode always scatters the full 2D6”:

Seeker Missile Volley:
Range: Unlimited Strength: 8 AP: 3 Type: Heavy D6, Barrage, Blast

Orbital Rail Cannon:
Range: Unlimited Strength: 10 AP: 1 Type: Ordnance 1, Large Blast

Orbital Lance Disruptor:
Range: Unlimited Strength: 6 AP: 4 Type: Ordnance D3, Barrage, Large Blast*

*Any model(s) beneath the centre hole of any of the markers count the hit as AP2. Vehicles whose hulls are beneath the centre hole of any of the markers count the attack as having the weapon type Lance in addition to any other types.


-------

If it weren't for the Once Per Game attacks, he would be costed a little lower, but i'm still not sure about his current cost, although you do have to factor in that in order to get him the minimum you must spend is 58pts on 4 Pathfinders + a Shas'Ui upgrade, then 60pts on Shas'Ui'Yr'Mesa, and then a further 80pts on a barebones Devilfish (without disruption pods) for a grand total of 198pts before any unit upgrades.

Bearing that in mind, how would you say his cost is?


Your Own Unique characters in 40K @ 2012/03/04 00:33:16


Post by: Ovion


Base is 12pts, +10 for shas'ui, add rail rifle, multitracker, target lock, and fancy markerlight for 10 each, then say the one-shot ability for say 25pts for 77pts, round up to 80 for things like the being able to pick your target... and stealth 60pts is probably about right... and even then only cos I know how overpriced all the Tau stuff is... he should possibly even be 70-75 if he proves too good when testing him.

(I'm totally not bored with little better to do tonight xD)


Your Own Unique characters in 40K @ 2012/03/04 01:08:24


Post by: Tazz Azrael


Il toss in one of my custom characters from the codex im making, il include stats for wargear. The army is called "The Legion" they're humans who excel at close quarters combat/ counter assault (think imperial guard stat line with +1 Ws, more assault based weapons, less vehicles/ tanks, but a few assault orientated walkers)

Backstory (its not good at all so anyway you can think on improving it/ clearing up something that might not make sense would be great)

Lazarus was like many others of the legion, good with a gun and even better with a blade, living on the most outer fringes of the milky way ment that all sorts of unknown and indescribable horrors would assault your home worlds all the time.

When he was but a boy Lazarus was one of the many who were kidnapped by the Legions Generals for High Altitude Shock Troopers (H.A.S.T.) Dragoon training. H.A.S.T. Dragoons were at first a joke within the Legions army, full of bastards who could not remember who their families were. The life expectancy of a H.A.S.T. Dragoon is less then three missions since they plunge into the heart of the enemies front lines.

lazarus has had uncanny luck as a H.A.S.T. Dragoon with fifteen successful missions, most of which were holding vital strong points during inter Legion wars or Tyranid Invasions. Once Lazarus had done the impossible by surviving a headlong charge by a Carnafex, he was clipped by the beast which caused many of his bones to be shattered but he still had a usefull arm and got a lucky shot off with his shotgun, getting the Carnafex right in the roof of its mouth blowing its brains out as it tried to consume him.

After many battles Lazarus was augmented with adamentium bones, making him tougher and more durable. With winnings from gambling bets he had with many squad mates Lazarus was able to get his hands on a antique power sword with the name "shredder" engraved into it, little did he know that the weapon had a more powerful warp field that would surround the blade, which Lazarus found out after an attempted assassination by a General who thought Lazarus was after his rank in the Legion Army. After killing the would be assassin Lazarus went into hiding and has not made much contact with his peers, very few question if he is still even living, but he is, he just stays in the H.A.S.T. Dragoon Headquarters waiting for the next battle to show his face again.


HQ for a Legion Army
Captain Lazarus Voh
Unit type: special character, jump infantry
175pts

Ws..Bs..S..T..W..I..A..L..Sv
.5.....4.....3..4..3..3.3..9...3+

Abilities

-H.A.S.T. legend- Lazarus Voh spent a great deal of his training as part of the Legions "High Altitude Shock Troopers" which required its members to have a minimum of 15 succesfull missions as a Dragoon. Lazarus may take a squad of Dragoons as a retinue, they count as scoring units for capturing objectives, but they must come in via Deepstrike even if the game scenario would not normally allow that.

removed Lads we need this point due it not being worded correctly/ almost useless

-Orbital Drop Assault- a technique perfected by the legions H.A.S.T. , when deepstriking onto the field and scattering onto an opponents unit they must roll a D6. Lazarus and his retinue Counts as assaulting on a 5+ and loses D3+1 units when they misshap

-Legions Might (counter attack)
-may lead up to 4 Dragoons as a honor guard

Wargear

Legion War Armour (3+ armour save)
Jump Jets (grants a 12" movement, and makes any equipped with them as jump infantry)
Combat Shotgun with Shredder rounds (R18" S3 AP3, assault 2)
Vohs Shredder- a power weapon which makes a unit wounded by it on a 5+ reroll succesfull invulnerable saves that turn

edit: toned a few things down, and got wicked feedback, removed lads we need this point


Your Own Unique characters in 40K @ 2012/03/04 01:10:35


Post by: shamroll


Hal'karn Thull - Sons of Medusa clan master
230 points

WS BS S T W I A LD SV
5 5 5 6 5 2 2 10 2+

Wargear: Boltpistol, artificer armor, Servo-Harness, Thunder Hammer, Iron Halo

Special Rules: Eternal Warrior, Feel no Pain, Slow and purposeful, Target scan, Independent Character

Target Scan: Hal'karn's powerful bionic eyes scan a target to find the weakest point and exploit it. Hal'karn Thull forgoes all attacks (including servo-harness attacks) to make a single strength 10 attack against a target in base contact. The controlling player chooses the target of the attack.

Hal'karn Thull is a clan master of the Sons of Medusa chapter and one of the original founders of the chapter. Throughout the centuries he has modified his body to the extremes with cybernetic enhancements rivaling the Magos of mars in terms of modification. These enhancements has allowed him to survive the most horrific damage.


Your Own Unique characters in 40K @ 2012/03/04 01:25:10


Post by: felixander


Tazz Azrael wrote:
Spoiler:
Il toss in one of my custom characters from the codex im making, il include stats for wargear. The army is called "The Legion" they're humans who excel at close quarters combat/ counter assault (think imperial guard stat line with +1 Ws, more assault based weapons, less vehicles/ tanks, but a few assault orientated walkers)

Backstory (its not good at all so anyway you can think on improving it/ clearing up something that might not make sense would be great)

Lazarus was like many others of the legion, good with a gun and even better with a blade, living on the most outer fringes of the milky way ment that all sorts of unknown and indescribable horrors would assault your home worlds all the time.

When he was but a boy Lazarus was one of the many who were kidnapped by the Legions Generals for High Altitude Shock Troopers (H.A.S.T.) Dragoon training. H.A.S.T. Dragoons were at first a joke within the Legions army, full of bastards who could not remember who their families were. The life expectancy of a H.A.S.T. Dragoon is less then three missions since they plunge into the heart of the enemies front lines.

lazarus has had uncanny luck as a H.A.S.T. Dragoon with fifteen successful missions, most of which were holding vital strong points during inter Legion wars or Tyranid Invasions. Once Lazarus had done the impossible by surviving a headlong charge by a Carnafex, he was clipped by the beast which caused many of his bones to be shattered but he still had a usefull arm and got a lucky shot off with his shotgun, getting the Carnafex right in the roof of its mouth blowing its brains out as it tried to consume him.

After many battles Lazarus was augmented with adamentium bones, making him tougher and more durable. With winnings from gambling bets he had with many squad mates Lazarus was able to get his hands on a antique power sword with the name "shredder" engraved into it, little did he know that the weapon had a more powerful warp field that would surround the blade, which Lazarus found out after an attempted assassination by a General who thought Lazarus was after his rank in the Legion Army. After killing the would be assassin Lazarus went into hiding and has not made much contact with his peers, very few question if he is still even living, but he is, he just stays in the H.A.S.T. Dragoon Headquarters waiting for the next battle to show his face again.


HQ for a Legion Army
Captain Lazarus Voh
Unit type: special character, jump infantry
135pts

Ws..Bs..S..T..W..I..A..L..Sv
.5.....4.....3..4..3..3.3..9...3+

Abilities

-H.A.S.T. legend- Lazarus Voh spent a great deal of his training as part of the Legions "High Altitude Shock Troopers" which required its members to have a minimum of 15 succesfull missions as a Dragoon. Lazarus may take a squad of Dragoons as a retinue, they count as scoring units for capturing objectives, but they must come in via Deepstrike even if the game scenario would not normally allow that.

-Lads we need this point -if Lazarus Voh and his retinue are contesting an objectiven at the end of a game roll D3 attacks per surviving squad member and Lazarus Voh before the game ends, as they are trying to claim it for the glory of the Legion, if they fail to kill all the enemies in the oposing contesting squad your opponent gets to roll D3 attacks per surviving squad member to try and wipe your unit out

-Orbital Drop Assault- a technique perfected by the legions H.A.S.T. , when deepstriking onto the field and scattering onto an opponents unit they must roll a D6 on a 4+ they count as assaulting instead of mishapping on a roll of 3 or less the unit looses D3 casualties.

-Legions Might (counter attack)

Wargear

Legion War Armour (3+ armour save)
Jump Jets (grants a 12" movement, and makes any equipped with them as jump infantry)


Combat Shotgun with Shredder rounds (R18" S4 AP3, assault 3)
Vohs Shredder- a power weapon which ignores invulnerable saves on a to wound roll of 5+


That weaponry is insane. Ignoring invuln saves is stupidly over powered and that Shotgun is pretty amazing. Packed onto a character who lets you survive what should be mishaps, charge from DS, and crazy wargear for 135 points? I wouldn't even look at your codex if this is any representation.

BUT! At least it's resembling something original!

shamroll wrote:Hal'karn Thull - Sons of Medusa clan master
230 points

WS BS S T W I A LD SV
5 5 5 6 5 2 2 10 2+
Spoiler:


Wargear: Boltpistol, artificer armor, Servo-Harness, Thunder Hammer, Iron Halo

Special Rules: Eternal Warrior, Feel no Pain, Slow and purposeful, Target scan.

Target Scan: Hal'karn's powerful bionic eyes scan a target to find the weakest point and exploit it. Hal'karn Thull forgoes all attacks (including servo-harness attacks) to make a single strength 10 attack against a target in base contact. The controlling player chooses the target of the attack.

Hal'karn Thull is a clan master of the Sons of Medusa chapter and one of the original founders of the chapter. Throughout the centuries he has modified his body to the extremes with cybernetic enhancements rivaling the Magos of mars in terms of modification. These enhancements has allowed him to survive the most horrific damage.


T6, 2+4++4+++ with a Thunder Hammer AND a ServoHarness (two more power fist attacks) for 230? This guys makes Calgary look like a sissy....



Everyone is so obsessed with making an unstoppable juggernaut that they ignore the most important part of making a special IC.... Making something ORIGINAL. If you want to make an IC make something interesting to spice him/her up! Just also account for the extra rules in his points. If he isn't evenly costed then it just makes you look silly.


Your Own Unique characters in 40K @ 2012/03/04 01:33:58


Post by: Tazz Azrael


felixander wrote:
Tazz Azrael wrote:
Spoiler:
Il toss in one of my custom characters from the codex im making, il include stats for wargear. The army is called "The Legion" they're humans who excel at close quarters combat/ counter assault (think imperial guard stat line with +1 Ws, more assault based weapons, less vehicles/ tanks, but a few assault orientated walkers)

Backstory (its not good at all so anyway you can think on improving it/ clearing up something that might not make sense would be great)

Lazarus was like many others of the legion, good with a gun and even better with a blade, living on the most outer fringes of the milky way ment that all sorts of unknown and indescribable horrors would assault your home worlds all the time.

When he was but a boy Lazarus was one of the many who were kidnapped by the Legions Generals for High Altitude Shock Troopers (H.A.S.T.) Dragoon training. H.A.S.T. Dragoons were at first a joke within the Legions army, full of bastards who could not remember who their families were. The life expectancy of a H.A.S.T. Dragoon is less then three missions since they plunge into the heart of the enemies front lines.

lazarus has had uncanny luck as a H.A.S.T. Dragoon with fifteen successful missions, most of which were holding vital strong points during inter Legion wars or Tyranid Invasions. Once Lazarus had done the impossible by surviving a headlong charge by a Carnafex, he was clipped by the beast which caused many of his bones to be shattered but he still had a usefull arm and got a lucky shot off with his shotgun, getting the Carnafex right in the roof of its mouth blowing its brains out as it tried to consume him.

After many battles Lazarus was augmented with adamentium bones, making him tougher and more durable. With winnings from gambling bets he had with many squad mates Lazarus was able to get his hands on a antique power sword with the name "shredder" engraved into it, little did he know that the weapon had a more powerful warp field that would surround the blade, which Lazarus found out after an attempted assassination by a General who thought Lazarus was after his rank in the Legion Army. After killing the would be assassin Lazarus went into hiding and has not made much contact with his peers, very few question if he is still even living, but he is, he just stays in the H.A.S.T. Dragoon Headquarters waiting for the next battle to show his face again.


HQ for a Legion Army
Captain Lazarus Voh
Unit type: special character, jump infantry
175pts

Ws..Bs..S..T..W..I..A..L..Sv
.5.....4.....3..4..3..3.3..9...3+

Abilities

-H.A.S.T. legend- Lazarus Voh spent a great deal of his training as part of the Legions "High Altitude Shock Troopers" which required its members to have a minimum of 15 succesfull missions as a Dragoon. Lazarus may take a squad of Dragoons as a retinue, they count as scoring units for capturing objectives, but they must come in via Deepstrike even if the game scenario would not normally allow that.

-Lads we need this point -if Lazarus Voh and his retinue are contesting an objectiven at the end of a game roll D3 attacks per surviving squad member and Lazarus Voh before the game ends, as they are trying to claim it for the glory of the Legion, if they fail to kill all the enemies in the oposing contesting squad your opponent gets to roll D3 attacks per surviving squad member to try and wipe your unit out

-Orbital Drop Assault- a technique perfected by the legions H.A.S.T. , when deepstriking onto the field and scattering onto an opponents unit they must roll a D6 on a 5+ they count as assaulting instead of mishapping, if Lazarus and his unit mishap they are removed as casualties.

-Legions Might (counter attack)

Wargear

Legion War Armour (3+ armour save)
Jump Jets (grants a 12" movement, and makes any equipped with them as jump infantry)


Combat Shotgun with Shredder rounds (R18" S3 AP4, assault 3)
Vohs Shredder- a power weapon which ignores invulnerable saves on a to wound roll of 6+


That weaponry is insane. Ignoring invuln saves is stupidly over powered and that Shotgun is pretty amazing. Packed onto a character who lets you survive what should be mishaps, charge from DS, and crazy wargear for 135 points? I wouldn't even look at your codex if this is any representation.


ok i can tone a bunch of stuff down, il start with the shotgun and put a chance to to turn the mishap in his favor, probably a 6+, after all that what would you sugest for his points increase? I will keep the swords ability but il change it to a 6+ instead of 5+ to ignore the invulnerable saves. Also bumped his points up to 175 since you think he is way to op (if he still seems way to op well a few more sugestions on what you would tone things down to would help)


Your Own Unique characters in 40K @ 2012/03/04 01:46:16


Post by: felixander


Tazz Azrael wrote:
felixander wrote:
Tazz Azrael wrote:
Spoiler:
Il toss in one of my custom characters from the codex im making, il include stats for wargear. The army is called "The Legion" they're humans who excel at close quarters combat/ counter assault (think imperial guard stat line with +1 Ws, more assault based weapons, less vehicles/ tanks, but a few assault orientated walkers)

Backstory (its not good at all so anyway you can think on improving it/ clearing up something that might not make sense would be great)

Lazarus was like many others of the legion, good with a gun and even better with a blade, living on the most outer fringes of the milky way ment that all sorts of unknown and indescribable horrors would assault your home worlds all the time.

When he was but a boy Lazarus was one of the many who were kidnapped by the Legions Generals for High Altitude Shock Troopers (H.A.S.T.) Dragoon training. H.A.S.T. Dragoons were at first a joke within the Legions army, full of bastards who could not remember who their families were. The life expectancy of a H.A.S.T. Dragoon is less then three missions since they plunge into the heart of the enemies front lines.

lazarus has had uncanny luck as a H.A.S.T. Dragoon with fifteen successful missions, most of which were holding vital strong points during inter Legion wars or Tyranid Invasions. Once Lazarus had done the impossible by surviving a headlong charge by a Carnafex, he was clipped by the beast which caused many of his bones to be shattered but he still had a usefull arm and got a lucky shot off with his shotgun, getting the Carnafex right in the roof of its mouth blowing its brains out as it tried to consume him.

After many battles Lazarus was augmented with adamentium bones, making him tougher and more durable. With winnings from gambling bets he had with many squad mates Lazarus was able to get his hands on a antique power sword with the name "shredder" engraved into it, little did he know that the weapon had a more powerful warp field that would surround the blade, which Lazarus found out after an attempted assassination by a General who thought Lazarus was after his rank in the Legion Army. After killing the would be assassin Lazarus went into hiding and has not made much contact with his peers, very few question if he is still even living, but he is, he just stays in the H.A.S.T. Dragoon Headquarters waiting for the next battle to show his face again.


HQ for a Legion Army
Captain Lazarus Voh
Unit type: special character, jump infantry
175pts

Ws..Bs..S..T..W..I..A..L..Sv
.5.....4.....3..4..3..3.3..9...3+

Abilities

-H.A.S.T. legend- Lazarus Voh spent a great deal of his training as part of the Legions "High Altitude Shock Troopers" which required its members to have a minimum of 15 succesfull missions as a Dragoon. Lazarus may take a squad of Dragoons as a retinue, they count as scoring units for capturing objectives, but they must come in via Deepstrike even if the game scenario would not normally allow that.

-Lads we need this point -if Lazarus Voh and his retinue are contesting an objectiven at the end of a game roll D3 attacks per surviving squad member and Lazarus Voh before the game ends, as they are trying to claim it for the glory of the Legion, if they fail to kill all the enemies in the oposing contesting squad your opponent gets to roll D3 attacks per surviving squad member to try and wipe your unit out

-Orbital Drop Assault- a technique perfected by the legions H.A.S.T. , when deepstriking onto the field and scattering onto an opponents unit they must roll a D6 on a 5+ they count as assaulting instead of mishapping, if Lazarus and his unit mishap they are removed as casualties.

-Legions Might (counter attack)

Wargear

Legion War Armour (3+ armour save)
Jump Jets (grants a 12" movement, and makes any equipped with them as jump infantry)


Combat Shotgun with Shredder rounds (R18" S3 AP4, assault 3)
Vohs Shredder- a power weapon which ignores invulnerable saves on a to wound roll of 6+


That weaponry is insane. Ignoring invuln saves is stupidly over powered and that Shotgun is pretty amazing. Packed onto a character who lets you survive what should be mishaps, charge from DS, and crazy wargear for 135 points? I wouldn't even look at your codex if this is any representation.


ok i can tone a bunch of stuff down, il start with the shotgun and put a chance to to turn the mishap in his favor, probably a 6+, after all that what would you sugest for his points increase? I will keep the swords ability but il change it to a 6+ instead of 5+ to ignore the invulnerable saves. Also bumped his points up to 175 since you think he is way to op (if he still seems way to op well a few more sugestions on what you would tone things down to would help)


Glad to hear you're willing to adjust to make him reasonable! I personally dislike the ignoring of Inv saves at all, most ICs rely on them as a last resort, denying them that is kind of harsh. Perhaps reducing their inv save by 1 per 6 rolled. Or if a 5-6 is rolled and unsaved his InvSave permanently is lowered? I think bringing the shotgun down to 2 shots and bringing him to 175 definitely evens him out pretty well. Perhaps dropping the Vohs power all together for a +1 STR would help you keep the price down?


Your Own Unique characters in 40K @ 2012/03/04 01:46:21


Post by: shamroll


Gar Marric - Captain of the Raven Guard 10th company
175 points

WS BS S T W I A LD SV
4 7 4 4 2 6 3 10 4+

Wargear: Boltpistol, Scout Armor, Hand of the Emperor

Special Rules: Scout, Infiltrate, Locator Beacon, Stealth, Move through cover, Fire and move, Master Sniper, Independent Character

Hand of the Emperor - A weapon specially crafted by Gar Marric himself. It is completely unique and irreplaceable.
Range - 36' S - 7 AP - 2 Heavy 2, Rending

Fire and Move - If Gar Marric makes an unsaved wound he may make a difficult terrain move at the end of the shooting phase.

Master Sniper - The controlling player chooses Gar Marric's wound allocation.


Your Own Unique characters in 40K @ 2012/03/04 01:50:32


Post by: McNinja


Tazz Azrael wrote:Il toss in one of my custom characters from the codex im making, il include stats for wargear. The army is called "The Legion" they're humans who excel at close quarters combat/ counter assault (think imperial guard stat line with +1 Ws, more assault based weapons, less vehicles/ tanks, but a few assault orientated walkers)

Backstory (its not good at all so anyway you can think on improving it/ clearing up something that might not make sense would be great)

Lazarus was like many others of the legion, good with a gun and even better with a blade, living on the most outer fringes of the milky way ment that all sorts of unknown and indescribable horrors would assault your home worlds all the time.

When he was but a boy Lazarus was one of the many who were kidnapped by the Legions Generals for High Altitude Shock Troopers (H.A.S.T.) Dragoon training. H.A.S.T. Dragoons were at first a joke within the Legions army, full of bastards who could not remember who their families were. The life expectancy of a H.A.S.T. Dragoon is less then three missions since they plunge into the heart of the enemies front lines.

lazarus has had uncanny luck as a H.A.S.T. Dragoon with fifteen successful missions, most of which were holding vital strong points during inter Legion wars or Tyranid Invasions. Once Lazarus had done the impossible by surviving a headlong charge by a Carnafex, he was clipped by the beast which caused many of his bones to be shattered but he still had a usefull arm and got a lucky shot off with his shotgun, getting the Carnafex right in the roof of its mouth blowing its brains out as it tried to consume him.

After many battles Lazarus was augmented with adamentium bones, making him tougher and more durable. With winnings from gambling bets he had with many squad mates Lazarus was able to get his hands on a antique power sword with the name "shredder" engraved into it, little did he know that the weapon had a more powerful warp field that would surround the blade, which Lazarus found out after an attempted assassination by a General who thought Lazarus was after his rank in the Legion Army. After killing the would be assassin Lazarus went into hiding and has not made much contact with his peers, very few question if he is still even living, but he is, he just stays in the H.A.S.T. Dragoon Headquarters waiting for the next battle to show his face again.


HQ for a Legion Army
Captain Lazarus Voh
Unit type: special character, jump infantry
135pts

Ws..Bs..S..T..W..I..A..L..Sv
.5.....4.....3..4..3..3.3..9...3+

Abilities

-H.A.S.T. legend- Lazarus Voh spent a great deal of his training as part of the Legions "High Altitude Shock Troopers" which required its members to have a minimum of 15 succesfull missions as a Dragoon. Lazarus may take a squad of Dragoons as a retinue, they count as scoring units for capturing objectives, but they must come in via Deepstrike even if the game scenario would not normally allow that.

-Lads we need this point -if Lazarus Voh and his retinue are contesting an objective at the end of a game roll D3 attacks per surviving squad member and Lazarus Voh before the game ends, as they are trying to claim it for the glory of the Legion. If they fail to kill all the enemies in the oposing contesting squad your opponent gets to roll D3 attacks per surviving squad member to try and wipe your unit out- I like the concept, but not the execution. It would help to know how many Dragoons can be taken as a retinue, but let's assume 5 (inc. Voh) against 5. If they all roll a 2, that's ten attacks the opposing unit must live through. If you kill even 2 of them, that'd leave 3, and it would be almost impossible for the opposing unit to wipe out Voh's squad, even if they all rolled 3's. Assuming they all rolled 2's as well, the OpFor would only have 6 attacks. I would suggest either changing this to allow the OpFor more attacks or simply completely changing this rule.

-Orbital Drop Assault- a technique perfected by the legions H.A.S.T. , when deepstriking onto the field and scattering onto an opponents unit they must roll a D6. On a 4+ they count as assaulting instead of mishapping, and on a roll of 3 or less the unit looses D3 casualties. - I'd change this to either Counts as assaulting on a 5+ or loses D3+1 units. Or even both.

-Legions Might (counter attack)

Wargear

Legion War Armour (3+ armour save)
Jump Jets (grants a 12" movement, and makes any equipped with them as jump infantry)
Combat Shotgun with Shredder rounds (R18" S4 AP3, assault 3) -I'd make this either S4 AP 4 or S3 AP3. Either way, I'd make it assault 2.
Vohs Shredder- a power weapon which ignores invulnerable saves on a to wound roll of 5+ -mother of god. Very little (in fact I don't think anything) in 5th ed ignores Invuln saves. Anything that does has a huge edge, even if it does so only on a 5+. I strongly suggest making this ignore invuln on a 6 to wound, or making the opponent re-roll a successful save on a 5+ to wound.


Your Own Unique characters in 40K @ 2012/03/04 01:50:36


Post by: Avatar 720


Felix, I think you're overestimating the ability to ignore invuls. He's a WS5, S3, I3 model with 3 attacks, a 1/6 chance for a wound to ignore an invul isn't bad considering that against the majority of enemies where it matters, he'll be hitting on 4s and wounding on 5s.

Against a regular TH/SS terminator, he gets 3 attacks, resulting in 1.5 hits, wounding on 5s for 0.5 wounds, with a 1/6 chance to kill the Terminator there and then resulting in a 0.2505 chance of it happening.

EDIT: Cleared up math, originally factored the 1/6 into the 0.5 rather than the 1.5, but it's still negligible.

EDIT 2: He's also not an independent character, and has no invulnerable save of his own. Either he has a retinue to protect him, or he dies before he reaches combat.


Your Own Unique characters in 40K @ 2012/03/04 01:57:07


Post by: shamroll


felixander wrote:

shamroll wrote:Hal'karn Thull - Sons of Medusa clan master
230 points

WS BS S T W I A LD SV
5 5 5 6 5 2 2 10 2+
Spoiler:


Wargear: Boltpistol, artificer armor, Servo-Harness, Thunder Hammer, Iron Halo

Special Rules: Eternal Warrior, Feel no Pain, Slow and purposeful, Target scan.

Target Scan: Hal'karn's powerful bionic eyes scan a target to find the weakest point and exploit it. Hal'karn Thull forgoes all attacks (including servo-harness attacks) to make a single strength 10 attack against a target in base contact. The controlling player chooses the target of the attack.

Hal'karn Thull is a clan master of the Sons of Medusa chapter and one of the original founders of the chapter. Throughout the centuries he has modified his body to the extremes with cybernetic enhancements rivaling the Magos of mars in terms of modification. These enhancements has allowed him to survive the most horrific damage.


T6, 2+4++4+++ with a Thunder Hammer AND a ServoHarness (two more power fist attacks) for 230? This guys makes Calgary look like a sissy....



Everyone is so obsessed with making an unstoppable juggernaut that they ignore the most important part of making a special IC.... Making something ORIGINAL. If you want to make an IC make something interesting to spice him/her up! Just also account for the extra rules in his points. If he isn't evenly costed then it just makes you look silly.


I really like techmarine based characters and masters of the forge. Maybe he is too cheap which I can change but the thing is I gave him slow and purposeful so he could be gunned down by a group just moving backwards.


Your Own Unique characters in 40K @ 2012/03/04 02:01:32


Post by: purplefood


I don't think he could...
With a 2+ a 4++ and a 4+ FnP he'd take a lot of shooting from a lot of people to take down...
I've seen Logan Grimnar (2+ and a 4++) walk through around 500 points worth of fire without taking a scratch...
With FnP added that starts to get even worse for the other side...


Your Own Unique characters in 40K @ 2012/03/04 02:07:07


Post by: shamroll


purplefood wrote:I don't think he could...
With a 2+ a 4++ and a 4+ FnP he'd take a lot of shooting from a lot of people to take down...
I've seen Logan Grimnar (2+ and a 4++) walk through around 500 points worth of fire without taking a scratch...
With FnP added that starts to get even worse for the other side...


Hmmm, ok. Would he be more reasonable at 265 points without independent character and no retinue? That would mean he would have to take a vehicle by himself and he wouldn't have any sort of meat-shields around him.

The main thing is the character I would really want to build if I had the option would be an eternal warrior, fnp character to go along with my iron hand/sons of medusa themed army.


Your Own Unique characters in 40K @ 2012/03/04 02:08:08


Post by: Bobthehero


So I worked a bit on my Company officer, think I finally got his stats and price right.

Captain #5601 WS 5 BS 4 S 3 T 3 W 3 I 3 A 3 Ld 10 Sv 4+

Equipement: Mastercrafted Hotshot Pistol, Carapace Armor, Power Sword, Frag and Krak grenades.

Rules: All 3 Krieg Rules, Senior Officer rules.

Can have Grenadiers as troops as well as replace veteran Guardsmen in his company command squad by Grenadier, for 20pts.

Price: 120 pts for the whole squad. (Grenadier upgrade not included)

Lore updated as well.

5601 story is pretty much the same as any other Kriegsman, destined to be a normal guardsman, he managed to live long enough to recieve the skull shaped mask of the Grenadiers. Once again coming out alive of this, he was given the rank of Captain, as is the custom in Krieg military. His men lead many assaults during the Siege of Vraks, as such, #5601 6th company of the 5th Krieg regiment has a high amount of veterans, but is also undermanned, as it sufferer a lot of causalties during the Siege.

Despite the losses, #5601 is still being sent at the forefront of most battles, his veterans being used as either the spearhead of an assault or to hold a strongpoint.


Your Own Unique characters in 40K @ 2012/03/04 02:09:28


Post by: purplefood


shamroll wrote:
purplefood wrote:I don't think he could...
With a 2+ a 4++ and a 4+ FnP he'd take a lot of shooting from a lot of people to take down...
I've seen Logan Grimnar (2+ and a 4++) walk through around 500 points worth of fire without taking a scratch...
With FnP added that starts to get even worse for the other side...


Hmmm, ok. Would he be more reasonable at 265 points without independent character and no retinue? That would mean he would have to take a vehicle by himself and he wouldn't have any sort of meat-shields around him.

Then it would just be a bit silly...
Drop the FnP but give him a 5+ to ignore the last wound caused instead and price him at 260...
Keep him as an IC though...


Your Own Unique characters in 40K @ 2012/03/04 02:10:19


Post by: McNinja


Vasarto wrote:
McNinja wrote:
Vasarto wrote:Voluund Gunnar
Adaptus Astratus: Space Wolf
Marine Ranking: Captain "Wolf Priest Lord"

WS: 6
BS: 4
ST:5
Toughness: 4
Wounds: 4
Initiative: 4
Attacks: 3 / 5
Leadership: 9
Save: 2/3

Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.-I'm not sure how I feel about this. While it is not EW, most abilities that remove models outright (such as JotWW) do so upon failing Characteristic tests. For instance, JotWW requires a Initiative test and the Portal of Exile on the Necron Monolith requires a Strength test. Like EW, this is the sort of rule that needs to be legitimately backed up by some fluff, as it is still a powerful ability. Since he has S5, he would pass any S test on a 5 or lower (6's auto-fail anyway), and the I test would be the only one that might give you worry. I might do something like "rather than killing him outright, they cause one wound with no saves allowed."

Has access to all rune priest powers and this one.

Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6 ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal. -D6 is too many. I would do D3, or allow the enemy to retaliate. Or both.

Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer

Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules

Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule. -the problem is the fact that he has base S5, making his attacks hit at S10. That will ID almost everything in the game, except for some MCs. Thunder hammers are already powerful, but then striking at Initiative makes them more powerful. I would create a whole new weapon, rather than making it a standard TH, maybe perhaps starting at S5, then adding +1S per hit for the purposes of rolling to wound. That would be a bit better than simply striking at S10 all day every day, and attacks made in the above rule would not carry the new S over to the Assault Phase

Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.

Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made. -I'd just make the Hammer master-crafted

Points - 220
No. Not for 220 points. 300 maybe. He can do a possible 11 S10 PW attacks at initiative per turn, and move 24" per turn as well. Oh, and he has four wounds. This guy needs to be either S4 or over 300 pts.


What about 320 points than?
If you make the changes I suggested, I would definitely allow you to field this guy for 320 points. Perhaps even 305 points.


Your Own Unique characters in 40K @ 2012/03/04 02:11:19


Post by: purplefood


Iago Wynter Commander of the '1st Company' of the Sentinals of Uphrateus.
WS-5
BS-5
S-4
T-4
W-2
I-6
A-4
Ld-9
Sv-3+
Points-220
Wargear-
Jester's blade:This weapon was recovered from an Eldar Harlequin during a fight with a Dark Eldar kabal. Counts as a power weapon that grants the bearer +1 strength.
Plasma pistol
Digital weapons
Melta bombs
Iron halo
Power armour (included in profile)

2 steps ahead-One troops choice in the army gains the Infiltrate USR
Planning ahead-May re-roll the dice for seizing the initiative
Fast shot-When an enemy charges Wynter or his unit he may attempt a shooting attack. The controlling player must first pass an I test. If successful treat the shooting attack as a normal shooting attack if unsuccessful nothing occurs and the assault happens as normal.
Hard to fight-Doesn't count as an Independent character for targeting with CC attacks. Wounds caused by shooting which allows certain models to be targetted act as normal e.g. Telion or a Vindicare assassin.IC
And they shall know no fear

This is the profile for a commander in my DIY chapter. I probably won't use it but it would be nice to have a balanced unit just in case. I currently use the Sicarius rules for him instead.


Your Own Unique characters in 40K @ 2012/03/04 02:36:22


Post by: Tazz Azrael


McNinja wrote:
Tazz Azrael wrote:Il toss in one of my custom characters from the codex im making, il include stats for wargear. The army is called "The Legion" they're humans who excel at close quarters combat/ counter assault (think imperial guard stat line with +1 Ws, more assault based weapons, less vehicles/ tanks, but a few assault orientated walkers)

Backstory (its not good at all so anyway you can think on improving it/ clearing up something that might not make sense would be great)

Lazarus was like many others of the legion, good with a gun and even better with a blade, living on the most outer fringes of the milky way ment that all sorts of unknown and indescribable horrors would assault your home worlds all the time.

When he was but a boy Lazarus was one of the many who were kidnapped by the Legions Generals for High Altitude Shock Troopers (H.A.S.T.) Dragoon training. H.A.S.T. Dragoons were at first a joke within the Legions army, full of bastards who could not remember who their families were. The life expectancy of a H.A.S.T. Dragoon is less then three missions since they plunge into the heart of the enemies front lines.

lazarus has had uncanny luck as a H.A.S.T. Dragoon with fifteen successful missions, most of which were holding vital strong points during inter Legion wars or Tyranid Invasions. Once Lazarus had done the impossible by surviving a headlong charge by a Carnafex, he was clipped by the beast which caused many of his bones to be shattered but he still had a usefull arm and got a lucky shot off with his shotgun, getting the Carnafex right in the roof of its mouth blowing its brains out as it tried to consume him.

After many battles Lazarus was augmented with adamentium bones, making him tougher and more durable. With winnings from gambling bets he had with many squad mates Lazarus was able to get his hands on a antique power sword with the name "shredder" engraved into it, little did he know that the weapon had a more powerful warp field that would surround the blade, which Lazarus found out after an attempted assassination by a General who thought Lazarus was after his rank in the Legion Army. After killing the would be assassin Lazarus went into hiding and has not made much contact with his peers, very few question if he is still even living, but he is, he just stays in the H.A.S.T. Dragoon Headquarters waiting for the next battle to show his face again.


HQ for a Legion Army
Captain Lazarus Voh
Unit type: special character, jump infantry
135pts

Ws..Bs..S..T..W..I..A..L..Sv
.5.....4.....3..4..3..3.3..9...3+

Abilities

-H.A.S.T. legend- Lazarus Voh spent a great deal of his training as part of the Legions "High Altitude Shock Troopers" which required its members to have a minimum of 15 succesfull missions as a Dragoon. Lazarus may take a squad of Dragoons as a retinue, they count as scoring units for capturing objectives, but they must come in via Deepstrike even if the game scenario would not normally allow that.

removed Lads we need this point due it not being worded correctly/ almost useless

-Orbital Drop Assault- a technique perfected by the legions H.A.S.T. , when deepstriking onto the field and scattering onto an opponents unit they must roll a D6. Lazarus and his retinue Counts as assaulting on a 5+ and loses D3+1 units when they misshap- I'd change this to either Counts as assaulting on a 5+ or loses D3+1 units. Or even both.

-Legions Might (counter attack)
-may lead up to 4 Dragoons as a honor guard

Wargear

Legion War Armour (3+ armour save)
Jump Jets (grants a 12" movement, and makes any equipped with them as jump infantry)
Combat Shotgun with Shredder rounds (R18" S3 AP3, assault 2) -I'd make this either S4 AP 4 or S3 AP3. Either way, I'd make it assault 2.
Vohs Shredder- a power weapon which makes a unit wounded by it on a 5+ reroll succesfull invulnerable saves that turn -mother of god. Very little (in fact I don't think anything) in 5th ed ignores Invuln saves. Anything that does has a huge edge, even if it does so only on a 5+. I strongly suggest making this ignore invuln on a 6 to wound, or making the opponent re-roll a successful save on a 5+ to wound.


I like allot of what you sugested for him so il be changing a bunch of stuff up, thanks for the feed back (and thanks is being extended to felixander for the great sugestions aswell!) I can also add the dragoons stat lines and wargear in if anyone is interested, that way i can tone them down aswell if need be


Your Own Unique characters in 40K @ 2012/03/04 02:42:04


Post by: McNinja


@Tazz: Do it.


Your Own Unique characters in 40K @ 2012/03/04 03:00:22


Post by: Tazz Azrael


to add to my special character i posted, here is the stat line for the retinue he can take

to add to my special character i posted, here is the stat line for the retinue he can take

Dragoons
Unit type: Infantry
130pts
unit size: 5 (4 dragoons and 1 hero)
...............................Ws...Bs..S..T...W..I...A...Ld..Sv
Dragoon Hero......5......4.....3..3...2..3..2..10....3+/5++ (dropped the t to 3)
Dragoons..............5......4.....3..3...2..3..2...8.....3+ (dropped the T to 3)

Abilities

Furious Charge
Hit and Run
Legions Might
Presence of a Hero- any unit within 12" of the squad may use the Dragoon Heros leadership score

Wargear

The Hero has a Photon Rifle, Power Weapon, and a personal Force Generator (grants a 5++ invulnerable save)
The Dragoons have Combat Shotguns and Power Weapons
The entire squad has Legion War Armour (3+ save its only available to Dragoons + a few special characters in the codex im making)

Options

The entire Squad may take
Photon Rifle for +15 pts per moddel (reworded so this was correct)
may take one of these ammo types for the shotguns
-shredder rounds +5 pts
-slug rounds +5 pts

The entire squad may take Jump Jets for +10pts per model (they may not take transports if equiped with jump jets)

One Dragoon may take a Medical Pack for +30pts (grants FNP to the squad)

Up to two Dragoons may take
Anti Tank Rocket Launcher for +25pts each (bumped up the cost as it was essentially a lascanon)
A Photon Cannon for +25pts each

(wont post the stats for the transports as they are no where near finished)
The Squad may take either a Subteranien APC for +70pts
Or a TTT for +50pts

all the wargear
Combat Shotgun 18" S3 AP5 assault 2
-slug rounds 12" S5 AP4 heavy 1 (droped range, uped S, droped the AP by 1, changed to heavy 1 from assault 2)
-shredder rounds 18" S3 AP3 assault 2

( i did not put gets hot on the photon stuff since i raised the AP by 2, im willing to drop the the S of them by a point or two)
Photon Cannon 32" S7 AP3 Heavy 1. large blast
Photon Riffle 24" S6 AP3 Rapid Fire, blast (droped the S by 1)
Anti Tank Rocket Launcher/ Pod 48" S9 AP2 heavy 1

edit, all edits are in brackets


Your Own Unique characters in 40K @ 2012/03/04 03:24:41


Post by: felixander


Avatar 720 wrote:Felix, I think you're overestimating the ability to ignore invuls. He's a WS5, S3, I3 model with 3 attacks, a 1/6 chance for a wound to ignore an invul isn't bad considering that against the majority of enemies where it matters, he'll be hitting on 4s and wounding on 5s.

Against a regular TH/SS terminator, he gets 3 attacks, resulting in 1.5 hits, wounding on 5s for 0.5 wounds, with a 1/6 chance to kill the Terminator there and then resulting in a 0.2505 chance of it happening.

EDIT: Cleared up math, originally factored the 1/6 into the 0.5 rather than the 1.5, but it's still negligible.

EDIT 2: He's also not an independent character, and has no invulnerable save of his own. Either he has a retinue to protect him, or he dies before he reaches combat.


Your math is all kinds of wrong, sadly. He would Hit on a 3+ as he's WS5 and a Term is WS4, yes? So that's 2 of his attacks getting through giving him a 66% chance to take out a termie even with a SS.

Now what about Eldar Seer Council who are basically created to survive because of their Invrerollable? That just cripples them completely. And what about Daemons?Ijust don't see it as being reasonable, as others have agreed. And he isn't an ICbecause he has to go with a 15+(IIRC) retinue to meat shield him.

PS- Ihate Chinese computers, they screw with your font all the time, sorry >_<


Your Own Unique characters in 40K @ 2012/03/04 03:31:53


Post by: Avatar 720


Gunna reply to the small portion that's fully coherent and visible

just don't see it as being reasonable, as others have agreed


Actually, nobody else has agreed that it's unreasonable; only you, me, and McNinja have commented on it thus far, and McNinja said he'd be satisfied with it happening on a 6+, a change which Tazz is already making/has already made.


Your Own Unique characters in 40K @ 2012/03/04 03:37:42


Post by: felixander


Tazz Azrael wrote:to add to my special character i posted, here is the stat line for the retinue he can take

Dragoons
Unit type: Infantry
130pts
unit size: 5 (4 dragoons and 1 hero)
...............................Ws...Bs..S..T...W..I...A...Ld..Sv
Dragoon Hero......5......4.....3..4...2..3..2..10....3+/5++
Dragoons..............5......4.....3..4...2..3..2...8.....3+
Spoiler:

Abilities

Furious Charge
Hit and Run
Legions Might
Presence of a Hero- any unit within 12" of the squad may use the Dragoon Heros leadership score

Wargear

The Hero has a Photon Riffle, Power Weapon, and a personal Force Generator (grants a 5++ invulnerable save)
The Dragoons have Combat Shotguns and Power Weapons
The entire squad has Legion War Armour (3+ save its only available to Dragoons + a few special characters in the codex im making)

Options

The entire Squad may take
Photon Riffle for +15 pts
may take one of these ammo types for the shotguns
-shredder rounds +5 pts
-slug rounds +5 pts

The entire squad may take Jump Jets for +10pts per model (they may not take transports if equiped with jump jets)

One Dragoon may take a Medical Pack for +30pts (grants FNP to the squad, if people dislike this im willing to bump the price up to 60)



Up to two Dragoons may take
Anti Tank Rocket Launcher for +10pts each
A Photon Cannon for +25pts each

(wont post the stats for the transports as they are no where near finished)
The Squad may take either a Subteranien APC for +70pts
Or a TTT for +50pts

all the wargear
Combat Shotgun 18" S3 AP5 assault 2
-slug rounds 18" 4S AP6 assault 2
-shredder rounds 18" S3 AP3 assault 2
( i did not put gets hot on the photon stuff since i raised the AP by 2, im willing to drop the the S of them by a point or two)
Photon Cannon 32" S7 AP3 Heavy 1. large blast
Photon Riffle 24" S7 AP3 Rapid Fire, blast
Anti Tank Rocket Launcher/ Pod 48" S9 AP2 heavy 1



Are those costs per model? I hope so because a S7/AP3 blast weapon seems pretty crazy. Also you can break down the average Dragoon in the squad as being 25 points each with the leader being 30. So for 25 points you get an Assault Marine who is +1 WS, +1 W, +1 A, -1 S, -1 I with Furious Charge, hit and Run, "Legion might" (I'm assuming it is something helpful =P), and gain a Power Weapon but loose the pistol (which is made up for by having a better gun and gaining an attack). I know that values don't always transfer evenly between armies but I with that with the above changes in mind, it's kind of crazy. For Assault Marines (Vanilla Codex) they would cost something more like 35, even without the change to stats and special abilities. =/ I swear I'm not just hatin' on you but that seems severly undercosted, ESPECIALLY for having an extra wound each =/

BUT it still sounds like a very interesting Fandex, PM it to me when you're finished with it!
PS- sorry for the crazy text, using someone else's computer in China and it does that.


EDIT: Derp, I suck and didn't see you had to buy jump jets (which are Jump Packs, ya?) Still, a whole squad with FuriousC power Weapons and 2 wounds is kinda scary =P


Your Own Unique characters in 40K @ 2012/03/04 03:42:06


Post by: shamroll


Scion of Moirae - Sons of Medusa Forge Wright
265 points

Venerable Dreadnought
WS5 BS5 S6 F12 S12 R10 I4 A2

Wargear: DCCW with Stormbolter, Conversion beamer, smoke launcher

Special Rules: Lord of the Armoury, Venerable, Forge Wright

Lord of the Armoury: the controlling player may take dreadnoughts, venerable dreadnoughts, and ironclad dreadnoughts as heavy support.

Venerable: You may ask your opponent to re-roll the result roll on the vehicle damage chart. You must accept the results of the second roll, even if it is worse.

Forge Wright: The Scion of Moirae my forgo his shooting phase to attempt to repair a damaged weapon or immobilized effect on himself or another dreadnought in base to base contact. Roll a dice, if the result is a 4 or more, the effect is removed.


Your Own Unique characters in 40K @ 2012/03/04 03:42:37


Post by: felixander


shamroll wrote:
felixander wrote:

shamroll wrote:Hal'karn Thull - Sons of Medusa clan master
230 points

WS BS S T W I A LD SV
5 5 5 6 5 2 2 10 2+
Spoiler:


Wargear: Boltpistol, artificer armor, Servo-Harness, Thunder Hammer, Iron Halo

Special Rules: Eternal Warrior, Feel no Pain, Slow and purposeful, Target scan.

Target Scan: Hal'karn's powerful bionic eyes scan a target to find the weakest point and exploit it. Hal'karn Thull forgoes all attacks (including servo-harness attacks) to make a single strength 10 attack against a target in base contact. The controlling player chooses the target of the attack.

Hal'karn Thull is a clan master of the Sons of Medusa chapter and one of the original founders of the chapter. Throughout the centuries he has modified his body to the extremes with cybernetic enhancements rivaling the Magos of mars in terms of modification. These enhancements has allowed him to survive the most horrific damage.


T6, 2+4++4+++ with a Thunder Hammer AND a ServoHarness (two more power fist attacks) for 230? This guys makes Calgary look like a sissy....



Everyone is so obsessed with making an unstoppable juggernaut that they ignore the most important part of making a special IC.... Making something ORIGINAL. If you want to make an IC make something interesting to spice him/her up! Just also account for the extra rules in his points. If he isn't evenly costed then it just makes you look silly.


I really like techmarine based characters and masters of the forge. Maybe he is too cheap which I can change but the thing is I gave him slow and purposeful so he could be gunned down by a group just moving backwards.


A Heavy Bolter will still only wound him on a 5+. He has the same toughness as an Eldar Avatar who is a giant incarnation of a war god or a gargantuan Tyranid Trygon... no matter how many augmentics you put on him it just doesn't pan out fluff wise.


Your Own Unique characters in 40K @ 2012/03/04 03:50:49


Post by: shamroll


felixander wrote:
shamroll wrote:
felixander wrote:

shamroll wrote:Hal'karn Thull - Sons of Medusa clan master
230 points

WS BS S T W I A LD SV
5 5 5 6 5 2 2 10 2+
Spoiler:


Wargear: Boltpistol, artificer armor, Servo-Harness, Thunder Hammer, Iron Halo

Special Rules: Eternal Warrior, Feel no Pain, Slow and purposeful, Target scan.

Target Scan: Hal'karn's powerful bionic eyes scan a target to find the weakest point and exploit it. Hal'karn Thull forgoes all attacks (including servo-harness attacks) to make a single strength 10 attack against a target in base contact. The controlling player chooses the target of the attack.

Hal'karn Thull is a clan master of the Sons of Medusa chapter and one of the original founders of the chapter. Throughout the centuries he has modified his body to the extremes with cybernetic enhancements rivaling the Magos of mars in terms of modification. These enhancements has allowed him to survive the most horrific damage.


T6, 2+4++4+++ with a Thunder Hammer AND a ServoHarness (two more power fist attacks) for 230? This guys makes Calgary look like a sissy....



Everyone is so obsessed with making an unstoppable juggernaut that they ignore the most important part of making a special IC.... Making something ORIGINAL. If you want to make an IC make something interesting to spice him/her up! Just also account for the extra rules in his points. If he isn't evenly costed then it just makes you look silly.


I really like techmarine based characters and masters of the forge. Maybe he is too cheap which I can change but the thing is I gave him slow and purposeful so he could be gunned down by a group just moving backwards.


A Heavy Bolter will still only wound him on a 5+. He has the same toughness as an Eldar Avatar who is a giant incarnation of a war god or a gargantuan Tyranid Trygon... no matter how many augmentics you put on him it just doesn't pan out fluff wise.


My guy was actually inspired by Vaylund Cal, the Iron Thane of Atropos War Clan which is:
WS5 BS5 S5 T6 W4 I4 A2 LD10 SV2+
with artificer armour, servo-harness, thunder hammer, and iron halo for 215 points and he gives devastator squads fnp plus some other stuff. Maybe mine is a bit much with everything but I don't think he is completely unreasonable. Some modification would make him more realistic.


Your Own Unique characters in 40K @ 2012/03/04 03:52:26


Post by: felixander


Avatar 720 wrote:Gunna reply to the small portion that's fully coherent and visible

just don't see it as being reasonable, as others have agreed


Actually, nobody else has agreed that it's unreasonable; only you, me, and McNinja have commented on it thus far, and McNinja said he'd be satisfied with it happening on a 6+, a change which Tazz is already making/has already made.


Sorry, all it said is that your math was wrong on it and it'd be 66% to take out a Termi, not 25% which is a pretty big difference.

And McNinja said "Mother of god." and proceeded to state it was overpowered. Nevertheless, the changes are good and everyone is happy


Your Own Unique characters in 40K @ 2012/03/04 03:53:07


Post by: McNinja


Tazz Azrael wrote:to add to my special character i posted, here is the stat line for the retinue he can take

Dragoons
Unit type: Infantry
130pts
unit size: 5 (4 dragoons and 1 hero)
...............................Ws...Bs..S..T...W..I...A...Ld..Sv
Dragoon Hero......5......4.....3..4...2..3..2..10....3+/5++
Dragoons..............5......4.....3..4...2..3..2...8.....3+ - One thing I notice is the T4, both here and Voh. Why? I don't think they should have it, mainly because they're supposed to be GEQ. They have 3+ saves anyway.

Abilities

Furious Charge
Hit and Run
Legions Might
Presence of a Hero- any unit within 12" of the squad may use the Dragoon Heros leadership score

Wargear

The Hero has a Photon Rifle, Power Weapon, and a personal Force Generator (grants a 5++ invulnerable save)
The Dragoons have Combat Shotguns and Power Weapons
The entire squad has Legion War Armour (3+ save its only available to Dragoons + a few special characters in the codex im making)

Options

The entire Squad may take
Photon Rifle for +15 pts - per model? It should be per model.
may take one of these ammo types for the shotguns
-shredder rounds +5 pts
-slug rounds +5 pts

The entire squad may take Jump Jets for +10pts per model (they may not take transports if equiped with jump jets)

One Dragoon may take a Medical Pack for +30pts (grants FNP to the squad, if people dislike this im willing to bump the price up to 60)-30 points is fine, especially if they're T3.

Up to two Dragoons may take
Anti Tank Rocket Launcher for +10pts each - As a Lascannon equivalent, this should cost as much as the Photon Cannon.
A Photon Cannon for +25pts each

(wont post the stats for the transports as they are no where near finished)
The Squad may take either a Subteranien APC for +70pts
Or a TTT for +50pts

all the wargear
Combat Shotgun 18" S3 AP5 assault 2
-slug rounds 18" 4S AP6 assault 2 - What's the difference between shredder rounds and slug rounds? In modern day, shotgun slugs are extremely powerful, but limited to a shorter range due to the fact that shotguns have no rifling. I would say perhaps make this assault 1 (or even Heavy 1) and make it S5 AP4 or 5.
-shredder rounds 18" S3 AP3 assault 2

( i did not put gets hot on the photon stuff since i raised the AP by 2, im willing to drop the the S of them by a point or two) - I would make Photon Rifles S6. They remind me of Kai Gun from the old CSM codex, but Blasty
Photon Cannon 32" S7 AP3 Heavy 1. large blast
Photon Riffle 24" S7 AP3 Rapid Fire, blast
Anti Tank Rocket Launcher/ Pod 48" S9 AP2 heavy 1

There ya go.


Your Own Unique characters in 40K @ 2012/03/04 03:53:52


Post by: felixander


shamroll wrote:
felixander wrote:
shamroll wrote:
felixander wrote:

shamroll wrote:Hal'karn Thull - Sons of Medusa clan master
230 points

WS BS S T W I A LD SV
5 5 5 6 5 2 2 10 2+
Spoiler:


Wargear: Boltpistol, artificer armor, Servo-Harness, Thunder Hammer, Iron Halo

Special Rules: Eternal Warrior, Feel no Pain, Slow and purposeful, Target scan.

Target Scan: Hal'karn's powerful bionic eyes scan a target to find the weakest point and exploit it. Hal'karn Thull forgoes all attacks (including servo-harness attacks) to make a single strength 10 attack against a target in base contact. The controlling player chooses the target of the attack.

Hal'karn Thull is a clan master of the Sons of Medusa chapter and one of the original founders of the chapter. Throughout the centuries he has modified his body to the extremes with cybernetic enhancements rivaling the Magos of mars in terms of modification. These enhancements has allowed him to survive the most horrific damage.


T6, 2+4++4+++ with a Thunder Hammer AND a ServoHarness (two more power fist attacks) for 230? This guys makes Calgary look like a sissy....



Everyone is so obsessed with making an unstoppable juggernaut that they ignore the most important part of making a special IC.... Making something ORIGINAL. If you want to make an IC make something interesting to spice him/her up! Just also account for the extra rules in his points. If he isn't evenly costed then it just makes you look silly.


I really like techmarine based characters and masters of the forge. Maybe he is too cheap which I can change but the thing is I gave him slow and purposeful so he could be gunned down by a group just moving backwards.


A Heavy Bolter will still only wound him on a 5+. He has the same toughness as an Eldar Avatar who is a giant incarnation of a war god or a gargantuan Tyranid Trygon... no matter how many augmentics you put on him it just doesn't pan out fluff wise.


My guy was actually inspired by Vaylund Cal, the Iron Thane of Atropos War Clan which is:
WS5 BS5 S5 T6 W4 I4 A2 LD10 SV2+
with artificer armour, servo-harness, thunder hammer, and iron halo for 215 points and he gives devastator squads fnp plus some other stuff. Maybe mine is a bit much with everything but I don't think he is completely unreasonable. Some modification would make him more realistic.


What Codex is that in?


Your Own Unique characters in 40K @ 2012/03/04 03:58:47


Post by: shamroll


felixander wrote:
shamroll wrote:

My guy was actually inspired by Vaylund Cal, the Iron Thane of Atropos War Clan which is:
WS5 BS5 S5 T6 W4 I4 A2 LD10 SV2+
with artificer armour, servo-harness, thunder hammer, and iron halo for 215 points and he gives devastator squads fnp plus some other stuff. Maybe mine is a bit much with everything but I don't think he is completely unreasonable. Some modification would make him more realistic.


What Codex is that in?


Imperial Armour volume 10: The badab war part 2
He is an HQ choice for the codex: Space marines


Your Own Unique characters in 40K @ 2012/03/04 04:28:54


Post by: McNinja


shamroll wrote:Scion of Moirae - Sons of Medusa Forge Wright
265 points

Venerable Dreadnought
WS5 BS5 S6 F12 S12 R10 I4 A2

Wargear: DCCW with Stormbolter, Conversion beamer, smoke launcher

Special Rules: Lord of the Armoury, Venerable, Forge Wright

Lord of the Armoury: the controlling player may take dreadnoughts, venerable dreadnoughts, and ironclad dreadnoughts as heavy support.

Venerable: You may ask your opponent to re-roll the result roll on the vehicle damage chart. You must accept the results of the second roll, even if it is worse.

Forge Wright: The Scion of Moirae my forgo his shooting phase to attempt to repair a damaged weapon or immobilized effect on himself or another dreadnought in base to base contact. Roll a dice, if the result is a 4 or more, the effect is removed.
I hadn't thought of doing a Dreadnought character. Basically Master of the Forge+Venerable Dread. By the way, you missed the searchlight on the Dread.


Your Own Unique characters in 40K @ 2012/03/04 04:49:41


Post by: UMGuy


felixander wrote:
Same price as a normal LC but gets the 12" furious charge bubble, PW, and Storm Troopers as troops? Oh but he makes you take commissars! Considering Vet spam is the order of the day (and you need even less now that you have 2 ST troops!) I'd say he needs to be cranked up to 120 (70+10pw+20bubble+20STTroops).

Otherwise interesting choices (and he doesn't have T7 2++ with FnP like everyone else!!!)! Good for making those blobs' S4 PW hurt! And they hit at the same time as MEQ! Throw a priest in the squad and it really hurts!



120 sounds good, he also has the very likely chance of popping your CCS, same with all of the PCS. My idea was a Schola Progenium list. With ST, blobs with Commissars, and of course the LC in the CCS.

Still working on the fluff, but Ill see if guys at my FLGS will let me throw him in. Thanks for the feedback


Your Own Unique characters in 40K @ 2012/03/04 05:19:03


Post by: McNinja


shamroll wrote:
felixander wrote:
shamroll wrote:

My guy was actually inspired by Vaylund Cal, the Iron Thane of Atropos War Clan which is:
WS5 BS5 S5 T6 W4 I4 A2 LD10 SV2+
with artificer armour, servo-harness, thunder hammer, and iron halo for 215 points and he gives devastator squads fnp plus some other stuff. Maybe mine is a bit much with everything but I don't think he is completely unreasonable. Some modification would make him more realistic.


What Codex is that in?


Imperial Armour volume 10: The badab war part 2
He is an HQ choice for the codex: Space marines
Vaylund Cal is actually only W3.


Your Own Unique characters in 40K @ 2012/03/04 05:27:35


Post by: Boneblade


Gorehowl
200 pts

WS BS S T W I A Ld Sv
7.....5.....6..5 ..4..5..5..10..3+

Unit Type: Monstrous Creature

Unique

Wargear: Ar'Pherazon, the Howling Blade (Daemon Weapon)

Ar'Pherazon confers only 1d6 bonus attacks instead of the normal 2d6 for a Bloodfeeder, but a roll of one does not inflict a wound or prevent Gorehowl from attacking in that assault phase.

Special Rules:
Fearless
5+ Invulnerable Save
Eternal Warrior
Mark of Khorne
Wings
Furious Charge

Brass Collar:

Gorehowl is immune to the effects of psychic powers, and may re-roll the test for Daemonsbane.

Child of the Blood God:

Gorehowl may not be taken if you include a pysker in your army list. In addition he gets the Preferred Enemy special rule against any character or unit with the ability to cast psychic powers, or against units with the Mark of Tzeentch.





Your Own Unique characters in 40K @ 2012/03/04 05:28:39


Post by: Vasarto


Ovion wrote:I'd say 380 min.
That guy is Njal on steroids, he needs to have the extra gear accounted for in his cost.


Ok so 400 than!

OH...totally forgot! he is on a thunderwolf mount lol. So make him 450. and increase T by 1 so make it a 5 lol and one LAST and final special rule.


So here he is

Voluund Gunnar
Adaptus Astratus: Space Wolf
Marine Ranking: Captain "Wolf Priest Lord"

WS: 6
BS: 4
ST:5
Toughness: 5
Wounds: 4
Initiative: 4
Attacks: 3 / 5
Leadership: 9
Save: 2/3

Eternal - Can never be removed from game due to a special rule, EVEN if a special rule would try to null or ignore this rule or say that this rule does not apply or the model does not have this rule in any way possible. This rule applies even before the person who wrote this rule was born and even counts towards models of the same kind that have not been made in the factory yet!

Has access to all rune priest powers and this one.

Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6 ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal. During the movement when this model makes its power, No opposing models or friendly can target or effect voluund in any way. He moves at such a blindingly fast pace that he seemlingly vanishes and reappears is a super sub light speed flash. Thus is counted as Initiative 20 for all intents and purposes when moving and ending the movement.

Inspired - All units within 12' of Voluund are fearless.

Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer

Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules

Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.

Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.

Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.

Thunder Wolf Mount

Points - 400


Your Own Unique characters in 40K @ 2012/03/04 06:22:20


Post by: TheCustomLime


Colonel Tylor Varston, 711th Cadian "Iron Pride".
Tylor Varston may be purchased as an upgrade for any Leman Russ, Baneblade or Shadowsword variant. He confers his benefits only onto members of his own Unit (This does not include Armored Companies or specialized unit. Only Squadrons may receive his benefits).

Expert Commander:
Tylor Varston has driven most Leman Russ variants and has shot the cannons of even more. He is also an expert in ordering a squadron of tanks to fire accurately. Any tanks in his squadron may reroll their shooting attacks if they miss. This can only be used once per shooting turn per tank. This benefit does not apply to hull mounted weapons, such as the Lascannon, Heavy Flamer, Heavy Bolter or Plasma cannon, any Sponson guns or any pintle mounted weapons. Tylor's own tank's Ballistic Skill level is raised to 4. In addition, all immobilized results may be rerolled.

Tank buster:
Colonel Varston has a knack for several things. Acquiring the ire of the Inquisition, getting his own vehicle destroyed through very improbable means, getting an even more expensive vehicle afterwards to break and blowing up armored fighting vehicles. Treat any armor 14 as armor 13 for the sake of armor penetration. Roll normally for damage results. For a shot against armor value 10 or less, add +1 to damage rolls.

65 Pts

(Basically, Pask on crack)
Fluff:
Colonel Tylor Varston served in many campaigns in his career in the 711th Cadian. His first was the "Gaxum Campagin". What exactly happened during the campaign is surrounded by a shroud of myth and propaganda, but it is known that the Imperium of Man had defeated a quadruple alliance consisting of Chaos, Tau, Eldar and Orks. Many Scholar contest that these forces would never work together. The Colonel himself asserts that they never worked together. However, the myth spread tells that story. So that is what is commonly believed. The Imperial Guard did in fact fight the Tau, Orks, Chaos and Eldar on Gaxum, but not all at once. Another fact was that all that was left of 93rd and 711th Cadian was a hardened group of around 100 individuals combined. Rather than simply refound the regiments and assign the veterans to other understrength units, the Segmentum Command saw it prudent to reconstitute the regiments with other understrength armies. Instead of calling it the 93rd/407th/333rd/75th/961st/1011 Cadian, which remained the official name, the Veterans simply called it 93rd "Old Bloods" in respect to the both the history and the members of the regiment. 711th received new tanks as a thanks from the Adeptus Mechanicus for preserving their manufactorums in the cities of Gaxum.

Tylor insisted the he only receive Cadian only tank crews in order to preserve the pride of his homeworld. His unwillingness to budge on the matter earned his regiment the nickname "Iron Pride". After the Gaxum Campagin Tylor forged his skills in the art of war. He won the Battle of Telai Rivers, in which 711th "Iron Pride" destroyed an armored column of Renegade Guardsmen. The battle was concluded won only after it was determined the Guardsmen were indeed heretics, which was decided 1 month after life signs ceased from their lines. Tylor was nearly killed after his unit was ambushed by Necron forces. It was undetermined who saved him. Some witnesses said it was the Eldar, others say the Necrons simply deactivated after the Colonel picked up a banner and screamed defiantly at them, while the population in general determine they weren't sure. An Inquisitional report dismisses the Necron deactivation theory as "Improbable" and the Eldar intervention theory as "Unlikely". An interview of the Colonel himself provided no conclusive results.

Tylor Varston himself is a man of national pride. He believes that Cadia produces the best of everything, from soldiers to food. While some may contest the latter, it is undeniable that his policy of "Cadian only" has had benefits in terms of camaraderie. He is also notably chaste. He has been known to refuse offers of nobles to marry into their families, despite what prestige the Varston name may give or receive. Some accuse him of Slaanesh worship, but the Inquisition has dismissed the charges as simple slander. He has also attracted the attention of the Inquisition on no less than 140 occasions, though most charges against him are dismissed before an investigation has begun. Tylor's extraordinary luck with the Inquisition could be attributed to his reputation, the dubious sources of the charges and the Inquisitor "assigned" to him is simply tired of investigating another "Xenos consorting" charge that inevitably goes nowhere. Tylor has not escaped torture, though, and he bears the marks of his relationship with the Inquisition.

Varston's latest exploits have involved the destruction of a rebel fortress, the defeat of a Tau armored column, being defeated by an Ork WAAAAAGH!, having his Baneblade destroyed more than 20 times in more and more improbable ways and having to answer to the Adeptus Mechanicus for why he is losing so many tanks. The latest destruction involved a Laspistol, a Slaaneshi cult, and a stockpile of amasec. To this day, a common joke amongst Baneblade crews is that "If you can think about, Ol' Colonel Varston has had his tank killed by it".









Your Own Unique characters in 40K @ 2012/03/04 07:15:50


Post by: Hammer18


Here's my Necron Wraith Lord:
Back ground
Spoiler:
The Bane of the Old Ones
Arcerak was always sneaky. Even before the biotransferance. Using vestments that seemed to steal the very light itself from the air and teleportation, he and his legions would strike upon the Old Ones when they were most vulnerable. The horror this spawned in the Old Ones pleased the Silent King. It pleased him so much that he rewarded Arcerak with three gifts. A sigil that could summon the forces of the Triarch, the power to turn light to darkness and his force was given training with some of the strongest Crypteks to increase his mental will tenfold, so much that he could take over the minds of lesser creatures. With these gifts in hand, the lord wrought destruction on an even greater scale. He brought down entire planets of the Old Ones in mere hours.
Rebels
When the time came for the transference to undying metal, The Lord of Shadows (as the Necrontyr had come to call him) refused the transference. He stated that the new bodies would take away from the splendor of victory (and the delights afterward). The Deceiver came forward with a deal. He said he would seal away the bodies of the Harbingers of Darkness so that they could return to them when they so desired. The Harbingers of Darkness agreed to this. The Deceiver planned to destroy the bodies once the Lord’s and his force’s minds had deteriorated. He did not count on one thing though. The Lord of Shadow had an extremely strong mind, even stronger thanks to the Silent King’s gifts. His mind was so strong it kept his entire force’s minds from deteriorating. Enraged by this the Deceiver tried to destroy the bodies.
When he reached the chamber the bodies were kept in, he found all the Harbingers of Shadow waiting for him. They had been tipped off by a C’tan that seemed almost too happy to deliver the news.
The force would’ve been a small challenge, but with the Lord of Shadows backing them up they were a threat. Choosing to deal with them later, the Deceiver left. Angered by this betrayal, the Lord set two primary goals for his force. They were: 1) Find a way back into their original bodies and 2) Destroy the C’tan.
The Mission
They set about the destruction of every C’tan they could find. They would ambush the C’tan and when they shattered they would use thousands of tesserect labyrinths to trap all the shards. They tried numerous times to destroy the Deceiver, but it had become stronger through absorbing the essences of other C’tan. They could also never find its tomb. The scientists they had assigned to bringing them back into their bodies worked tirelessly. By the time of slumber they had made it where when one of them left their metal body its mind went into its original form for a brief amount of time.
The Great Sleep
Being one of the few who knew the Silent King the Lord was able to convince him to spare his force from the slumber. The King allowed the Lord and a few others to stay awake. While his force slept, the Lord stayed ever vigil. He could not let his force’s minds deteriorate. During this time his court stayed with him. Unlike most other courts his was made entirely of Crypteks. These were the ones who had been working on undoing the biotransferance. During the long sleep they helped the Lord keep alien scum away from their worlds.
The Great Awakening
Arcerak awakened his force soon after the Horus Heresy. He took the opportunity to take many of the imperial worlds surrounding his own. He now has control of twice as many worlds as the Stormlord. Luckily, Arcerak is far more subtle about this. Before he attacks, he knocks out all communications. After he has taken over the world he has messages sent out to make it seem as if the world is just the same as ever. Due to this, few except the Eldar know that his force even exists. They will not know until their skies darken with his ethereal darkness. He works with the remaining praetorians to restore the dynasties.

Rules
Arcerak Lord of Shadows ws=6 BS=4 s=5 t=6 w=4 I=4 a=5 LD=10 sv= 2+, 3++ 350 points
Unit t type: Jump infantry

war gear: Doomsday scythe, Greater Resurrection orb, veil of darkness, phylactery, timesplinter cloak, sempiternal weave

Special rules: Independent character, Wraithflight, reanimation protocols, ever living, fearless, Phaeron

The Shadows= all light is snuffed out. Images of unspeakable horror frighten all but the bravest into submission. Usable once per game. The opponent fights in the night fighting rules (exceptions apply). All units make a ld. test -2. If they fail they are pinned.

Mind over mind= instead of shooting, the lord projects his mind into that of the enemy. Each rolls a d6 and adds LD. If the lord wins he controls that unit for that turn. 24"

Unnatural darkness=use night fighting rules when shooting at Arcerak and Necrons within 12" of him.

Doomsday scythe=war scythe that can be fired as= range=24" s= 6 AP=4 type= assault 2, blast, gauss, arc.
Greater resurrection orb= Functions as a regular orb expect that it applies to his unit and all Necrons within 18” of that unit.

There will be more fluff to be added. It is in regards to the crypteks making his gear and potentially rules for those "High Crypteks".


Your Own Unique characters in 40K @ 2012/03/04 09:46:50


Post by: Macok


Vasarto wrote:
Spoiler:
Ok so 400 than!

OH...totally forgot! he is on a thunderwolf mount lol. So make him 450. and increase T by 1 so make it a 5 lol and one LAST and final special rule.


So here he is

Voluund Gunnar
Adaptus Astratus: Space Wolf
Marine Ranking: Captain "Wolf Priest Lord"

WS: 6
BS: 4
ST:5
Toughness: 5
Wounds: 4
Initiative: 4
Attacks: 3 / 5
Leadership: 9
Save: 2/3

Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.

Has access to all rune priest powers and this one.

Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6 ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal. During the movement when this model makes its power, No opposing models or friendly can target or effect voluund in any way. He moves at such a blindingly fast pace that he seemlingly vanishes and reappears is a super sub light speed flash. Thus is counted as Initiative 20 for all intents and purposes when moving and ending the movement.

Inspired - All units within 12' of Voluund are fearless.

Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer

Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules

Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.

Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.

Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.

Thunder Wolf Mount

Points - 400

Change the charge into D6 attacks not hits. You do realise this is automatic D6 penetrations against 95% tanks in the game + stun on top of that.
Also remove Swift Hammer, that rule is just plain bad. This hero should be apoc only where balanced rules are not important. That kind of heroes should never be considered in normal wh40k games.


Your Own Unique characters in 40K @ 2012/03/04 12:27:10


Post by: Ovion


Vasarto - you forgot to make him 450 to account for the thunderwolf .
Also I didn't notice that - yes, it should gain D6 attacks in the movement phase charge power.
ALSO - If I'm not mistaken you've now added an immunity clause that makes no sense, I 20 which can't exist so frankly just remove that, and making everything nearby fearless?
You also made inspired affect all units within 12'. I'm assuming you meant 12" not 12 feet.
At 500 with the above changes I'd probably let you use him...

I mean, that's basically 1/3 your force at 1500, 1/4 at 2k, 1/6 at 3000 and frankly past that you're basically in apoc anyway.


Your Own Unique characters in 40K @ 2012/03/04 13:35:08


Post by: purplefood


@Vasarto I'm not sure what a 'Wolf Priest Lord' is.
But if it's a Wolf Priest don't you think it may be a good idea to give him the same rules/wargear as a Wolf Priest.
If it's just a Wolf Lord then you should probably remove priest from his title...


Your Own Unique characters in 40K @ 2012/03/04 15:42:52


Post by: Ovion


Ok, I'm ill, no ones about and I've been excessively bored - so I worked up this to help you Vasarto. (procrastinating about doing my own work etc...)

1: This is your unit as you've presented, but set out a bit clearer.
Spoiler:

2: this is Njal.
Spoiler:

3: This is a comparison of the two - adjusting the points for the powers / gear / stat changes.
Spoiler:

His points as-you-have-him should indeed be at least 450.

And finally, 4: How I would change your unit, to keep it at 400pts, balance it and make the names cooler .
Spoiler:


Hope this helps - I can also send you the text versions if you want.


Your Own Unique characters in 40K @ 2012/03/04 16:57:58


Post by: Tazz Azrael


McNinja wrote:
Tazz Azrael wrote:to add to my special character i posted, here is the stat line for the retinue he can take

Dragoons
Unit type: Infantry
130pts
unit size: 5 (4 dragoons and 1 hero)
...............................Ws...Bs..S..T...W..I...A...Ld..Sv
Dragoon Hero......5......4.....3..4...2..3..2..10....3+/5++
Dragoons..............5......4.....3..4...2..3..2...8.....3+ - One thing I notice is the T4, both here and Voh. Why? I don't think they should have it, mainly because they're supposed to be GEQ. They have 3+ saves anyway.

Abilities

Furious Charge
Hit and Run
Legions Might
Presence of a Hero- any unit within 12" of the squad may use the Dragoon Heros leadership score

Wargear

The Hero has a Photon Rifle, Power Weapon, and a personal Force Generator (grants a 5++ invulnerable save)
The Dragoons have Combat Shotguns and Power Weapons
The entire squad has Legion War Armour (3+ save its only available to Dragoons + a few special characters in the codex im making)

Options

The entire Squad may take
Photon Rifle for +15 pts - per model? It should be per model.
may take one of these ammo types for the shotguns
-shredder rounds +5 pts
-slug rounds +5 pts

The entire squad may take Jump Jets for +10pts per model (they may not take transports if equiped with jump jets)

One Dragoon may take a Medical Pack for +30pts (grants FNP to the squad, if people dislike this im willing to bump the price up to 60)-30 points is fine, especially if they're T3.

Up to two Dragoons may take
Anti Tank Rocket Launcher for +10pts each - As a Lascannon equivalent, this should cost as much as the Photon Cannon.
A Photon Cannon for +25pts each

(wont post the stats for the transports as they are no where near finished)
The Squad may take either a Subteranien APC for +70pts
Or a TTT for +50pts

all the wargear
Combat Shotgun 18" S3 AP5 assault 2
-slug rounds 18" 4S AP6 assault 2 - What's the difference between shredder rounds and slug rounds? In modern day, shotgun slugs are extremely powerful, but limited to a shorter range due to the fact that shotguns have no rifling. I would say perhaps make this assault 1 (or even Heavy 1) and make it S5 AP4 or 5.
-shredder rounds 18" S3 AP3 assault 2

( i did not put gets hot on the photon stuff since i raised the AP by 2, im willing to drop the the S of them by a point or two) - I would make Photon Rifles S6. They remind me of Kai Gun from the old CSM codex, but Blasty
Photon Cannon 32" S7 AP3 Heavy 1. large blast
Photon Riffle 24" S7 AP3 Rapid Fire, blast
Anti Tank Rocket Launcher/ Pod 48" S9 AP2 heavy 1

There ya go.


definatly agree on the sugestions you made, il tweak this around


Your Own Unique characters in 40K @ 2012/03/04 17:42:46


Post by: Avatar 720


felixander wrote:
Avatar 720 wrote:Gunna reply to the small portion that's fully coherent and visible

just don't see it as being reasonable, as others have agreed


Actually, nobody else has agreed that it's unreasonable; only you, me, and McNinja have commented on it thus far, and McNinja said he'd be satisfied with it happening on a 6+, a change which Tazz is already making/has already made.


Sorry, all it said is that your math was wrong on it and it'd be 66% to take out a Termi, not 25% which is a pretty big difference.

And McNinja said "Mother of god." and proceeded to state it was overpowered. Nevertheless, the changes are good and everyone is happy


The math wasn't wrong. Against the TH/SS terminator, he'd get 3 attacks, needing 4s to hit for 1.5 hits, and 5s to wound for 0.5 wounds. 16.7% of 1.5 (the chance to get a 6 and ignore the invul) is 0.2505, and he has a 0.2505 chance of the wound being able to be saved, resulting in 0.0834165 failed wounds.

I don't know where you got the 66% chance to take out a terminator from.

And McNinja said it was overpowered for 5+, he then went on to recommend changing it to 6+ or re-rolled on a 5+.


Your Own Unique characters in 40K @ 2012/03/04 19:29:50


Post by: Cameron Baum


Ovion wrote:Ok, I'm ill, no ones about and I've been excessively bored - so I worked up this to help you Vasarto. (procrastinating about doing my own work etc...)



Okay, the level of detail provided is impressive. And scary..........


Your Own Unique characters in 40K @ 2012/03/04 19:53:27


Post by: Ovion


eh, same basic template I use for all my other homebrew 40k stuff - just need to fill in the gaps


Your Own Unique characters in 40K @ 2012/03/04 21:28:34


Post by: Cameron Baum


Ovion wrote:eh, same basic template I use for all my other homebrew 40k stuff - just need to fill in the gaps


So that's how you explain Persephone...


Your Own Unique characters in 40K @ 2012/03/04 23:15:47


Post by: thelordwatchman


here is another from me
for use for any imperial army
apocalypse only
the Archangel of faith
ws bs s t w a i sv points
8 3 5 5 4 6 7 2+ 3++ 325

monstrous creature
equipment
heavens pillar= allows either re-roll to wounds in combat or strike at strength 10 initiative 1= massive claymore
Armour of the angel= gives a 2+ 3++ save
ionized particle rifle= range s ap special
36 7 4 assault 2D6* if a double is rolled it may not fire again
wings of faith= moves as jump infantry

special rules
eternal warrior furious charge preferd enemy all fearless
archangel= follows the rules of daemons but comes on slightly different (see below)
i have faith=on a turn where you have a squad in combat in the movement phase you may decide to not bring any reserves but instead bring the archangel in to the combat (he dose not get an extra attack for charging)
god of death=when he was mortal he was known as the god of death and has since inspired men and marines to push the limits of their abilities and beyond= every friendly model in 12 inches gain the counter attack usr and +1a



Your Own Unique characters in 40K @ 2012/03/05 00:18:47


Post by: felixander


Avatar 720 wrote:
felixander wrote:
Avatar 720 wrote:
Spoiler:
Gunna reply to the small portion that's fully coherent and visible

just don't see it as being reasonable, as others have agreed


Actually, nobody else has agreed that it's unreasonable; only you, me, and McNinja have commented on it thus far, and McNinja said he'd be satisfied with it happening on a 6+, a change which Tazz is already making/has already made.


Sorry, all it said is that your math was wrong on it and it'd be 66% to take out a Termi, not 25% which is a pretty big difference.

And McNinja said "Mother of god." and proceeded to state it was overpowered. Nevertheless, the changes are good and everyone is happy

The math wasn't wrong. Against the TH/SS terminator, he'd get 3 attacks, needing 4s to hit for 1.5 hits, and 5s to wound for 0.5 wounds. 16.7% of 1.5 (the chance to get a 6 and ignore the invul) is 0.2505, and he has a 0.2505 chance of the wound being able to be saved, resulting in 0.0834165 failed wounds.

I don't know where you got the 66% chance to take out a terminator from.

And McNinja said it was overpowered for 5+, he then went on to recommend changing it to 6+ or re-rolled on a 5+.


Actually he is WS 5 hitting a WS4 model so he needs 3+ to hit, no? And 66% was off the 5+ to ignore invuln, but he changed it to rerolling saves on 5+ so we're both wrong

So 3 x .6666 x .3333 x .666666 (his 5+ rerolled if successful, did I get that right?) which would make it 44%. Also either way he is set on the change and I think it's good! So let us cease the MathHammer wars


Your Own Unique characters in 40K @ 2012/03/05 00:25:23


Post by: Avatar 720


Huh, why did I keep seeing WS3... I think the post format keeps messing with my brain >.<


Your Own Unique characters in 40K @ 2012/03/05 00:31:59


Post by: shamroll


Avatar 720 wrote:Huh, why did I keep seeing WS3... I think the post format keeps messing with my brain >.<


I hear that. All the numbers shift to the left and looks different from what you wrote up.


Your Own Unique characters in 40K @ 2012/03/05 02:11:53


Post by: Ovion


Cameron Baum wrote:
Ovion wrote:eh, same basic template I use for all my other homebrew 40k stuff - just need to fill in the gaps


So that's how you explain Persephone...


The templates just for the sexy layout.

Persephone is a parody of the ridiculous and OTT characters you see here, in proposed rules / homebrew in general, and even within canonical fluff *cough*KaldorDraigo*cough*, with exploits such as throwing a kegger on the steps of the golden throne.

Her stats aren't too redonkulus, just vect with T4 and about 20 pieces of redundant wargear (6 types of armour, 3 with the same save, 4 base pistols, etc) most of which will never be used to make it look sillier.

I'll post her beta version tommorow


Your Own Unique characters in 40K @ 2012/03/05 03:52:47


Post by: McNinja


Well, bored again, so here's a new HQ for my Necron army/Dynasty: (They have a lot of Crypteks)

Akyr, High Cryptek of the Sertek Dynasty.......................120 points
WS:4 BS:5 S:4 T:4 W:3 I:2 A:2 Ld:10 Sv:4+

SQUAD TYPE: Infantry (Character)
WARGEAR: Eldritch Lance (See page 84 of the Necron codex)
SPECIAL RULES: Ever-living, Independent Character, Reanimation Protocols, High Cryptek, Solar Pulse

High Cryptek: If Akyr is taken in your army, you may take one unit of Harbingers of Destruction (consisting of 1-5 models) as a Troop choice. They may not take any additional wargear, aside form the mandatory Eldritch Lance, and are 35 points per model.

For this guy, I'm not sure the HoD unit should be Elites or Troops. It is only one unit, and they are basically warriors with better weapons (and Ever-Living).

Lol jk I made two

Praetorian Isfar..............................................150 points
WS:5 BS:4 S:5 T:5 W:3 I:2 A:* Ld:10 Sv:3+
SQUAD TYPE: Jump Infantry (Character)
WARGEAR: Voltaic Coils
SPECIAL RULES: Ever-living, Independent Character, Reanimation Protocols, Praetorian Lord

Voltaic Coils: These strange weapons are a mix of advanced technology, taking the best of the Necron's Tesla weapons and the Wraith's Whip Coils. When Isfar assaults or is assaulted, he rolls D6 for his attacks. They function as Whip Coils (reducing the Initiative value of any model in base contact with him to 1) and on To-Hit rolls of 6 score an additional automatic hit.

Praetorian Lord: If Isfar is accompanied by a unit of Praetorians, the unit may take Voltaic Coils for +5 points per model.

Sure, the HQ can have a possible 12 attacks (6 of which would auto-hit), the chances of getting 6 attacks is fairly low, plus rolling 6 6's is an even more impossible odd. Besides, I think that this weapon could actually make Praetorians worth it, even if they become 45 points a pop.


Your Own Unique characters in 40K @ 2012/03/05 05:51:57


Post by: Runna


McNinja wrote:Well, bored again, so here's a new HQ for my Necron army/Dynasty: (They have a lot of Crypteks)

Akyr, High Cryptek of the Sertek Dynasty
WS:4 BS:5 S:5 T:5 W:3 I:2 A:2 Ld:10 Sv:4+

SQUAD TYPE: Infantry (Character)
WARGEAR: Eldritch Lance (See page 84 of the Necron codex)
SPECIAL RULES: Ever-living, Independent Character, Reanimation Protocols, High Cryptek, Solar Pulse

High Cryptek: If Akyr is taken in your army, you may take one unit of Harbingers of Destruction (consisting of 1-5 models) as a Troop choice. They may not take any additional wargear, aside form the mandatory Eldritch Lance, and are 35 points per model.

For this guy, I'm not sure the HoD unit should be Elites or Troops. It is only one unit, and they are basically warriors with better weapons (and Ever-Living).

Lol jk I made two

Praetorian Isfar..............................................150 points
WS:5 BS:4 S:5 T:5 W:3 I:2 A:* Ld:10 Sv:3+
SQUAD TYPE: Jump Infantry (Character)
WARGEAR: Voltaic Coils
SPECIAL RULES: Ever-living, Independent Character, Reanimation Protocols, Praetorian Lord

Voltaic Coils: These strange weapons are a mix of advanced technology, taking the best of the Necron's Tesla weapons and the Wraith's Whip Coils. When Isfar assaults or is assaulted, he rolls D6 for his attacks. They function as Whip Coils (reducing the Initiative value of any model in base contact with him to 1) and on To-Hit rolls of 6 score an additional automatic hit.

Praetorian Lord: If Isfar is accompanied by a unit of Praetorians, the unit may take Voltaic Coils for +5 points per model.

Sure, the HQ can have a possible 12 attacks (6 of which would auto-hit), the chances of getting 6 attacks is fairly low, plus rolling 6 6's is an even more impossible odd. Besides, I think that this weapon could actually make Praetorians worth it, even if they become 45 points a pop.


I don't play nekrons but as of reading rules I see nothing OP about said characters. Though I'd guess HoD should probably be elite not troops, as then they count as scoring, but maybe they need to be coutned as scoring to encorporate the reason for the point cost of the HQ, which is...


Your Own Unique characters in 40K @ 2012/03/05 07:23:45


Post by: McNinja


Runna wrote:
McNinja wrote:Well, bored again, so here's a new HQ for my Necron army/Dynasty: (They have a lot of Crypteks)

Akyr, High Cryptek of the Sertek Dynasty
WS:4 BS:5 S:5 T:5 W:3 I:2 A:2 Ld:10 Sv:4+

SQUAD TYPE: Infantry (Character)
WARGEAR: Eldritch Lance (See page 84 of the Necron codex)
SPECIAL RULES: Ever-living, Independent Character, Reanimation Protocols, High Cryptek, Solar Pulse

High Cryptek: If Akyr is taken in your army, you may take one unit of Harbingers of Destruction (consisting of 1-5 models) as a Troop choice. They may not take any additional wargear, aside form the mandatory Eldritch Lance, and are 35 points per model.

For this guy, I'm not sure the HoD unit should be Elites or Troops. It is only one unit, and they are basically warriors with better weapons (and Ever-Living).

Lol jk I made two

Praetorian Isfar..............................................150 points
WS:5 BS:4 S:5 T:5 W:3 I:2 A:* Ld:10 Sv:3+
SQUAD TYPE: Jump Infantry (Character)
WARGEAR: Voltaic Coils
SPECIAL RULES: Ever-living, Independent Character, Reanimation Protocols, Praetorian Lord

Voltaic Coils: These strange weapons are a mix of advanced technology, taking the best of the Necron's Tesla weapons and the Wraith's Whip Coils. When Isfar assaults or is assaulted, he rolls D6 for his attacks. They function as Whip Coils (reducing the Initiative value of any model in base contact with him to 1) and on To-Hit rolls of 6 score an additional automatic hit.

Praetorian Lord: If Isfar is accompanied by a unit of Praetorians, the unit may take Voltaic Coils for +5 points per model.

Sure, the HQ can have a possible 12 attacks (6 of which would auto-hit), the chances of getting 6 attacks is fairly low, plus rolling 6 6's is an even more impossible odd. Besides, I think that this weapon could actually make Praetorians worth it, even if they become 45 points a pop.


I don't play nekrons but as of reading rules I see nothing OP about said characters. Though I'd guess HoD should probably be elite not troops, as then they count as scoring, but maybe they need to be coutned as scoring to encorporate the reason for the point cost of the HQ, which is...
Wow... I had the cost up there, then I deleted it, then I forgot to put up the cost again. It's up there now. Akyr costs 120 points. I also lowered his S and T to normal Cryptek. Still 3 wounds though.


Your Own Unique characters in 40K @ 2012/03/05 15:30:40


Post by: Deathclad


Nice idea i have several character designs id like to share also

Grand Marshal Arthur (BT)


Ws Bs S T W I A Ld SV
7 6 5 5 4 6 6 10 +2

Story: Little is know about this Mysterious Marshal only that he appears at the hour of the black templars greatest need to destroy any who stand in their way (pretty much a sanguinor for black templars)

Wargear : Excalibur, Shield of Sismugand, Blessed Armor, Frag and Krak grenades, Crusader seals, Terminator honors x 2 (attack bonus included in profile), Adamantium Mantle

Excalibur is a mystery to the black templars and the Adeptus mechanicus, some say its creation predates the dark age of technology but others say it fell from the warps "less dark paths" in wither case the sword is part technology part ancient magics and even the barest scratch can kill a man where he stand

Excalibur is a power sword that allows the player to re-roll all failed to wound roles in the assault phase in addition if a model suffers an unsaved wound by Excalibur that model is removed from the board regardless of toughness or remaining wounds

The Shield of Sismugand is the shield used by Sismugand (NO REALLY) in the battle on Horus's Battle Barge, so mighty was Sismugand and so strong was this shield that it protected him from the blows of Horus himself

The Shield of Sismugand is a storm Shield that allows the wielder to re-roll his failed invulnerable saves

the Blessed armor is a suit of artificer armor that has hidden compartments allowing the wearer to use several of the potent Holy Orbs of Antioch


Special rules : stubborn, Furious charge, fleet, independent character, Knights of the round table

Knights of the round table act like a retinue constituting 3-9 black templar marshals, Castellens, Reclusiarchs, and/or Masters of Sanctity each member of the squad loses their Independent character rule and their ability to lead a retinue (though Chaplains can still take cenobyte servitors), any model can take any Wargear for the black templar armory







Marshal Silas, The Black Knight


Ws Bs S T W I A Ld SV
8 4 6 4 3 8 5 10 +2

Story :Silas Became a member of the Sword Brethren in late M:38 and easily won the respect and loyalty of the other Sword Brethren under Marshal Gulius. but during the battle of Ironhill on the planet Kurgz Gulius was slain in battle with an Eldar Autarch and the fighting was so thick that no Successor could be chosen until the battle had reached its conclusion. This is when young Silas earned the title of the Black Knight on the eve of battle he received the visions of the Emperors champion but Silas didn't go to the chaplains with this information he fought on the front lines killing many eldar and destroying the Avatar of Khaine almost single handedly. after the battle Silas was approached by the farseer that had lead the eldar army who told Silas of the reason for the attack he told him of a long lost blade a relic of the black templars hidden in the chapel that the eldar had been holding and he also told Silas that if the blade where to fall into the hands of those with a weaker mind the his that the anger inside might drive them mad. And so was it that Silas became the bearer of the shattered blade since that shortly after the battle Silas was unanimously voted to become the Next Marshal and was given an oath by his Sword brethren and even those from other marshals households that they would fight for Silas whenever and where ever he needed them.

Wargear: Templars Wrath, Dorns Fury, The shattered blade, The Black Mantle, Artificer Armor, Holy Orb of Antioch, Crusader Seals, Terminator Honors X 3, (Bonus not included in profile) Iron Halo

Templars Wrath Is a Power sword that Silas had especially made by the masters of the forge in the black Templars chapter for the sole purpose to destroy any warp spawned daemon and scions of the witch

Templars wrath is a power weapon that allows the wielder to re roll all failed rolls against daemons and psykers in addition if a psyker would take a hit it instantly suffers perils of the warp and has to take a test immediately how ever if perils kills the psyker then Silas loses his remaining attack unless their is another psyker in base to base contact

Dorn's fury is a relic used by Rogal Dorn himself, Dorn's fury is a specially maid gauntlet that can be fired as a heavy botler and has been loaded with special ammunition

Special ammunition:

Hell fire rounds See Space Marine codex (sternguard veterans)

Penitent rounds : These specially made bolters round drive a psycho conductive through a target and then blast electric currents through their muscles causing them to spasm the round is so potent that even touching it can create a shock in a person

a model that is hit by a Penitent round must take a leadership test if the test is failed then that model my not move or shoot for the remainder of the player turn (though he may fight if assaulted or locked in combat as normal)

Range S AP assalut 2
24 inch 5 4

Kraken bolts See Space Marine codex (sternguard veterans)

Vengeance rounds See Space Marine codex (sternguard veterans)

the Shattered Blade is the hilt and small proton of the Blade of the First Emperors Champion after Sismugand the blade was broken in a fight with a greater daemon who trapped the champions soul inside the blade and who ever has wielded the blade since then has gained considerable strength form it

if Silas choses to use the Shattered blade he gains +2 strength until the end of the assault phase

The Black Mantle is rumored to be made of parts of the cloak the emperor wore into battle with Horus

the black mantle is a Adamantium Mantle that give the wearer the feel no pain universal rule it also gives him a 3+ invulnerable save

Special rules: Furious Charge, Fleet, The Black Knight, Dorn's Glory, Master of the Sword Brethren, Independent Character, Rites of battle, Unending Fury

The Black Knight: Such is the Terrifying Reputation Silas has gained amongst the enemies of man that often his shear presence will cause enemies to flee in terror

before a battle starts role a D3 for each enemy unit decrease that units leadership by the result of this role

Dorn's Glory: such is the zeal that Silas inspires in his allies that those near by Him will fight with every ounce of strength they have

friendly models within 12" of Silas gain +1 to Attacks and strength (Silas does not benefit from this rule)

Master of the Sword Brethren: in an army that includes Silas Sword Brethren may be taken as troop choices also a Sword Brethren squad may purchase up to two of the Skills they are allowed to buy

Unending Fury: If the squad Silas is in is hit by a Shooting Attack he my use the Righteous Zeal move in addition he may direct the squad in any direction not just at the closest enemy







tell me what you think and if you don't like them tell me how you think i cant improve them please javascript:emoticon('');

4000 pys
4500 pts
2000 pts
1500 pts


Your Own Unique characters in 40K @ 2012/03/05 15:31:10


Post by: Deathclad


Nice idea i have several character designs id like to share also

Grand Marshal Arthur (BT)


Ws Bs S T W I A Ld SV
7 6 5 5 4 6 6 10 +2

Story: Little is know about this Mysterious Marshal only that he appears at the hour of the black templars greatest need to destroy any who stand in their way (pretty much a sanguinor for black templars)

Wargear : Excalibur, Shield of Sismugand, Blessed Armor, Frag and Krak grenades, Crusader seals, Terminator honors x 2 (attack bonus included in profile), Adamantium Mantle

Excalibur is a mystery to the black templars and the Adeptus mechanicus, some say its creation predates the dark age of technology but others say it fell from the warps "less dark paths" in wither case the sword is part technology part ancient magics and even the barest scratch can kill a man where he stand

Excalibur is a power sword that allows the player to re-roll all failed to wound roles in the assault phase in addition if a model suffers an unsaved wound by Excalibur that model is removed from the board regardless of toughness or remaining wounds

The Shield of Sismugand is the shield used by Sismugand (NO REALLY) in the battle on Horus's Battle Barge, so mighty was Sismugand and so strong was this shield that it protected him from the blows of Horus himself

The Shield of Sismugand is a storm Shield that allows the wielder to re-roll his failed invulnerable saves

the Blessed armor is a suit of artificer armor that has hidden compartments allowing the wearer to use several of the potent Holy Orbs of Antioch


Special rules : stubborn, Furious charge, fleet, independent character, Knights of the round table

Knights of the round table act like a retinue constituting 3-9 black templar marshals, Castellens, Reclusiarchs, and/or Masters of Sanctity each member of the squad loses their Independent character rule and their ability to lead a retinue (though Chaplains can still take cenobyte servitors), any model can take any Wargear for the black templar armory







Marshal Silas, The Black Knight


Ws Bs S T W I A Ld SV
8 4 6 4 3 8 5 10 +2

Story :Silas Became a member of the Sword Brethren in late M:38 and easily won the respect and loyalty of the other Sword Brethren under Marshal Gulius. but during the battle of Ironhill on the planet Kurgz Gulius was slain in battle with an Eldar Autarch and the fighting was so thick that no Successor could be chosen until the battle had reached its conclusion. This is when young Silas earned the title of the Black Knight on the eve of battle he received the visions of the Emperors champion but Silas didn't go to the chaplains with this information he fought on the front lines killing many eldar and destroying the Avatar of Khaine almost single handedly. after the battle Silas was approached by the farseer that had lead the eldar army who told Silas of the reason for the attack he told him of a long lost blade a relic of the black templars hidden in the chapel that the eldar had been holding and he also told Silas that if the blade where to fall into the hands of those with a weaker mind the his that the anger inside might drive them mad. And so was it that Silas became the bearer of the shattered blade since that shortly after the battle Silas was unanimously voted to become the Next Marshal and was given an oath by his Sword brethren and even those from other marshals households that they would fight for Silas whenever and where ever he needed them.

Wargear: Templars Wrath, Dorns Fury, The shattered blade, The Black Mantle, Artificer Armor, Holy Orb of Antioch, Crusader Seals, Terminator Honors X 3, (Bonus not included in profile) Iron Halo

Templars Wrath Is a Power sword that Silas had especially made by the masters of the forge in the black Templars chapter for the sole purpose to destroy any warp spawned daemon and scions of the witch

Templars wrath is a power weapon that allows the wielder to re roll all failed rolls against daemons and psykers in addition if a psyker would take a hit it instantly suffers perils of the warp and has to take a test immediately how ever if perils kills the psyker then Silas loses his remaining attack unless their is another psyker in base to base contact

Dorn's fury is a relic used by Rogal Dorn himself, Dorn's fury is a specially maid gauntlet that can be fired as a heavy botler and has been loaded with special ammunition

Special ammunition:

Hell fire rounds See Space Marine codex (sternguard veterans)

Penitent rounds : These specially made bolters round drive a psycho conductive through a target and then blast electric currents through their muscles causing them to spasm the round is so potent that even touching it can create a shock in a person

a model that is hit by a Penitent round must take a leadership test if the test is failed then that model my not move or shoot for the remainder of the player turn (though he may fight if assaulted or locked in combat as normal)

Range S AP assalut 2
24 inch 5 4

Kraken bolts See Space Marine codex (sternguard veterans)

Vengeance rounds See Space Marine codex (sternguard veterans)

the Shattered Blade is the hilt and small proton of the Blade of the First Emperors Champion after Sismugand the blade was broken in a fight with a greater daemon who trapped the champions soul inside the blade and who ever has wielded the blade since then has gained considerable strength form it

if Silas choses to use the Shattered blade he gains +2 strength until the end of the assault phase

The Black Mantle is rumored to be made of parts of the cloak the emperor wore into battle with Horus

the black mantle is a Adamantium Mantle that give the wearer the feel no pain universal rule it also gives him a 3+ invulnerable save

Special rules: Furious Charge, Fleet, The Black Knight, Dorn's Glory, Master of the Sword Brethren, Independent Character, Rites of battle, Unending Fury

The Black Knight: Such is the Terrifying Reputation Silas has gained amongst the enemies of man that often his shear presence will cause enemies to flee in terror

before a battle starts role a D3 for each enemy unit decrease that units leadership by the result of this role

Dorn's Glory: such is the zeal that Silas inspires in his allies that those near by Him will fight with every ounce of strength they have

friendly models within 12" of Silas gain +1 to Attacks and strength (Silas does not benefit from this rule)

Master of the Sword Brethren: in an army that includes Silas Sword Brethren may be taken as troop choices also a Sword Brethren squad may purchase up to two of the Skills they are allowed to buy

Unending Fury: If the squad Silas is in is hit by a Shooting Attack he my use the Righteous Zeal move in addition he may direct the squad in any direction not just at the closest enemy







tell me what you think and if you don't like them tell me how you think i cant improve them please javascript:emoticon('');

4000 pys
4500 pts
2000 pts
1500 pts


Your Own Unique characters in 40K @ 2012/03/05 18:22:47


Post by: FM Ninja 048


The forces of Cypria Elysiant field a hign number of grenadier commpanys on the battlefield, these are lead by grizzeled veterans, who were at some point in there lives, a grunt too

Grenadiers command squad

Grenadier commander 4 5 3 3 3 3 3 10 4+
Grenadier veteran 3 5 3 3 1 3 2 8 4+


composition : Grenadier commander, 4 Grenadier veterans

wargear: Carapace armour, Hot shot lasguns (Grenadier commander has hot- shot laspistol instead), close combat weapon,frag grenades, the grenadier commander has a refractor field

special rules: senior officer( Grenadier commander only), Suppresive Fire! (order)

Transport: the squad may take a chimera or centaur light assault carrier as a dedicated transport

options as imperial gaurd codex company command squad

BUT

- replace vox caster with master-vox (18" range)
- replace all intances of laspistols/lasguns with hot-shot variants
-increase advisor(exept astropath) saves to 4+ base
-increase advisors(exept astropath) to BS5 base
- increase advisors(exept astropath) to WS 4 base
-increase advisors(exept astropath) to Ld8 base

(this represents adviors being commpany specialists, not attachments from their respecive service)

Suppresive Fire! (order)
the officer dircets the squads to pin down an enemy target.
Nominate an enemy squad, any weapons fired at this squad
count as pinning and the leadership test must be taken at a -1
penalty.

(i was also concidering them making stomtroopers troops, minus the spec-ops rule but i'm not sure)

also, what would you guys say as points, I was thinking 100-150pts?


Your Own Unique characters in 40K @ 2012/03/05 18:42:18


Post by: WARHAMMER40KWARGAMES


My own unique character is:
Veteran scout sergeant Spectre.
WS:6
BS:6
S:4
T:4
W:1
I:4
A:3
LD:10
SV:4+
Special rules:
And they shall know no fear,
Combat tactics,
Stealth,
Acute senses,
Infiltrate,
Move through cover,
Eye of vengence,
Voice of experiance,
Relentless
And scout.
Wargear:
Bolter,
Bolt pistol,
Combat blade.
May replace his bolter with:
a Shotgun or sniper rifle...................FREE,
Vengence pattern bolter ...................10 PTS.
May take:
Melta bombs...................... +5 PTS,
Teleport homer.................. + 15 PTS.
Vengence pattern bolter:
Range: 36"
Strength: 5
AP: 4
Type:
Heavy 2, pinning and rending.
Points: 75
taken as scout squad upgrade.


Your Own Unique characters in 40K @ 2012/03/05 20:21:30


Post by: Tyberzahn


ws bs s t w i a ld sv
Commissar Ciaphas Cain 6 4 4 3 3 6 4 10 3 300pts HQ
wargear:Battered Carapace Armor
las pistol
Chainsword
frag & krak Grenades
Special Rules: Impossible Luck: imune to the instant death rule, has an invuln save of 4 and the army he is a part of my re-roll 3 dicerolls (leadership, seize initiative to hit scatter dice etc...)
master Swordsman: re-roll failed to wound and when atacking units roll 1 on their to hit roll they take a strength 4 Ripotse. has the counter-attack special rule
Undeserved Reputation: all units within 24" of Ciaphas Cain may re-roll missed to-hit rolls, failed moral checks, can use his leadership for leadership checks and are Fearless)
independant Character
EMPERORS BOWELS!!!(when facing necrons Ciaphas Cain Gains stealth and all units atacking cain count as having night fighting (because he's hiding) but has 6 Leadership)
Well Respected Adviser: Can give the orders Bring it Down!!! First rank fire second Rank Fire! Move Move Move!

ws bs s t w i a ld sv
Gunner Jurgin: 3 5 3 3 2 4 2 8(2) 4 150pts Hq Does not take up a force organization slot
Wargear:Lasgun
Meltagun
Frag& krak Grenades
meltabombs
Snare-mines
Special Rules: Blank: (when within 12" of Gunner Jurgin Psykers cannot use Psykic abilities and daemons lose their invulnerable saves. when tyranids are in close combat with gunner jurgin they atack at initiative 1)
Hail of gunfire: ( all atacks by jurgin with his lasgun are assault 3 and are ap 5)
"Jurgin kill him...": Jurgin takes a Leadership test if succesful single out any unit within 24 inches (independant character or otherwise) that unit takes a wound. (this is done instead of a regular shooting atack)(ciaphas must be in the same squad) that unit may take a invulnerable save... and nothing else.
The Commissars Aid: When included in an army Jurgin must ALWAYS be deployd with Ciaphas Cain and he has the LOOK OUT ARGH!! special rule (only for Ciaphas Cain)
Jurgins Driving: any vehicle jurgin is in gains the Fast Special rule, gains a 3+ coversave when moving flat out and ignores difficult terrain due to his knowledge of how to push Vehicles to their limits)
Unbearable Odour (leadership is 2 when Ciaphas isnt around (in the same squad) due to his unique odour)
"Sorry sir, forgot the marshmallows...": when using his trusty Melta Jurgin is able to pick out the commanding character in a squad (can pick out a sergeant or commander etc...)


Your Own Unique characters in 40K @ 2012/03/05 21:28:49


Post by: Bobthehero


FM Ninja 048 wrote:[i] -snip-


No more than 100 for an unupgraded squad seems good enough.


Your Own Unique characters in 40K @ 2012/03/05 23:21:08


Post by: felixander


Deathclad wrote:Nice idea i have several character designs id like to share also

Grand Marshal Arthur (BT)


Ws Bs S T W I A Ld SV
7 6 5 5 4 6 6 10 +2
Spoiler:

Story: Little is know about this Mysterious Marshal only that he appears at the hour of the black templars greatest need to destroy any who stand in their way (pretty much a sanguinor for black templars)

Wargear : Excalibur, Shield of Sismugand, Blessed Armor, Frag and Krak grenades, Crusader seals, Terminator honors x 2 (attack bonus included in profile), Adamantium Mantle

Excalibur is a mystery to the black templars and the Adeptus mechanicus, some say its creation predates the dark age of technology but others say it fell from the warps "less dark paths" in wither case the sword is part technology part ancient magics and even the barest scratch can kill a man where he stand

Excalibur is a power sword that allows the player to re-roll all failed to wound roles in the assault phase in addition if a model suffers an unsaved wound by Excalibur that model is removed from the board regardless of toughness or remaining wounds

The Shield of Sismugand is the shield used by Sismugand (NO REALLY) in the battle on Horus's Battle Barge, so mighty was Sismugand and so strong was this shield that it protected him from the blows of Horus himself

The Shield of Sismugand is a storm Shield that allows the wielder to re-roll his failed invulnerable saves

the Blessed armor is a suit of artificer armor that has hidden compartments allowing the wearer to use several of the potent Holy Orbs of Antioch


Special rules : stubborn, Furious charge, fleet, independent character, Knights of the round table

Knights of the round table act like a retinue constituting 3-9 black templar marshals, Castellens, Reclusiarchs, and/or Masters of Sanctity each member of the squad loses their Independent character rule and their ability to lead a retinue (though Chaplains can still take cenobyte servitors), any model can take any Wargear for the black templar armory







Marshal Silas, The Black Knight


Ws Bs S T W I A Ld SV
8 4 6 4 3 8 5 10 +2

Story :Silas Became a memb er of the Sword Brethren in late M:38 and easily won the respect and loyalty of the other Sword Brethren under Marshal Gulius. but during the battle of Ironhill on the planet Kurgz Gulius was slain in battle with an Eldar Autarch and the fighting was so thick that no Successor could be chosen until the battle had reached its conclusion. This is when young Silas earned the title of the Black Knight on the eve of battle he received the visions of the Emperors champion but Silas didn't go to the chaplains with this information he fought on the front lines killing many eldar and destroying the Avatar of Khaine almost single handedly. after the battle Silas was approached by the farseer that had lead the eldar army who told Silas of the reason for the attack he told him of a long lost blade a relic of the black templars hidden in the chapel that the eldar had been holding and he also told Silas that if the blade where to fall into the hands of those with a weaker mind the his that the anger inside might drive them mad. And so was it that Silas became the bearer of the shattered blade since that shortly after the battle Silas was unanimously voted to become the Next Marshal and was given an oath by his Sword brethren and even those from other marshals households that they would fight for Silas whenever and where ever he needed them.

Wargear: Templars Wrath, Dorns Fury, The shattered blade, The Black Mantle, Artificer Armor, Holy Orb of Antioch, Crusader Seals, Terminator Honors X 3, (Bonus not included in profile) Iron Halo

Templars Wrath Is a Power sword that Silas had especially made by the masters of the forge in the black Templars chapter for the sole purpose to destroy any warp spawned daemon and scions of the witch

Templars wrath is a power weapon that allows the wielder to re roll all failed rolls against daemons and psykers in addition if a psyker would take a hit it instantly suffers perils of the warp and has to take a test immediately how ever if perils kills the psyker then Silas loses his remaining attack unless their is another psyker in base to base contact

Dorn's fury is a relic used by Rogal Dorn himself, Dorn's fury is a specially maid gauntlet that can be fired as a heavy botler and has been loaded with special ammunition

Special ammunition:

Hell fire rounds See Space Marine codex (sternguard veterans)

Penitent rounds : These specially made bolters round drive a psycho conductive through a target and then blast electric currents through their muscles causing them to spasm the round is so potent that even touching it can create a shock in a person

a model that is hit by a Penitent round must take a leadership test if the test is failed then that model my not move or shoot for the remainder of the player turn (though he may fight if assaulted or locked in combat as normal)

Range S AP assalut 2
24 inch 5 4

Kraken bolts See Space Marine codex (sternguard veterans)

Vengeance rounds See Space Marine codex (sternguard veterans)

the Shattered Blade is the hilt and small proton of the Blade of the First Emperors Champion after Sismugand the blade was broken in a fight with a greater daemon who trapped the champions soul inside the blade and who ever has wielded the blade since then has gained considerable strength form it

if Silas choses to use the Shattered blade he gains +2 strength until the end of the assault phase

The Black Mantle is rumored to be made of parts of the cloak the emperor wore into battle with Horus

the black mantle is a Adamantium Mantle that give the wearer the feel no pain universal rule it also gives him a 3+ invulnerable save

Special rules: Furious Charge, Fleet, The Black Knight, Dorn's Glory, Master of the Sword Brethren, Independent Character, Rites of battle, Unending Fury

The Black Knight: Such is the Terrifying Reputation Silas has gained amongst the enemies of man that often his shear presence will cause enemies to flee in terror

before a battle starts role a D3 for each enemy unit decrease that units leadership by the result of this role

Dorn's Glory: such is the zeal that Silas inspires in his allies that those near by Him will fight with every ounce of strength they have

friendly models within 12" of Silas gain +1 to Attacks and strength (Silas does not benefit from this rule)

Master of the Sword Brethren: in an army that includes Silas Sword Brethren may be taken as troop choices also a Sword Brethren squad may purchase up to two of the Skills they are allowed to buy

Unending Fury: If the squad Silas is in is hit by a Shooting Attack he my use the Righteous Zeal move in addition he may direct the squad in any direction not just at the closest enemy






tell me what you think and if you don't like them tell me how you think i cant improve them please javascript:emoticon('');

4000 pys
4500 pts
2000 pts
1500 pts


Why such huge initiative? Not even Draigo gets to break 5... Eldar Exarchs have I6 and there's no reason to be as fast as those and I8 is just ludicrous. And a S 5 power sword that INSTAKILLS AND a 3++ rerollable? I am calling 500 points minimum as is to account for the silliness of the OP. I think you forgot to mention his 5 shot assault Battle Cannon. Oh and the 6 attacks ramps it up even more. On the charge he's S6 I7 A7 because of furious charge...


Your Own Unique characters in 40K @ 2012/03/05 23:44:56


Post by: Cameron Baum


Ovion wrote:
Cameron Baum wrote:
Ovion wrote:eh, same basic template I use for all my other homebrew 40k stuff - just need to fill in the gaps


So that's how you explain Persephone...


The templates just for the sexy layout.

Persephone is a parody of the ridiculous and OTT characters you see here, in proposed rules / homebrew in general, and even within canonical fluff *cough*KaldorDraigo*cough*, with exploits such as throwing a kegger on the steps of the golden throne.

Her stats aren't too redonkulus, just vect with T4 and about 20 pieces of redundant wargear (6 types of armour, 3 with the same save, 4 base pistols, etc) most of which will never be used to make it look sillier.

I'll post her beta version tommorow


Don't worry, I got she was a parody... I decided to pretend she was a serious entry as revenge for nearly killing me with laughter... Then nearly killing me again when I looked up the character "Kaldor Draigo..." Talk about a grade one Wesley...

In fact, can she go in the Warp, and punch him on the nose, give him a vicious wedgie, and turn his sword into a pink bunny or something? Pretty please?


Your Own Unique characters in 40K @ 2012/03/05 23:46:59


Post by: moom241


Not my own, but would be awesome to see on the tabletop.


Commissar Ciaphas Cain
Pts:??
WS: 6 BS: 4 S: 3 T: 4 W: 3 I: 4 A: 4 SV: 4+/5++ LD: 10
Equipment: Bolt pistol, Chainsword (Extra attack included in profile) Carapace armor. Frag and krak grenades.

Special rules: Hero of the Imperium! Coward or hero? Excellent hider, Expert duelist, Scared of Necrons Eternal Warrior

Hero of the Imperium: Upon joining a unit, that unit gains stubborn and counter-attack special rules.

Coward or Hero: Cain has a long history of heroic deeds stemming from self preservation. When fired upon or assaulted, roll 1D6. On a 1, he either goes to ground, or loses 1 initiative in his attempt to escape the danger, on a 2-5, he performs normally, but on a 6, he reacts heroically and instantly, either immediately firing back, or gaining the first attacks no matter what in close combat. If his squad breaks and flees, roll 1d6. On a 1, it continues fleeing, on a 2-5 he perform summary execution as normal, on a 6, the squad automatically regroups with no penalties. He will never execute Jurgen. Will perform "It's for your own good," as normal.

Excellent at taking Cover: Over the years, Cain has become very experienced at dodging the bullets of the enemy. He and his aide Jurgen gain a +1 to all cover saves.

Expert Duelist: In close combat, one of his attacks may count as rending (If he rolls 2 sixes, that’s still only 1 rend) and, if he rolls 3 sixes to hit, he has positioned the enemy in the perfect position, allowing his aide Jurgen to fire his meltagun at the enemy.

Scared of Necrons: If facing Necrons, he will always have a -2 to leadership no matter what.

Cain must always be accompanied by his aide Jurgen, who has the following profile

Gunner-In-Chief Jurgen

WS: 3 BS: 4 S:3 T: 3 W: 2 I: 3 A: 2 SV: 4+ LD: 8

Equipment: Meltagun, Carapace armor, frag and krak grenades.

Special Rules: Eternal warrior, blank, pervading musk, always comes prepared

Blank: Psychic powers, whether performed by an ally or enemy, will not take effect anywhere within 6” of Jurgen, powers may go around him though.

Pervading musk: He has a constant rotten smell that decreases the leadership of any enemy within 6” by 1

Always comes prepared: Roll 1d3. On a 1, the squad has melta bombs, on a 2, the squad has extra CCW, on a 3 the squad gains Tanna Tea, which for one turn gives the fleet of foot rule, and increases leadership by 1.


Your Own Unique characters in 40K @ 2012/03/05 23:55:12


Post by: Cameron Baum


felixander wrote:
Deathclad wrote:Nice idea i have several character designs id like to share also

Grand Marshal Arthur (BT)


Ws Bs S T W I A Ld SV
7 6 5 5 4 6 6 10 +2
Spoiler:

Story: Little is know about this Mysterious Marshal only that he appears at the hour of the black templars greatest need to destroy any who stand in their way (pretty much a sanguinor for black templars)

Wargear : Excalibur, Shield of Sismugand, Blessed Armor, Frag and Krak grenades, Crusader seals, Terminator honors x 2 (attack bonus included in profile), Adamantium Mantle

Excalibur is a mystery to the black templars and the Adeptus mechanicus, some say its creation predates the dark age of technology but others say it fell from the warps "less dark paths" in wither case the sword is part technology part ancient magics and even the barest scratch can kill a man where he stand

Excalibur is a power sword that allows the player to re-roll all failed to wound roles in the assault phase in addition if a model suffers an unsaved wound by Excalibur that model is removed from the board regardless of toughness or remaining wounds

The Shield of Sismugand is the shield used by Sismugand (NO REALLY) in the battle on Horus's Battle Barge, so mighty was Sismugand and so strong was this shield that it protected him from the blows of Horus himself

The Shield of Sismugand is a storm Shield that allows the wielder to re-roll his failed invulnerable saves

the Blessed armor is a suit of artificer armor that has hidden compartments allowing the wearer to use several of the potent Holy Orbs of Antioch


Special rules : stubborn, Furious charge, fleet, independent character, Knights of the round table

Knights of the round table act like a retinue constituting 3-9 black templar marshals, Castellens, Reclusiarchs, and/or Masters of Sanctity each member of the squad loses their Independent character rule and their ability to lead a retinue (though Chaplains can still take cenobyte servitors), any model can take any Wargear for the black templar armory







Marshal Silas, The Black Knight


Ws Bs S T W I A Ld SV
8 4 6 4 3 8 5 10 +2

Story :Silas Became a memb er of the Sword Brethren in late M:38 and easily won the respect and loyalty of the other Sword Brethren under Marshal Gulius. but during the battle of Ironhill on the planet Kurgz Gulius was slain in battle with an Eldar Autarch and the fighting was so thick that no Successor could be chosen until the battle had reached its conclusion. This is when young Silas earned the title of the Black Knight on the eve of battle he received the visions of the Emperors champion but Silas didn't go to the chaplains with this information he fought on the front lines killing many eldar and destroying the Avatar of Khaine almost single handedly. after the battle Silas was approached by the farseer that had lead the eldar army who told Silas of the reason for the attack he told him of a long lost blade a relic of the black templars hidden in the chapel that the eldar had been holding and he also told Silas that if the blade where to fall into the hands of those with a weaker mind the his that the anger inside might drive them mad. And so was it that Silas became the bearer of the shattered blade since that shortly after the battle Silas was unanimously voted to become the Next Marshal and was given an oath by his Sword brethren and even those from other marshals households that they would fight for Silas whenever and where ever he needed them.

Wargear: Templars Wrath, Dorns Fury, The shattered blade, The Black Mantle, Artificer Armor, Holy Orb of Antioch, Crusader Seals, Terminator Honors X 3, (Bonus not included in profile) Iron Halo

Templars Wrath Is a Power sword that Silas had especially made by the masters of the forge in the black Templars chapter for the sole purpose to destroy any warp spawned daemon and scions of the witch

Templars wrath is a power weapon that allows the wielder to re roll all failed rolls against daemons and psykers in addition if a psyker would take a hit it instantly suffers perils of the warp and has to take a test immediately how ever if perils kills the psyker then Silas loses his remaining attack unless their is another psyker in base to base contact

Dorn's fury is a relic used by Rogal Dorn himself, Dorn's fury is a specially maid gauntlet that can be fired as a heavy botler and has been loaded with special ammunition

Special ammunition:

Hell fire rounds See Space Marine codex (sternguard veterans)

Penitent rounds : These specially made bolters round drive a psycho conductive through a target and then blast electric currents through their muscles causing them to spasm the round is so potent that even touching it can create a shock in a person

a model that is hit by a Penitent round must take a leadership test if the test is failed then that model my not move or shoot for the remainder of the player turn (though he may fight if assaulted or locked in combat as normal)

Range S AP assalut 2
24 inch 5 4

Kraken bolts See Space Marine codex (sternguard veterans)

Vengeance rounds See Space Marine codex (sternguard veterans)

the Shattered Blade is the hilt and small proton of the Blade of the First Emperors Champion after Sismugand the blade was broken in a fight with a greater daemon who trapped the champions soul inside the blade and who ever has wielded the blade since then has gained considerable strength form it

if Silas choses to use the Shattered blade he gains +2 strength until the end of the assault phase

The Black Mantle is rumored to be made of parts of the cloak the emperor wore into battle with Horus

the black mantle is a Adamantium Mantle that give the wearer the feel no pain universal rule it also gives him a 3+ invulnerable save

Special rules: Furious Charge, Fleet, The Black Knight, Dorn's Glory, Master of the Sword Brethren, Independent Character, Rites of battle, Unending Fury

The Black Knight: Such is the Terrifying Reputation Silas has gained amongst the enemies of man that often his shear presence will cause enemies to flee in terror

before a battle starts role a D3 for each enemy unit decrease that units leadership by the result of this role

Dorn's Glory: such is the zeal that Silas inspires in his allies that those near by Him will fight with every ounce of strength they have

friendly models within 12" of Silas gain +1 to Attacks and strength (Silas does not benefit from this rule)

Master of the Sword Brethren: in an army that includes Silas Sword Brethren may be taken as troop choices also a Sword Brethren squad may purchase up to two of the Skills they are allowed to buy

Unending Fury: If the squad Silas is in is hit by a Shooting Attack he my use the Righteous Zeal move in addition he may direct the squad in any direction not just at the closest enemy






tell me what you think and if you don't like them tell me how you think i cant improve them please javascript:emoticon('');

4000 pys
4500 pts
2000 pts
1500 pts


Why such huge initiative? Not even Draigo gets to break 5... Eldar Exarchs have I6 and there's no reason to be as fast as those and I8 is just ludicrous. And a S 5 power sword that INSTAKILLS AND a 3++ rerollable? I am calling 500 points minimum as is to account for the silliness of the OP. I think you forgot to mention his 5 shot assault Battle Cannon. Oh and the 6 attacks ramps it up even more. On the charge he's S6 I7 A7 because of furious charge...

I was going to try and ignore the post, but since others have commented...

Maybe this is Draigo's kid brother or something?

To be fair, I think he should be 1,500 points, since the poster was out to create a one man army with this guy. Thus, throw the whole army at him, see how long he lasts...


Automatically Appended Next Post:
moom241 wrote:Not my own, but would be awesome to see on the tabletop.


Commissar Ciaphas Cain
Pts:??
WS: 6 BS: 4 S: 3 T: 4 W: 3 I: 4 A: 3 SV: 4+ LD: 10
Equipment: Bolt pistol, Chainsword (Extra attack included in profile) Carapace armor. Frag and krak grenades.

Special rules: Hero of the Imperium! Coward or hero? Excellent hider, Expert duelist, Scared of Necrons Eternal Warrior

Hero of the Imperium: Upon joining a unit, that unit gains stubborn and counter-attack special rules.

Coward or Hero: Cain has a long history of heroic deeds stemming from self preservation. When fired upon or assaulted, roll 1D6. On a 1, he either goes to ground, or loses 1 initiative in his attempt to escape the danger, on a 2-5, he performs normally, but on a 6, he reacts heroically and instantly, either immediately firing back, or gaining the first attacks no matter what in close combat.

Excellent at taking Cover: Over the years, Cain has become very experienced at dodging the bullets of the enemy. He and his aide Jurgen gain a +1 to all cover saves.

Expert Duelist: In close combat, one of his attacks may count as rending (If he rolls 2 sixes, that’s still only 1 rend) and, if he rolls 3 sixes to hit, he has positioned the enemy in the perfect position, allowing his aide Jurgen to fire his meltagun at the enemy.

Scared of Necrons: If facing Necrons, he will always have a -2 to leadership no matter what.

Cain must always be accompanied by his aide Jurgen, who has the following profile

Gunner-In-Chief Jurgen

WS: 3 BS: 4 S:3 T: 3 W: 2 I: 3 A: 2 SV: 4+ LD: 8

Equipment: Meltagun, Carapace armor, frag and krak grenades.

Special Rules: Eternal warrior, blank, pervading musk, always comes prepared

Blank: Psychic powers, whether performed by an ally or enemy, will not take effect anywhere within 6” of Jurgen, powers may go around him though.

Pervading musk: He has a constant rotten smell that decreases the leadership of any enemy within 6” by 1

Always comes prepared: Roll 1d3. On a 1, the squad has melta bombs, on a 2, the squad has extra CCW, on a 3 the squad gains Tanna Tea, which for one turn gives the fleet of foot rule, and increases leadership by 1.


I have to agree. It would be funny to see this guy in action. And he seems reasonably statted up, too...


Your Own Unique characters in 40K @ 2012/03/06 00:17:35


Post by: Ovion


Cameron Baum wrote:Don't worry, I got she was a parody... I decided to pretend she was a serious entry as revenge for nearly killing me with laughter... Then nearly killing me again when I looked up the character "Kaldor Draigo..." Talk about a grade one Wesley...

In fact, can she go in the Warp, and punch him on the nose, give him a vicious wedgie, and turn his sword into a pink bunny or something? Pretty please?


She stole a lamentors battlebarge (tying the occupants to the towers of terra wearing bunny suits) which she drove into the Eye of Terror. Shenanigens ensue, but long story short - she released M'kar and caused the second Daemon incursion of Acralem, which led to him being trapped in the warp.

I was originally goign to have her stick a kick me sign to Draigos back, but I decided this was funnier.

ANYWAY:
Persephone, Queen of the Damned
Fluff (read it, it's long but it's worth it. )
Spoiler:
Persephone - Queen of the Damned

Persephone is the bastard daughter of Asdrubael Vect and a Mandrake Queen (for arguments sake, we're assuming that Mandrakes have Queens ok, he was young, it was a long night, there were a LOT of drugs involved, mistakes were made and Mandrake Queens got pregnant OK.) She has been enhanced by Urien Rakarth himself, bequeathed with advanced powers of regeneration, stealth and stamina and further tweaking the beauty of her obsidian skin to new heights.

She flies through the heavens in a heavily modified Dark Eldar battleship, incorporating Eldar, Harlequin, and Necron technologies that she’s acquired along her travels. Her entire life is dedicated to elegant displays of excess and avarice, as well as causing as much mischief and mayhem as possible – often setting plans in motion that will take decades to come to fruition simply to piss someone off.

Little is known about her overall, but her legendary exploits are said to include acts such as:
- She was selected by the Harlequins to join the troupe (it was a mistake, turns out there were two Dark Eldar half-mandrakes called Persephone, they were meant to get the other one.) She joined them for a laugh, thinking 2 guys in outfits like that must be on some AMAZING drugs. Left when she realised there was way less space-coke, sex and wanton murder than she was used to. Stole a selection of their rarer gear and infected the ‘quin washing system with the hyper-toxin equivalent of Itching Powder, raping every member of the Troupe that tried to stop her on the way out.

- She had a brief fling with a high standing Necron Lord (all those attachments oh my!). Didn’t end well when he decided he was past that phase. They never did manage to remove his arm from his backside. Stole his robotic junk and incorporated it into the Warscythe he had gifted her.

- She once seduced a Grey Night Captain.
And his bodyguard.
And 15 Jokaero.
At the same time.

- Persephone once hijacked a Lamenters Battle Barge, slipping onto it through the shadows and using a potent sleeping gas she dropped into the air system. When the various crew and marines from aboard it awoke, they found they had been tied to the walls of the Offices of the High Lords of Terra, wearing Bunny Suits.
She took the stolen ship and traveled at high speed into the Eye of Terror, heading directly to the Realm of Chaos, where she crashed the Battle Barge straight into the towers of Slaanesh.
Leaping out of the wreckage she challenged the chosen herald of She who thirst to single combat.
Ended with the Keeper of Secrets being wedgied, tarred and feathered, then thrown into a giant vat of pudding. She then proceeded to steal Slaanesh’s personal stash of drugs from a chamber revealed in the crash.

- She proceeded to the forests of Nurgle and got into an armpit fart contest with a Great Unclean One; defeated it. While travelling through the lands of Chaos, Persephone pissed off a Daemon Prince known as M’kar the Reborn, and pursued by him and his legions she decided it was time to leave, escaping the Eye of Terror using ancient Harlequin technology – opening a portal that led to a planet called Acralem, where she slipped into the Webway.

- She is rumoured to have smoked pot with the High Lords of Terra and to be the High Lords of Terras dealer.
Is also rumoured to be the Doom Riders dealer.

- Persephone once opened a portal into the Emperors palace, leading a dozen Orks, two dozen humans from one of the most decadent hive worlds and 4 Sisters of Battle (drugged to the eyeballs with a hyper-aphrodisiac to make them compliant of course) and had an insane Kegger on the steps of the Golden Throne itself.
This culminated with an orgy between the Sisters and the Orks (it was very messy and only ended when the Custodes appeared to kill the Orks – The Sisters were already long dead by that point.)
She vanished the way she came avoiding caught, but not before decorating the Emperor with clown makeup and a fez, then tattooing her name on his ass.

- Through careful use of mind altering drugs, Persephone is directly responsible for the creation of the Angry Marines.

- Using her Mandrake Heritage, Persephone whispered into the mind of the captain of the Grey Knights 4th Brotherhood as it headed to Van Horne. The blood of the Order of the Ebon Chalice in fact had no effect, due to their resistance coming from their living faith and would have been better served in the Sisters bodies.

- It has been said that she’s made love to Saint Celestine in a public bathroom.

- She stumbled upon then reprogrammed an entire Tomb World of Necrons into butlers that refer to everyone as ‘Wesley’ (no one knows why).

- She has had Tea and Crumpets with a Norn Queen. Shortly after this the Tyranid Hive Fleet Kraken moved through the Eastern Fringe, threatening the Tau. Vect received a message saying ‘Happy Birthday – Persephone’ with coordinates to a Tau world about to fall under attack.


Stats!
Spoiler:

She rides the Occam like a surfboard.


Your Own Unique characters in 40K @ 2012/03/06 00:40:37


Post by: moom241


Tyberzahn wrote: ws bs s t w i a ld sv
Commissar Ciaphas Cain 6 4 4 3 3 6 4 10 3 300pts HQ
wargear:Battered Carapace Armor
las pistol
Chainsword
frag & krak Grenades
Special Rules: Impossible Luck: imune to the instant death rule, has an invuln save of 4 and the army he is a part of my re-roll 3 dicerolls (leadership, seize initiative to hit scatter dice etc...)
master Swordsman: re-roll failed to wound and when atacking units roll 1 on their to hit roll they take a strength 4 Ripotse. has the counter-attack special rule
Undeserved Reputation: all units within 24" of Ciaphas Cain may re-roll missed to-hit rolls, failed moral checks, can use his leadership for leadership checks and are Fearless)
independant Character
EMPERORS BOWELS!!!(when facing necrons Ciaphas Cain Gains stealth and all units atacking cain count as having night fighting (because he's hiding) but has 6 Leadership)
Well Respected Adviser: Can give the orders Bring it Down!!! First rank fire second Rank Fire! Move Move Move!

ws bs s t w i a ld sv
Gunner Jurgin: 3 5 3 3 2 4 2 8(2) 4 150pts Hq Does not take up a force organization slot
Wargear:Lasgun
Meltagun
Frag& krak Grenades
meltabombs
Snare-mines
Special Rules: Blank: (when within 12" of Gunner Jurgin Psykers cannot use Psykic abilities and daemons lose their invulnerable saves. when tyranids are in close combat with gunner jurgin they atack at initiative 1)
Hail of gunfire: ( all atacks by jurgin with his lasgun are assault 3 and are ap 5)
"Jurgin kill him...": Jurgin takes a Leadership test if succesful single out any unit within 24 inches (independant character or otherwise) that unit takes a wound. (this is done instead of a regular shooting atack)(ciaphas must be in the same squad) that unit may take a invulnerable save... and nothing else.
The Commissars Aid: When included in an army Jurgin must ALWAYS be deployd with Ciaphas Cain and he has the LOOK OUT ARGH!! special rule (only for Ciaphas Cain)
Jurgins Driving: any vehicle jurgin is in gains the Fast Special rule, gains a 3+ coversave when moving flat out and ignores difficult terrain due to his knowledge of how to push Vehicles to their limits)
Unbearable Odour (leadership is 2 when Ciaphas isnt around (in the same squad) due to his unique odour)
"Sorry sir, forgot the marshmallows...": when using his trusty Melta Jurgin is able to pick out the commanding character in a squad (can pick out a sergeant or commander etc...)

Seems he beat me to the punch. Oh well.


Your Own Unique characters in 40K @ 2012/03/06 02:07:00


Post by: Cameron Baum


Ovion wrote:
Cameron Baum wrote:Don't worry, I got she was a parody... I decided to pretend she was a serious entry as revenge for nearly killing me with laughter... Then nearly killing me again when I looked up the character "Kaldor Draigo..." Talk about a grade one Wesley...

In fact, can she go in the Warp, and punch him on the nose, give him a vicious wedgie, and turn his sword into a pink bunny or something? Pretty please?


She stole a lamentors battlebarge (tying the occupants to the towers of terra wearing bunny suits) which she drove into the Eye of Terror. Shenanigens ensue, but long story short - she released M'kar and caused the second Daemon incursion of Acralem, which led to him being trapped in the warp.

I was originally goign to have her stick a kick me sign to Draigos back, but I decided this was funnier.

ANYWAY:
Persephone, Queen of the Damned
Fluff (read it, it's long but it's worth it. )
Spoiler:
Persephone - Queen of the Damned

Persephone is the bastard daughter of Asdrubael Vect and a Mandrake Queen (for arguments sake, we're assuming that Mandrakes have Queens ok, he was young, it was a long night, there were a LOT of drugs involved, mistakes were made and Mandrake Queens got pregnant OK.) She has been enhanced by Urien Rakarth himself, bequeathed with advanced powers of regeneration, stealth and stamina and further tweaking the beauty of her obsidian skin to new heights.

She flies through the heavens in a heavily modified Dark Eldar battleship, incorporating Eldar, Harlequin, and Necron technologies that she’s acquired along her travels. Her entire life is dedicated to elegant displays of excess and avarice, as well as causing as much mischief and mayhem as possible – often setting plans in motion that will take decades to come to fruition simply to piss someone off.

Little is known about her overall, but her legendary exploits are said to include acts such as:
- She was selected by the Harlequins to join the troupe (it was a mistake, turns out there were two Dark Eldar half-mandrakes called Persephone, they were meant to get the other one.) She joined them for a laugh, thinking 2 guys in outfits like that must be on some AMAZING drugs. Left when she realised there was way less space-coke, sex and wanton murder than she was used to. Stole a selection of their rarer gear and infected the ‘quin washing system with the hyper-toxin equivalent of Itching Powder, raping every member of the Troupe that tried to stop her on the way out.

- She had a brief fling with a high standing Necron Lord (all those attachments oh my!). Didn’t end well when he decided he was past that phase. They never did manage to remove his arm from his backside. Stole his robotic junk and incorporated it into the Warscythe he had gifted her.

- She once seduced a Grey Night Captain.
And his bodyguard.
And 15 Jokaero.
At the same time.

- Persephone once hijacked a Lamenters Battle Barge, slipping onto it through the shadows and using a potent sleeping gas she dropped into the air system. When the various crew and marines from aboard it awoke, they found they had been tied to the walls of the Offices of the High Lords of Terra, wearing Bunny Suits.
She took the stolen ship and traveled at high speed into the Eye of Terror, heading directly to the Realm of Chaos, where she crashed the Battle Barge straight into the towers of Slaanesh.
Leaping out of the wreckage she challenged the chosen herald of She who thirst to single combat.
Ended with the Keeper of Secrets being wedgied, tarred and feathered, then thrown into a giant vat of pudding. She then proceeded to steal Slaanesh’s personal stash of drugs from a chamber revealed in the crash.

- She proceeded to the forests of Nurgle and got into an armpit fart contest with a Great Unclean One; defeated it. While travelling through the lands of Chaos, Persephone pissed off a Daemon Prince known as M’kar the Reborn, and pursued by him and his legions she decided it was time to leave, escaping the Eye of Terror using ancient Harlequin technology – opening a portal that led to a planet called Acralem, where she slipped into the Webway.

- She is rumoured to have smoked pot with the High Lords of Terra and to be the High Lords of Terras dealer.
Is also rumoured to be the Doom Riders dealer.

- Persephone once opened a portal into the Emperors palace, leading a dozen Orks, two dozen humans from one of the most decadent hive worlds and 4 Sisters of Battle (drugged to the eyeballs with a hyper-aphrodisiac to make them compliant of course) and had an insane Kegger on the steps of the Golden Throne itself.
This culminated with an orgy between the Sisters and the Orks (it was very messy and only ended when the Custodes appeared to kill the Orks – The Sisters were already long dead by that point.)
She vanished the way she came avoiding caught, but not before decorating the Emperor with clown makeup and a fez, then tattooing her name on his ass.

- Through careful use of mind altering drugs, Persephone is directly responsible for the creation of the Angry Marines.

- Using her Mandrake Heritage, Persephone whispered into the mind of the captain of the Grey Knights 4th Brotherhood as it headed to Van Horne. The blood of the Order of the Ebon Chalice in fact had no effect, due to their resistance coming from their living faith and would have been better served in the Sisters bodies.

- It has been said that she’s made love to Saint Celestine in a public bathroom.

- She stumbled upon then reprogrammed an entire Tomb World of Necrons into butlers that refer to everyone as ‘Wesley’ (no one knows why).

- She has had Tea and Crumpets with a Norn Queen. Shortly after this the Tyranid Hive Fleet Kraken moved through the Eastern Fringe, threatening the Tau. Vect received a message saying ‘Happy Birthday – Persephone’ with coordinates to a Tau world about to fall under attack.


Stats!
Spoiler:

She rides the Occam like a surfboard.


Don't you know? She did that to him, and now demons are forever trying to kick him in the Warp...


Your Own Unique characters in 40K @ 2012/03/06 18:09:29


Post by: Runna


I want to write a rule set for Commisar Aris from my Dwellar Codex but I no longer have the Imperial Dex or the 40k rulebook in my possession, could someone post or send me the basic stats of a Commisar for me to work off of?

Also, to McNinja, yeah, 120pnts sounds right after the downgrade of toughness and Strength. With just that little upgarde I probably would of suggested more in the 140 area. I'd play against you no problem if you wanted to use him/it anyways.
(I quick posted this so aside from you not everyone may know what I'm talking about, so, um, sorry everyone else.)
Ovion, hilarious Fluff!!!
I can't see the stats for some reason, might be a block on Chinas internet, don't know


Your Own Unique characters in 40K @ 2012/03/06 19:24:03


Post by: Grunt13


I wrote 5th edition rules for the original Last Chancers, I think they belong here:
http://www.dakkadakka.com/wiki/en/Last%20Chancers


Your Own Unique characters in 40K @ 2012/03/06 21:14:39


Post by: Vasarto


Nabdrak Grotcrusha
Ork

200 Points

WS:5
BS:2
STR:5/10
T:6
A:5
W:4
SV: 2/5
LD:10

Equipment: Crusha Claw, Cybork Body, Mega Armor, Boss Pole.
Special Rules: Gretchen Boss

Crusha Claw: The Crusha Claw is an extra large and much more powerful version of the Power Claw. It addition to double strength and being a power weapon. The Crusha claw Adds a 2D6 to armor penetration towards vehicles and Ignores Invulnerable saves. Due to its massive power it can grab onto and destroy any armor and shielding.

Gretchen Boss: If Nabdrak is on the board, all gretchen that have line of sight may use his leadership instead of their own and gain Preferred enemy of choice and +1 STR. They fear their bosses wrath so much that they try extra hard to kill the enemy for him so he wont kill them in another one of his wrathful slaughter fests.



Your Own Unique characters in 40K @ 2012/03/06 21:43:20


Post by: Deadshot


Warboss Gutrencha
Named for.my school gaming group friend for his warboss. Everyone needed to name their HQ for the campaign.


WS 5
BS 2
Str 5
T5
W 3
Int 4
A 5
Ld 9
Sv 6+/5++

Wargear
Gutrencha
Twinlinked Shoota
Cybork Body
Attack Squig (Bonus attack included above)
"Pinky"

Gutrencha is a.power klaw that inflicts D3 wounds rather than 1. However, enemies wounded may pass a toughness test to resist the chainsaw fingers' deadly grasp, in which case they take 1 wound as.normal.


Imagine a power claw, but with Chainsaws instead of sheers!


"Pinky"
Pinky is a Gretchin who forms a unit with Gutrencha. He may not be targeted or attacked but may be harmed by indiscriminate sources like blasts, templates or Dangerous Terrain. As long as he is alive, his constant chittering demoralises the enemy and the suffer a -1 Ld penalty if within 6" of him.

There have been many "Pinkies" each has been a Grot lucky enough to be liked by Gutrencha. Who knows how long Gutrencha's temper will hold out then...

Special Rules
Waaagh!
Mob Rule
Fearless
Furious Charge
Independent Character
"SHUT UP PINKY!"
At the beginning of every moving phase


Your Own Unique characters in 40K @ 2012/03/07 05:19:31


Post by: felixander


Vasarto wrote:Nabdrak Grotcrusha
Ork

200 Points

WS:5
BS:2
STR:5/10
T:6
A:5
W:4
SV: 2/5
LD:10

Equipment: Crusha Claw, Cybork Body, Mega Armor, Boss Pole.
Special Rules: Gretchen Boss

Crusha Claw: The Crusha Claw is an extra large and much more powerful version of the Power Claw. It addition to double strength and being a power weapon. The Crusha claw Adds a 2D6 to armor penetration towards vehicles and Ignores Invulnerable saves. Due to its massive power it can grab onto and destroy any armor and shielding.

Gretchen Boss: If Nabdrak is on the board, all gretchen that have line of sight may use his leadership instead of their own and gain Preferred enemy of choice and +1 STR. They fear their bosses wrath so much that they try extra hard to kill the enemy for him so he wont kill them in another one of his wrathful slaughter fests.



A S10 Power fist that ignores invuln? No. Just no.... he can one shot any character despite his invuln. Mega over powered. And for 200 points? Insanity.


Your Own Unique characters in 40K @ 2012/03/07 05:41:53


Post by: Anvildude


I do agree that the 2d6 to Armour Pen is plenty of 'special', along with the Gretchen Boss rule. You'd have to clarify that the Crusha Claw either replaces or is in addition to the Mega Armour's regular Power Klaw, too.


Your Own Unique characters in 40K @ 2012/03/08 00:15:48


Post by: Vasarto


OK OK...So no on the invuln thing. It is its own power claw. Its one of the bosses that Has a set equiptment and so his power claw IS the crusha Claw.


Your Own Unique characters in 40K @ 2012/03/08 01:45:50


Post by: Totalwar1402


Used these stats to represent my Archon for a one off apocalypse battle. Was pretty insane, killed thirty iron warriors, five raptors and smashed a defiler before being killed by her opposite on the chaos side.

Characterization: A vain and vicious woman of colossal ego and ambition. Rising to become handmaiden to Dracon Unorix she slit the mans throat on his sleep and poisoned her co-conspirators at the beloved leaders funeral. Declaring herself Archon and naming the Kabal Torn Lotus she brought a reign of terror upon the Tysan Sector. Rising and falling quite dramatically in status the Kabal achieved an infamous reputation for its ruthless sadism and especially for High Vendetta. Songs and ballads are still sung in High Commoragh about how Helstai treated her treacherous leutenants; each one more gory and shocking than the last. In addition she was a peerless fighter and amassed a sizable collections of weaponry on her raids to assist her in this. Despite all of that however, she was unfortunately brought down by her obsessive desire to take revenge on an Iron Warriors warlord who had nearly brought her kabal to ruin. Waiting until the mans forces were spent after a titanic struggle with the Imperial armies; the warlord laying waste to even the Grey Knights sent to stop his nigh invincible hoard. With the battlefield already strewn with a hundred thousand corpses the sky opened and the whole might of the kabal hurled itself at the iron warriors from all direction. Wyches and warriors rolled over the first lines, Helstai laughing as her whip carved through chaos marines and called for the warlord to emerge. Yet the giant also hunted her. Leading his elite chosen and obliterators they enveloped the forward elements of the Dark Eldar. A horrific crossfire brought bloody ruin on the lightly armoured dark eldar. Yet frenzied, goaded and fed by the pain they inflicted the eldar smashed into the chaos army. Here the balance hung, but it was the trader who emerged triumphant; his shield shattered, his armour scarred and rent open; crimson blood pouring down his wounds but Helstai was finally slain. To make sure that the Haemonculi could never raise her again, the warlord personally offered her body and soul to Slannesh. With his victory near total over both the Crusader armies and the Dark Eldar menace the Iron Warrior completed his conquest of the Tysan sector.

High Archon Helstai of the Torn Lotus Kabal

300pts

ws9 bs5 str3 t3 w3 i8 a5 ld10 sv4+/2+inv

Equipment:

Shadowfield, Ghost plate armour, wings (implanted crimson wings), plasma grenades

Nanogizer-siezed from the heart of a craftworld, these shattered shards of wraithbone still live but have been bound to this weapon and act as a swarm that consumes anything that comes near it to create more microscopic copies of wraithbone. Upon striking soldiers and tanks, the enemy simply dissolves, adding more to the swarm until it covers Helstai completely in the creatures and is quite capable of devouring tanks whole.

Counts as an agoniser which causes instant death and also acts as a soul-trap in that it dobles the wielders strength; except unlike the soul trap, this advantage is conferred by regular pain tokens. Also on gaining two pain tokens Helstai and whichever unit she joins gains a 4+ cover save even when not in cover and counts as just having the stealth rule in cover.

Incendiary splinter rifle-strx ap4 assault 6 range 18''

special rules: eternal warrior


Your Own Unique characters in 40K @ 2012/03/08 01:57:14


Post by: Anvildude


Fair enough. You just gotta watch stuff like that, 'cause the Mega Armour wargear entry specifically states it comes with a built-in Powerklaw, and folks would probably claim that means 'e would get an extra attack.


Your Own Unique characters in 40K @ 2012/03/08 01:58:21


Post by: Avatar 720


Wing Kommander Jetlahg - 140pts
WS BS S T W I A Ld Sv
4 2 4 4(5) 3 3 3 8 4+
Composition:
• 1 (Unique)

Unit Type:
• Jetbikes (Character)

Wargear:
• Choppa
• Twin-Linked Big Shoota
• Buzzsaw
• Bigbomm
• Force Field
• Targeting System

Special Rules:
• Independent Character
• Furious Charge
• Mob Rule
• Scouts
• Hit and Run
• Wing Kommander
• “Get inta formation!”

Options:

• Jetlahg may replace his Twin-Linked Big Shoota with one of the following:
Twin-Linked Rokkit Launcha – 5pts
Kustom Mega-Blasta – 10pts

Force Field-
Spoiler:
Force Field – Jetlahg looted this technology from a Dark Eldar skimmer after leading a daring assault against them in one of his proudest battles.

Jetlahg has a 5+ Invulnerable Save


Targeting System-
Spoiler:
Targeting System – Jetlahg’s highly modified Deffkopta is full of gubbinz – most of which simply flash and make loud beeping noises. Amongst it all is one of his prized possessions, a Tau targeting array he looted from one of their downed tanks.

Once per Shooting Phase, Jetlahg may re-roll a single To Hit, To Wound, or Armour Penetration roll he makes with a shooting attack.


Wing Kommander-
Spoiler:
Wing Kommander - Deffkoptaz can be fielded as Troops or Fast Attack choices in an Ork Army that contains Wing Kommander Jetlahg. Bigbomms purchased for any Deffkoptaz in an army that contains Wing Commander Jetlahg cost 10pts less.


"Get inta formation!"-
Spoiler:
“Get inta formation!” – Wing Command Jetlahg is a highly experienced Deffkopta pilot, and a veteran of many campaigns. His word is law in the skies – provided anyone can hear it over the screaming rotors – and any Ork pilot who is told to get into a formation usually does so, either to avoid death at the hands of the enemy, or by the hands of Jetlahg. Once in these formations, Ork Deffkoptaz pose a very large threat, for they are practiced – as practiced as an Ork pilot can be, anyway – and dangerous manoeuvres.

At the start of each Ork Movement Phase, Wing Commander Jetlahg can order any Deffkopta squadron within 6” to get into a formation. Affected squads that Jetlahg is not part of must then pass a Leadership check; any that fail have failed to hear him over the noise of their koptaz. Units that Jetlahg is part of, or that pass their Leadership check, can then choose one of the following formations:

“Fill ‘em wiv lead!” – The affected squad adds +1 to their shooting attacks until the start of the next Ork turn. Bigbomms are not affected.

“Drop da payload!” – If the affected squad contains a Bigbomm, and moves over any enemy unit during its current movement phase, it may immediately make an out of sequence attack with any eligible Bigbomms. Resolve the attacks as described on page 48 of the Ork Codex. The Deffkopta squad may then shoot as normal in its subsequent shooting phase.

“Take evasive action!” – Successful To Hit rolls made against the affected squad, either from a ranged attack or close combat, must be re-rolled.


-----------

Initial cost of 140pts because he's only T4(5) (all other Ork SCs are T5 base), only Ld8, and not immune to instant death.

I honestly don't know how to cost him, because Deffkoptaz can't be taken by any other HQ choices. Most of the cost i've attributed to him comes from his making Deffkoptaz troops, and his special rules.


Your Own Unique characters in 40K @ 2012/03/08 02:12:41


Post by: Anvildude


A Deffkopta costs 58 points by itself for a Boss from what I can figure (considering the cost of Big Shootas and Boyz, and the proportional increase in upgrade costs of Bikes). However, you don't seem to have given him a Deffkopta :p

I think the Formation rules should first off have a number limit- maybe he can only do that in the turn a Waaagh!! is called (working with Wierdboy Waaagh!!s), and it should definitely have a downside if the Ld test is failed on, say, boxcars.

Aside from that, well, sounds fun!


Your Own Unique characters in 40K @ 2012/03/08 02:52:59


Post by: Avatar 720


Anvildude wrote:A Deffkopta costs 58 points by itself for a Boss from what I can figure (considering the cost of Big Shootas and Boyz, and the proportional increase in upgrade costs of Bikes). However, you don't seem to have given him a Deffkopta :p

I think the Formation rules should first off have a number limit- maybe he can only do that in the turn a Waaagh!! is called (working with Wierdboy Waaagh!!s), and it should definitely have a downside if the Ld test is failed on, say, boxcars.

Aside from that, well, sounds fun!


Well, he isn't exactly a Warboss (he lacks WS5, S5 and T5, as well as Ld9 and A4), the closest he could be is a better Nob (same WS, S, T, and A, with better Ld) but Deffkoptas can't get Nobs.

As for not having a Deffkopta, by that argument none of the Deffkoptas in the Ork codex have them; they aren't listed as seperate wargear like Warbikes are, and the only thing that makes them Deffkoptas is their name. A 'deffkopta' has no description at all in the codex.

As for formations having a number limit, why? I like to think of them more like Imperial Guard orders, and especially since they have to take them on Ld7 (both due to Deffkoptas having a unit maximum of 5, and not having Nobs) unless he is with the unit, and have no way of re-rolling a failed test. The range of it and the risk of failure means that having it once per game (since not many people take Weirdboyz, and the chance of rolling "Waaagh!" on their powers is 1/6 anyway) could make it next to useless; outside of the formation rules, he's nothing but a fancy Nob.

If you only have 2 Kopta units eligible to be affected when a Waaagh! is called, and one fails the test, then you have just spent 140pts to give 1 Kopta unit +1 shot, out of phase bombing if it hasn't already been used/they have a bomm, or enemy re-rolls hits against them.

It just doesn't seem like it'd be worth the investment, and for that reason, nobody would take him.

The failure on boxcars would be fun though, perhaps the models in the unit hear the wrong instructions and collide with each other, causing 1 automatic S4 hit against the unit for each model in it?


Your Own Unique characters in 40K @ 2012/03/08 05:03:12


Post by: Anvildude


Well, let's see, it'd be 38 for a Nob, so let's split the difference and say 48. I'd say give 'im a second wound as well, since Koptas have extra- keep the 'orders' as-is, I suppose, too. Never dealt that much with IG, so I don't know how that works really. I think the 'Special Rule' should perhaps be a Wargear item, though. Call it "Radeeoz". Failure option sounds good. He seems kinda Wazdakka-y, though, and with all the special rules (and cheapening Bigbomms) I'd suggest bumping his points up to around 160 or so, even with the lower profile.


Anywhoo, all this talk of special Warbosses has gotten me interested in doing it myself. Here Goes!


Now youz Gitz lissin up, an' I'llz tell ya'll 'bout Durgrod Gutzdreg, da Tankbusta Boss!

Durgrod wuz spored on Armageddin, in da Great Waaagh!! wot Ghazkhull Thrakka called. 'e popped outta da blood an' da gore right unna wun'a dem Beakie Boxes, da wunz wot take'z a poundin' roight gud 'fore gettin' krumped. An' Durgrod, da 'ikkle runtlin' goez an' climbz izzelf up inter da gubbinz uv da Beakie Box, an' findz hisself all dere dakka wot dey stores inside, an' 'e sets it all off, roight dere wiff 'im sittin' in it! 'Course, da Beakiez wuzzn't too keen on dat, but da Box goez up- BANGFRACK!- like when ya let'z a burnin' Burna too close to da Squig Drops. An' dere'z Durgrod, sittin' dere in da rekkige happy as a squig'ound wot just caught 'isself a grot. Da boyz found 'im lootin' da wrekkige an' got i'm Tanked dat nite, an' 'eez bin blowin up Boxes evva since!


120 points

Same stats as a Warboss

Equipment: Twin-linked Rokkit Launcha, Tankbusta Bombs, Bosspole, Ammo Runt, 'eavy Armour, Da Rokkit Knukkles

Special Rules: Waaagh!!, Mob Rule, Furious Charge, Glory Hogs! Tankhunter, Da Busta Boss

Da Rokkit Knukkles: These heavily armoured gauntlets, reinforced with crackling forcefields and adamantium sheathing, were designed to do one thing- keep Durgrod's hands from blowing up when he punches things with Rokkits. Da Rokkit Knukkles give Durgrod Strength 10 in the Assault Phase as well as increasing any results on the Vehicle Damage chart by 1- so a result of Wrecked! would become an Explodes!, and so on. However, Durgrod sometimes forgets to take da Knukkles off when disciplining 'iz boyz. Whenever Durgrod uses his Bosspole, roll a d6. On a roll of 6, the wound dealt cannot be saved for any reason, but the Orks automatically pass the Leadership test the Bosspole was used on, as one of da Cowardly wunz dissapears in an explosion of gore.

Da Busta Boss: Durgrod Gutzdreg is renowned in Orky society for surviving every explosion he's ever been in, and for having caused more metallic carnage than any other Ork, having caused most of the aforementioned explosions himself. From close range. He's gathered about him almost an entire Clan of Tankbustas, and goes about teachin' them the finer points of 'splodey Dakka. Any army that includes Durgrod Gutzdreg may take Tankbustas as both Troops and Elites, and any unit Durgrod joins gains the Tankhunter USR.


Well? How's it read?


Your Own Unique characters in 40K @ 2012/03/08 07:35:28


Post by: IHateNids


Nemesor Tokahn of the Narkos Dynasty P=300
Type- Jump Infantry

WS 5
BS 5
S 5
T 5
W 3
I 2
A 3
Ld 10
Sv 3+/3++

Wargear
Mindshackle Scarabs, Ghostwalk Mantel, Phase Shifter (invun included in profile), Voidstaff, Reality Thickener. [can take a res orb for the usual 30points]

Voidstaff: this is a double-headed warscythe that re-rolls hits & wounds, and has this shooting attack: R=12", S=7, AP=2, Spec=Assault 2, Rending

Reality Thickener: Causes enemies to strike at I1, regardless of any items of Wargear, Special rules etc

Special Rules
Reanimation Protocols, Ever-Living, IC, Preffered Enemy (CSM), Triarch Favoured, Several steps Ahead.

Triarch Favoured: Due to being a favourite of the Triarch, there are always some Praetorians under his command. May have one unit of Triarch Praetorians as troops.

Several steps Ahead: Steals the Initiative on 4+, may reroll 2 reserve rolls per game.

Fluff
Spoiler:
Before Biotransferance, Tokahn was a hunter, the most respected hunter in his entire system. Several occaisions arose where his people would have starved if not for Tokahn's nack for catching something with a decent size. As a hunter, although respected, he was often shunned for his art. Being unable to socialise, he spent alot of his time at the conclave labs, taking the newest weaponry out for field testing, and always coming back with the goods. It was his evaluation that passed the Eldritch Lance as safe for usage in the combat environment. As he spent so much time at their labs, he got to know a fair few of the soon-to-be Crypteks. In return for his field-testing uses, the Crypteks forged him a Warscythe of awesome power, the Voidstaff.

Several centuries after the Awakening, Tokahn and what was left of his Dynasty (several thousand Immortals, two dozen Crypteks of varying harbingers, 300 Lychguards, 500 Canoptek Units and 150 vehicles) set off to aid the other Phaerons where they could, and to attempt to exterminate the scourge of the Chaos Space Marines. The most recent and most famous of these 'interventions' was recorded by a Salamanders Terminator during a battle with CSM.


And the above mentioned account by the Salamander
Spoiler:

The Heretics under the command of Abaddon were pushing at our lines. The continuous onslaught had whittled an entire company down to our captain, a dozen Tactical Marines, my Terminator Squad and two dreadnaugts. I and my Terminator-Brothers were in the thick of it, slashing and hacking the warped Chaos Marines as they charged us. We had each claimed at least 15 of the heretics but more just continued to run at us. Just as we took our first casualty, something happened. The air around the company turned black and we were all thrown a long way backwards. The darkness then dissappeared and to our amazment we saw a gunline of Necron Immortals. Those guns made quick work of what we failed to do. Once all the Chaos Marines were either running or dead, the Necron Overlord walked up towrds the remains of our company.
"Don't follow us, and we won't kill you"
With that, it turned and walked balk to its own force and prusued the fleeing heretics.


If you think he is undercosted please say so.


Automatically Appended Next Post:
Anvildude wrote:
Spoiler:
Well, let's see, it'd be 38 for a Nob, so let's split the difference and say 48. I'd say give 'im a second wound as well, since Koptas have extra- keep the 'orders' as-is, I suppose, too. Never dealt that much with IG, so I don't know how that works really. I think the 'Special Rule' should perhaps be a Wargear item, though. Call it "Radeeoz". Failure option sounds good. He seems kinda Wazdakka-y, though, and with all the special rules (and cheapening Bigbomms) I'd suggest bumping his points up to around 160 or so, even with the lower profile.


Anywhoo, all this talk of special Warbosses has gotten me interested in doing it myself. Here Goes!


Now youz Gitz lissin up, an' I'llz tell ya'll 'bout Durgrod Gutzdreg, da Tankbusta Boss!

Durgrod wuz spored on Armageddin, in da Great Waaagh!! wot Ghazkhull Thrakka called. 'e popped outta da blood an' da gore right unna wun'a dem Beakie Boxes, da wunz wot take'z a poundin' roight gud 'fore gettin' krumped. An' Durgrod, da 'ikkle runtlin' goez an' climbz izzelf up inter da gubbinz uv da Beakie Box, an' findz hisself all dere dakka wot dey stores inside, an' 'e sets it all off, roight dere wiff 'im sittin' in it! 'Course, da Beakiez wuzzn't too keen on dat, but da Box goez up- BANGFRACK!- like when ya let'z a burnin' Burna too close to da Squig Drops. An' dere'z Durgrod, sittin' dere in da rekkige happy as a squig'ound wot just caught 'isself a grot. Da boyz found 'im lootin' da wrekkige an' got i'm Tanked dat nite, an' 'eez bin blowin up Boxes evva since!


120 points

Same stats as a Warboss

Equipment: Twin-linked Rokkit Launcha, Tankbusta Bombs, Bosspole, Ammo Runt, 'eavy Armour, Da Rokkit Knukkles

Special Rules: Waaagh!!, Mob Rule, Furious Charge, Glory Hogs! Tankhunter, Da Busta Boss

Da Rokkit Knukkles: These heavily armoured gauntlets, reinforced with crackling forcefields and adamantium sheathing, were designed to do one thing- keep Durgrod's hands from blowing up when he punches things with Rokkits. Da Rokkit Knukkles give Durgrod Strength 10 in the Assault Phase as well as increasing any results on the Vehicle Damage chart by 1- so a result of Wrecked! would become an Explodes!, and so on. However, Durgrod sometimes forgets to take da Knukkles off when disciplining 'iz boyz. Whenever Durgrod uses his Bosspole, roll a d6. On a roll of 6, the wound dealt cannot be saved for any reason, but the Orks automatically pass the Leadership test the Bosspole was used on, as one of da Cowardly wunz dissapears in an explosion of gore.

Da Busta Boss: Durgrod Gutzdreg is renowned in Orky society for surviving every explosion he's ever been in, and for having caused more metallic carnage than any other Ork, having caused most of the aforementioned explosions himself. From close range. He's gathered about him almost an entire Clan of Tankbustas, and goes about teachin' them the finer points of 'splodey Dakka. Any army that includes Durgrod Gutzdreg may take Tankbustas as both Troops and Elites, and any unit Durgrod joins gains the Tankhunter USR.


Well? How's it read?
It's read very well


Your Own Unique characters in 40K @ 2012/03/08 09:43:15


Post by: Runna


Commissar Aris ...80pnts
Type: Infantry
Any Imperial Guard Army facing the Dwellar may choose to field Commissar Aris as an HQ choice by replacing an amount of models and/or upgrades equal to 80pnts in their current list for the duration of this game, if and only if they have an HQ slot open.
WS 5 BS 5 S 3(5) T 4 W 3 I 4 A 2 Ld 10 Sv 4+

Wargear: Plasma Pistol, Power Weapon, Carapace Armour, Serizian Gauntlets
Serizian Gauntlets: Confers a +2 St and allows 1D3 extra attacks in the assault phase. Using the very technology that the Dwellar have compounded in their weapons, Commissar Aris has managed to transfer the energy of the Serizian crystals into his once casual trademark gauntlets. They confer in each of his blows a mighty strength from the force they hold unto his own arms, but each turn he is in assault while wearing these, Commissar Aris must roll 1D6 at the end of the assault, on the roll of a one, he suffers a ST 5 power-hit. (Roll to wound etc.)
Special Rules: Independent Character, Fearless, Unique, It's For your Own Good, Preferred Enemy: Dwellar, Never Retreat, "I Planned This battle", Savvy.
Never Retreat: Much like other Commissar’s, Aris will execute a model in his squad should they fail 'any' leadership/morale test, and subsequently they will count as having passed it. Unlike other Commissar's Aris always shoots the weakest link. Execute the model that costs the least amount of points other than himself in any squad he is in that fails said test. On top of which, should Aris fall during the assault phase before he has rolled his attacks, he is still aloud to make one last roll of attacks to see how many he can take down with him, and is only removed from the field after the assault has finished. If he has been removed from the field by a special weapon or psychic power in CC, ignore this rule.
"I Planned This Battle": Whether Aris really is as great a strategist as he claims he is or not, in the grand scheme of the war with the Dwellar, no one else has gotten the upper-hand quite as often as he. He has ever seemed to be prepared for every attack since he has returned to the field and thus, before any units are placed on the board, but after turn order has been rolled and objectives placed; Aris and his unit may be placed anywhere on the field and enjoy a +1 to any cover save they gain, or a +5 cover save should they start in the open.
Savvy: This rule is to signify battle savvy amongst the angered veteran. When any unfriendly vehicle or unit moves within 6" of Aris, he and his unit may move 2" away or you may have him take one shot at the unit/vehicle.

Too cheap, cut a special rule (maybe Savvy was a bit much, but I like the rule. Thoughts?)

(Currently the introduction to Commisar Aris is finished in the Dwellar Codex and he will be making another appearance in more stories perhaps in the future. Always looking for readers and feedback/critique on that so if you want to know more about him, there is a link under my posts to the codex.)



Anvildude wrote:Well, let's see, it'd be 38 for a Nob, so let's split the difference and say 48. I'd say give 'im a second wound as well, since Koptas have extra- keep the 'orders' as-is, I suppose, too. Never dealt that much with IG, so I don't know how that works really. I think the 'Special Rule' should perhaps be a Wargear item, though. Call it "Radeeoz". Failure option sounds good. He seems kinda Wazdakka-y, though, and with all the special rules (and cheapening Bigbomms) I'd suggest bumping his points up to around 160 or so, even with the lower profile.


Spoiler:
Anywhoo, all this talk of special Warbosses has gotten me interested in doing it myself. Here Goes!


Now youz Gitz lissin up, an' I'llz tell ya'll 'bout Durgrod Gutzdreg, da Tankbusta Boss!

Durgrod wuz spored on Armageddin, in da Great Waaagh!! wot Ghazkhull Thrakka called. 'e popped outta da blood an' da gore right unna wun'a dem Beakie Boxes, da wunz wot take'z a poundin' roight gud 'fore gettin' krumped. An' Durgrod, da 'ikkle runtlin' goez an' climbz izzelf up inter da gubbinz uv da Beakie Box, an' findz hisself all dere dakka wot dey stores inside, an' 'e sets it all off, roight dere wiff 'im sittin' in it! 'Course, da Beakiez wuzzn't too keen on dat, but da Box goez up- BANGFRACK!- like when ya let'z a burnin' Burna too close to da Squig Drops. An' dere'z Durgrod, sittin' dere in da rekkige happy as a squig'ound wot just caught 'isself a grot. Da boyz found 'im lootin' da wrekkige an' got i'm Tanked dat nite, an' 'eez bin blowin up Boxes evva since!


120 points

Same stats as a Warboss

Equipment: Twin-linked Rokkit Launcha, Tankbusta Bombs, Bosspole, Ammo Runt, 'eavy Armour, Da Rokkit Knukkles

Special Rules: Waaagh!!, Mob Rule, Furious Charge, Glory Hogs! Tankhunter, Da Busta Boss

Da Rokkit Knukkles: These heavily armoured gauntlets, reinforced with crackling forcefields and adamantium sheathing, were designed to do one thing- keep Durgrod's hands from blowing up when he punches things with Rokkits. Da Rokkit Knukkles give Durgrod Strength 10 in the Assault Phase as well as increasing any results on the Vehicle Damage chart by 1- so a result of Wrecked! would become an Explodes!, and so on. However, Durgrod sometimes forgets to take da Knukkles off when disciplining 'iz boyz. Whenever Durgrod uses his Bosspole, roll a d6. On a roll of 6, the wound dealt cannot be saved for any reason, but the Orks automatically pass the Leadership test the Bosspole was used on, as one of da Cowardly wunz dissapears in an explosion of gore.

Da Busta Boss: Durgrod Gutzdreg is renowned in Orky society for surviving every explosion he's ever been in, and for having caused more metallic carnage than any other Ork, having caused most of the aforementioned explosions himself. From close range. He's gathered about him almost an entire Clan of Tankbustas, and goes about teachin' them the finer points of 'splodey Dakka. Any army that includes Durgrod Gutzdreg may take Tankbustas as both Troops and Elites, and any unit Durgrod joins gains the Tankhunter USR.


Well? How's it read?[/
quote]

I'd vote to not have the roll a D6 for the bosspole situation and just have the model dying automatically. Everything else I think flows really cool, you also just reminded me of how much I miss having a work station so I can get my tankbustas finished up. One day, One day...


Your Own Unique characters in 40K @ 2012/03/08 20:59:50


Post by: Talon31


Is there a technical way to do this? Like for every BS you add so many points and increase the save by for x amount of points? or is it just find a character with a similar stat line and be sensible?


Your Own Unique characters in 40K @ 2012/03/08 21:28:14


Post by: Vasarto


Here is Nabdrak Grotcrusha's Twin Brother Boss!
Teknikally E is da olda one!


GoreClaw Grotcrusha

WS: 7 BS 2 S: 5/10 T: 5 W:4 I: 4/1 A:3 - LD: 9 SV: 2 / 5

War gear - All same as normal Black Reach Boss But his Gun is a Combi Skorcha that can fire the skorcha all the time instead of once per game like other combi weapons.

Special Rules: War Mastery - Goreclaw has seen more battles and fought more wars than most other Orks. Goreclaw due to some irregular unknown. Grew much slower than other Orks and is estimated to be be oldest Ork currently known alive.

Because of this, people always underestimate him because he was smaller than the bigger orks but far more deadly. When he was the size of a boy he was fighting at the power of a nob, when he finnally reached nob sized he was fighting at the skill and power of a warboss and when he finally reached warboss size he reached a level beyond that.

Experts say that if he reaches the next step above that he will be the first ork equivalent to one of the primarchs! That Adaptus astratus has made it to be a point to find him and kill him before he reaches massive size and becomes a real threat to the galaxy.

Gore Claw when in Close combat has learned how to fight with deadly efficiency. He can carefully watch his opponent and know their fighting methods, style and what they will do next.

When Goreclaw is in combat. He may add the Attack value of one model that is in base to base contact with him to his. So if he has 3 and has charged getting 4 attacks for that round of combat and another model from Blood Angels has five attacks and he is in base to base contact with that model. He now has 9 attacks that can be made.


Your Own Unique characters in 40K @ 2012/03/08 21:58:18


Post by: Ovion


Talon31 wrote:Is there a technical way to do this? Like for every BS you add so many points and increase the save by for x amount of points? or is it just find a character with a similar stat line and be sensible?


It's a good amount of comparison and experience in the end.

When I create a character I'll first look at similar characters, I'll price things according to the cost of units / characters / wargear in the relevant codex.
If all else fails I'll generally cost it at 10pts base per stat point, wargear or rule, and then modify accordingly.

It helps to work from the 'base' version of the character / unit (if available). Ensure it is never cheaper than running its 'standard' equivalent and don't do anything too absurd or gamebreaking.

I generally reccomend rounding up, and that overcosting is far better than undercosting, as if someone looks at your unit and goes 'yeah, that's overpriced' or 'It costs that much and only does that?' They're going to let you use it.

Or, to look at it from the other side - if someone else put your unit down infront of you, said 'these are the rules, can I use it?' what would you say? (Realisticly.)

Additionally - come up with decent names. If it and its gear and rules are named well, people are that much more likely to accept it. It's not a huge factor, but I'm far more likely to accept 'Julian Lestat, 4th Lord of the Knights Errant' with his elegant singing swords to 'Super Marine God Man' with his pwnhammer.


Your Own Unique characters in 40K @ 2012/03/08 22:22:53


Post by: Anvildude


Talon31 wrote:Is there a technical way to do this? Like for every BS you add so many points and increase the save by for x amount of points? or is it just find a character with a similar stat line and be sensible?


Basically what Ovion said. If you're looking for Orks, though, I made a thread a while back detailing point costs for every little bit of wargear and for each 'base' Ork. That's what I used to make mine, plus slapping a couple more points on 'im just to round things out.


Your Own Unique characters in 40K @ 2012/03/09 07:33:08


Post by: felixander


Spoiler:
Avatar 720 wrote:
Anvildude wrote:A Deffkopta costs 58 points by itself for a Boss from what I can figure (considering the cost of Big Shootas and Boyz, and the proportional increase in upgrade costs of Bikes). However, you don't seem to have given him a Deffkopta :p

I think the Formation rules should first off have a number limit- maybe he can only do that in the turn a Waaagh!! is called (working with Wierdboy Waaagh!!s), and it should definitely have a downside if the Ld test is failed on, say, boxcars.

Aside from that, well, sounds fun!


Well, he isn't exactly a Warboss (he lacks WS5, S5 and T5, as well as Ld9 and A4), the closest he could be is a better Nob (same WS, S, T, and A, with better Ld) but Deffkoptas can't get Nobs.

As for not having a Deffkopta, by that argument none of the Deffkoptas in the Ork codex have them; they aren't listed as seperate wargear like Warbikes are, and the only thing that makes them Deffkoptas is their name. A 'deffkopta' has no description at all in the codex.

As for formations having a number limit, why? I like to think of them more like Imperial Guard orders, and especially since they have to take them on Ld7 (both due to Deffkoptas having a unit maximum of 5, and not having Nobs) unless he is with the unit, and have no way of re-rolling a failed test. The range of it and the risk of failure means that having it once per game (since not many people take Weirdboyz, and the chance of rolling "Waaagh!" on their powers is 1/6 anyway) could make it next to useless; outside of the formation rules, he's nothing but a fancy Nob.

If you only have 2 Kopta units eligible to be affected when a Waaagh! is called, and one fails the test, then you have just spent 140pts to give 1 Kopta unit +1 shot, out of phase bombing if it hasn't already been used/they have a bomm, or enemy re-rolls hits against them.

It just doesn't seem like it'd be worth the investment, and for that reason, nobody would take him.

The failure on boxcars would be fun though, perhaps the models in the unit hear the wrong instructions and collide with each other, causing 1 automatic S4 hit against the unit for each model in it?


Well first off Imperial Guard do have limits on their orders. Their HQ slots only get 2 orders per turn (you can get more if you buy a special character but they are pretty expensive) and a Troops choice officer only has 1! And it's not true that you'd only get 1 order for 140 points. You still get a good Kopta, a reroll EACH shooting phase of your choice, Deffkoptas as troops choices, and cheaper bomms. That alone sounds pretty decent. I think a reasonable number without a LD ship test sounds good, like 2 orders automatically, or unlimited but you have to take a leadership test and if they fail he hits the squad to make them reroll (like a boss pole). As is I definitely wouldn't think of him as broken, but he might be slightly questionable. I'd probably allow him just for laughs.

A VERY interesting character that I don't think many people would have considered. Makes for a lot of possibilites, either going full outflankk (I think Grotsnikk would do well too with him!) or add him in a half KanWall as a distraction to let the Kans close in, maybe even let a Big Mek have a Kopta (!!!!!) for something excessive, maybe 40 points? I know that sounds like a lot but throwing in the KFF in with it would sure make things interesting!


Your Own Unique characters in 40K @ 2012/03/09 18:25:25


Post by: Anvildude


A Kopta would be something the Mek would trade 'iz Slugga for, like a Bike or Mega Armour, and as such he couldn't also have the KFF.

Something that would be interesting would be an HQ that allows the entire army to exchange their Choppas for Sluggas for like, 1 point. That could then be comboed with the Mek to give one a KFF and a Bike, or Shokk Attakk Gunn, or a SAG and a Bike! (relentless SAG WTF!?) or other fun shenanigans.


Your Own Unique characters in 40K @ 2012/03/09 18:50:37


Post by: DaemonJellybaby


Shamelessly nicked from the DNA Cowboys

Brother Jeb Stuart Ho
Pts Ws Bs S T W A I Ld
~140? 7 6 4 4 2 4(6) 8 9

Power sword - as BRB
.90 magnum - Range 18" S6 AP3 Rending, causes D3 wounds
assassins suit - grants 4+ invun
throwing knives - causes 2D3 S3 hits on the first target he charges

infiltrate, stealth, scout, FNP
brotherhood training - gains 2 extra attacks when he charges,
the will of the brotherhood - may nominate a single character model who he can reroll to hit and wound.
A killer not a leader - no other model may use his Ld


Your Own Unique characters in 40K @ 2012/03/09 20:18:27


Post by: wulfenork


Ill have a try...

Once an illustrious Farseer of Saim-Hann, Polaris widely known for his impressive displays in combat as well as psychic might. He was said to have too much bravado for a farseer and far too little wisdom. As the Fall broke out, Polaris' had his own fall within the craftworld. Found out to have consorted and conspired with other fallen Eldar he was banished off the craftworld. During this time, he became ever more crazed and led to him uses more erratic and raw psychic channels. And thus, Slaaneesh started to creep into his soul leading to Polaris' eventual doom. For now though he has managed to find his way as do all of the fallen Eldar to the Dark Eldar city of Commoragh. Having realised the precarity of his position he quickly eliminated those who may have once known him in the city and earned a name for himself. However, he is trusted less than most Dark Eldar and many believe he has a deep secret that could be his undoing. At present he is a mercernary for the many Kabals, the highest price claims him, but within the Kabal seek his demise. However the Archon sees his usefulness due to his so called innate abilites. Polaris is at a constant struggle between the threat from without and within.


Polaris, the Exiled One WS BS S T W I A LD SV
6 6 3 3 3 7 3 10 4+/4++

Psychic Powers: Aura of Dismay, Warp Surge, Psychic Lance

Wargear: Clone Field, Huskblade, Soul Trap, Spiritplate Armour, Crucible of Malediction, 'Blaster'

Special Rules: Psyker(Mastery Level 1), Secretive, Hunted, Preferred Enemy(Chaos & Daemons of Chaos), Power from Pain, Independent Character, Fleet

Aura of Dismay: All enemy units within 6" are at -1LD, this also applies to units which are stuborn

Warp Surge: Doubles the attack value of Polaris for one turn but causes one wound with no armor saves allowed to Polaris.

Psychic Lance: 18" S2D6 AP2 Assault 1, Lance
If a double (except double 6) is rolled for the strength, resolve the hit against Polaris. A roll of 11 or 12 removes a unit from play with no saves allowed.
Note: This is represented by his 'Blaster' which channels the psychic lance.

Spiritplate Armour: A special type of Ghostplate armour that uses Polaris' psychic ability to craft. Confers a 4+ armor and a 4+ invulnerable save.

Secretive: Due to his unknown nature May not deploy or join units of Kabalite Warriors or Trueborn.

Hunted: Roll a D6 each turn, on the roll of a 1, Slaaneesh has found a way into Polaris' soul. Polaris takes D3+1 Woundswith no armor saves allowed.

Points: 200pts? Less/More

Background isn't that well written but I think the rules reflect the DE army type quite well, could do amazing and remove loads of units or could die in turn one.

EDIT: Not entirely sure about psychic lance might not be very fluffy


Your Own Unique characters in 40K @ 2012/03/09 21:22:47


Post by: Cameron Baum


Just from the couple of lines, I see a problem...he is a psyker in Commoragh. Use of psychic abilities is about the only crime there is, and he would be immediately executed pretty much immediately...

Simply put, strip out the psychic part. But I'm no expert on these matters...


Your Own Unique characters in 40K @ 2012/03/09 21:43:25


Post by: Ovion


My main issues with polaris are:
The craftworlds were brand new at the time of the fall, Eldar moving to escape it, so he's not entirely likely to have left at the time of the fall.

It'd be more likely to happen later.

AND

Psykers in commoragh are killed in short order so they don't draw attention from tne denizens of the warp.

More likely for him to be ridimg with the corsairs, the DE space pirate fleets (Such as sliscus' sky serpents), or DE research posts in realspace (such as the ones in the Thaxar Rift).

Personally I got round the psyker issue by basing my Haemonculi Coven out of massive spaceborne laboratories in the Thaxar Rift, allowing them to engage in research forbidden within the Dark City.


Your Own Unique characters in 40K @ 2012/03/09 22:37:06


Post by: Cameron Baum


I have been writing about one DE who is undercover, serving as a long-term spy for her Archon. So she's on a planet that's on the edge of Imperium territory, and because she is obsessed in any advantage she can have in succeeding, she's developing her psychic side while on the planet. She knows it is deeply forbidden, but her reasoning is that it will serve her Archon, and she is far away from the Webway, anyway.

Hope this helps you out.


Your Own Unique characters in 40K @ 2012/03/09 22:49:50


Post by: Deadshot


Secretivesays he can't deploy? This a misprint or something?


Your Own Unique characters in 40K @ 2012/03/09 23:13:06


Post by: felixander


DaemonJellybaby wrote:Shamelessly nicked from the DNA Cowboys

Brother Jeb Stuart Ho
Pts Ws Bs S T W A I Ld
~140? 7 6 4 4 2 4(6) 8 9

Power sword - as BRB
.90 magnum - Range 18" S6 AP3 Rending, causes D3 wounds
assassins suit - grants 4+ invun
throwing knives - causes 2D3 S3 hits on the first target he charges

infiltrate, stealth, scout, FNP
brotherhood training - gains 2 extra attacks when he charges,
the will of the brotherhood - may nominate a single character model who he can reroll to hit and wound.
A killer not a leader - no other model may use his Ld


I think he's a definitely undercosted. Good wargear, good rules, and buffs other ICs. But a single Krak missile and he's instakilled. So I'm assuming you should add Eternal Warrior, but what army is he for?

And I8 is completely silly. As I've said before the Eldar view humans as moving in slow motion and their Exarchs are i6. It's totally absurd to give any human I8. I5 for him. 7 power weapon attacks even at i5 is crazy for 140 points. If you add EW and put him to I5 he'd still be 200 points minimum


Your Own Unique characters in 40K @ 2012/03/09 23:17:36


Post by: Ovion


The only thing I can think of that's I8 off the top of my head are Asdrubael Vect and the Succubus.
Other various Dark Eldar Special Characters and the default Archon / are I7.

Lelith Hesprax is I9



Your Own Unique characters in 40K @ 2012/03/09 23:25:55


Post by: Ashiraya


Assassins are I8, but on the other hand they are monsters.


Your Own Unique characters in 40K @ 2012/03/09 23:33:34


Post by: Retrosplicer


HQ

Lord Dasaman Vortugare (250 Points)


WS 6
BS 6
S 5 (6)
T 5
W 3
I 2
A 3
Ld 10
Sv 2+ (4 +)

Wargear
Claw of Insanity,Terminator Armor,Melta-Gun,Champion of the Undivided

Claw of Insanity: Dasamans most favored weapons, Scavenged from a Blood Angels captain later demonically possessed
Enemies (Or Allies) hit by Claw of Insanity and fail a leadership test roll from table below.

1-2: 2D6 Scatter
3-4: Pinning test
5-6 Armor Save removed.

Champion of the Undivided.
At the start of each turn Dasaman receives a new mark, a roll of d6 chooses which one from the table below.

1: Mark of Khorne
2: Mark of Tzeentch
3: Mark of Nurgle
4: Mark of Slannesh
5: Icon of Chaos Glory
6: Dasaman Takes a Wound.

Im still working on the biography of him it should be done soon.















Your Own Unique characters in 40K @ 2012/03/10 01:41:52


Post by: felixander


BrotherHaraldus wrote:Assassins are I8, but on the other hand they are monsters.


And it's in the most broken Codex around. I know they are built and trained unbelievably but I can hardly imagine that they should be above I7. Nevertheless you can keep him at I8 but it's still ridiculous

Actually I just checked and assassins are I7


Your Own Unique characters in 40K @ 2012/03/10 08:13:16


Post by: Exalted Pariah


IHateNids wrote: Nemesor Tokahn of the Narkos Dynasty P=275
Type- Jump Infantry

WS 5
BS 5
S 5
T 5
W 3
I 2
A 3
Ld 10
Sv 3+/3++

Wargear
Mindshackle Scarabs, Ghostwalk Mantel, Whip Coils, Phase Shifter (invun included in profile), Voidstaff. [can take a res orb for the usual 30points]

Voidstaff: this is a double-headed warscythe that re-rolls hits & wounds, and has this shooting attack: R=12", S=7, AP=2, Spec=Assault 2, Rending

Special Rules
Reanimation Protocols, Ever-Living, IC, Preffered Enemy (CSM), Triarch Favoured, Several steps Ahead.

Triarch Favoured: Due to being a favourite of the Triarch, there are always some Praetorians under his command. May have one unit of Triarch Praetorians as troops.

Several steps Ahead: Steals the Initiative on 4+, may reroll 2 reserve rolls per game.

Fluff
Spoiler:
Before Biotransferance, Tokahn was a hunter, the most respected hunter in his entire system. Several occaisions arose where his people would have starved if not for Tokahn's nack for catching something with a decent size. As a hunter, although respected, he was often shunned for his art. Being unable to socialise, he spent alot of his time at the coclave labs, taking the newest weaponry out for field testing, and always coming back with the goods. It was his evaluation that passed the Eldritch Lance as safe for usage in the combat environment. As he spent so much time at their labs, he got to know a fair few of the soon-to-be Crypteks. In return for his field-testing uses, the Crypteks forged him a Warscythe of awesome power, the Voidstaff.

Several centuries after the Awakening, Tokahn and what was left of his Dynasty (several thousand Immortals, two dozen Crypteks of varying harbingers, 300 Lychguards, 500 Canoptek Units and 150 vehicles) set off to aid the other Phaerons where they could, and to attempt to exterminate the scourge of the Chaos Space Marines. The most recent and most famous of these 'interventions' was recorded by a Salamanders Terminator during a battle with CSM.


And the above mentioned account by the Salamander
Spoiler:

The Heretics under the command of Abaddon were pushing at our lines. The continuous onslaught had whittled an entire company down to our captain, a dozen Tactical Marines, my Terminator Squad and two dreadnaugts. I and my Terminator-Brothers were in the thick of it, slashing and hacking the warped Chaos Marines as they charged us. We had each claimed at least 15 of the heretics but more just continued to run at us. Just as we took our first casualty, something happened. The air around the company turned black and we were all thrown a long way backwards. The darkness then dissappeared and to our amazment we saw a gunline of Necron Immortals. Those guns made quick work of what we failed to do. Once all the Chaos Marines were dead, the Necron Overlord walked up towrds the remains of our company.
"Don't follow us, and we won't kill you"
With that, it turned and walked balk to its own force and prused the fleeing heretics.


If you think he is undercosted please say so.

Maybe he'd be better at 300pts but otherwise great! Why does he hate CSM though?


Your Own Unique characters in 40K @ 2012/03/10 17:17:16


Post by: wulfenork


Polaris, the Exiled One WS BS S T W I A LD SV
6 6 3 3 3 7 3 10 4+/4++

Psychic Powers: Aura of Dismay, Warp Surge, Psychic Lance

Wargear: Clone Field, Huskblade, Soul Trap, Spiritplate Armour, Crucible of Malediction, 'Blaster'

Special Rules: Psyker(Mastery Level 1), Secretive, Hunted, Preferred Enemy(Chaos & Daemons of Chaos), Power from Pain, Independent Character, Fleet

Aura of Dismay: All enemy units within 6" are at -1LD, this also applies to units which are stuborn

Warp Surge: Doubles the attack value of Polaris for one turn but causes one wound with no armor saves allowed to Polaris.

Psychic Lance: 18" S2D6 AP2 Assault 1, Lance
If a double (except double 6) is rolled for the strength, resolve the hit against Polaris. A roll of 11 or 12 removes a unit from play with no saves allowed.
Note: This is represented by his 'Blaster' which channels the psychic lance.

Spiritplate Armour: A special type of Ghostplate armour that uses Polaris' psychic ability to craft. Confers a 4+ armor and a 4+ invulnerable save.

Secretive: Due to his unknown nature May not deploy or join units of Kabalite Warriors or Trueborn.

Hunted: Roll a D6 each turn, on the roll of a 1, Slaaneesh has found a way into Polaris' soul. Polaris takes D3+1 Woundswith no armor saves allowed.




Deadshot wrote:Secretivesays he can't deploy? This a misprint or something?


Yeah, it should be can't deploy with or join units of Kabalite Warriors or Trueborn

And the whole point of the character is that he is a psyker in commoragh, perhaps in games with allies, 'friendly fire' could be allowed to represent the DE rooting him out. Or I could add in some LD test for his squad, if failed they attack Polaris




Your Own Unique characters in 40K @ 2012/03/10 18:16:22


Post by: Ovion


If I remember rightly, last time anything particularly psykery / daemony went on, Vect just activated failsafes and dropped that particular region of commoragh out of existence.


Your Own Unique characters in 40K @ 2012/03/10 19:02:23


Post by: DaemonJellybaby


@felixalexander, I suppose it is a bit over the top but then he does out-wit five of himself and dodges riot guns. Its more to do with his intuition and training than his combat ability. Plus the brotherhood will tell him most of the details of the target he is dealing with.

I think eternal warrior is excessive because he has an invulnerable save and a good cover save and he only wears a leather suit reinforced with steel plates. He should be in combat by turn two really so if he isnt, he should be dead


Automatically Appended Next Post:
Either have him with Eldar, Tau or Imperial Guard, they fit his personality the est.


Automatically Appended Next Post:
Recost at 180pts


Your Own Unique characters in 40K @ 2012/03/10 19:53:14


Post by: IHateNids


Exalted Pariah wrote:
IHateNids wrote: Nemesor Tokahn of the Narkos Dynasty P=275
Type- Jump Infantry

WS 5
BS 5
S 5
T 5
W 3
I 2
A 3
Ld 10
Sv 3+/3++

Wargear
Mindshackle Scarabs, Ghostwalk Mantel, Whip Coils, Phase Shifter (invun included in profile), Voidstaff. [can take a res orb for the usual 30points]

Voidstaff: this is a double-headed warscythe that re-rolls hits & wounds, and has this shooting attack: R=12", S=7, AP=2, Spec=Assault 2, Rending

Special Rules
Reanimation Protocols, Ever-Living, IC, Preffered Enemy (CSM), Triarch Favoured, Several steps Ahead.

Triarch Favoured: Due to being a favourite of the Triarch, there are always some Praetorians under his command. May have one unit of Triarch Praetorians as troops.

Several steps Ahead: Steals the Initiative on 4+, may reroll 2 reserve rolls per game.

Fluff
Spoiler:
Before Biotransferance, Tokahn was a hunter, the most respected hunter in his entire system. Several occaisions arose where his people would have starved if not for Tokahn's nack for catching something with a decent size. As a hunter, although respected, he was often shunned for his art. Being unable to socialise, he spent alot of his time at the coclave labs, taking the newest weaponry out for field testing, and always coming back with the goods. It was his evaluation that passed the Eldritch Lance as safe for usage in the combat environment. As he spent so much time at their labs, he got to know a fair few of the soon-to-be Crypteks. In return for his field-testing uses, the Crypteks forged him a Warscythe of awesome power, the Voidstaff.

Several centuries after the Awakening, Tokahn and what was left of his Dynasty (several thousand Immortals, two dozen Crypteks of varying harbingers, 300 Lychguards, 500 Canoptek Units and 150 vehicles) set off to aid the other Phaerons where they could, and to attempt to exterminate the scourge of the Chaos Space Marines. The most recent and most famous of these 'interventions' was recorded by a Salamanders Terminator during a battle with CSM.


And the above mentioned account by the Salamander
Spoiler:

The Heretics under the command of Abaddon were pushing at our lines. The continuous onslaught had whittled an entire company down to our captain, a dozen Tactical Marines, my Terminator Squad and two dreadnaugts. I and my Terminator-Brothers were in the thick of it, slashing and hacking the warped Chaos Marines as they charged us. We had each claimed at least 15 of the heretics but more just continued to run at us. Just as we took our first casualty, something happened. The air around the company turned black and we were all thrown a long way backwards. The darkness then dissappeared and to our amazment we saw a gunline of Necron Immortals. Those guns made quick work of what we failed to do. Once all the Chaos Marines were dead, the Necron Overlord walked up towrds the remains of our company.
"Don't follow us, and we won't kill you"
With that, it turned and walked balk to its own force and prused the fleeing heretics.


If you think he is undercosted please say so.


Maybe he'd be better at 300pts but otherwise great! Why does he hate CSM though?

I put him hating CSM because they stand for everything the Triarch is against. And as per his rule, the Triarch and Tokahn work together often.


Your Own Unique characters in 40K @ 2012/03/11 02:03:32


Post by: McNinja


Here's another one:

Kranak, War-Cryptek of the Sertek Dynasty...............160 points

Fluff incoming... But not right now.

WS:4 BS:4 S:5 T:5 W:3 I:2 A:3 Ld:10 Sv:3+
Unit Type: Infantry (Unique)
Wargear: Quantum Channeler

Quantum Channeller: A unique device made by Kranak that functions as both a defensive shield and an offensive weapon. The energy is transferred from the Channeller in special gaunlets, allowing Kranak to use it however he sees fit. The Phasic Channeller may be used in one of three ways, but may only be used once per turn:

1- Kranak creates a massive energy shield, similar to the one found on most Necron vehicles. Every model in Kranaks unit, including Kranak, gain a 3+ invulnerable save.

2- Kranak unleashes the enrgy in a devastating lance of SCIENCE! that easily pierces armor, even at long range. The weapon fires with the following profile: R: 24" S:7 AP:1 Heavy 1, Lance

3- Kranak condenses the enrgy into the gauntlets, sheathing them in SCIENCE! And matter-disrupting energy. Kranak then gains +1 A for having 2 ccws. The gauntlets count as Gauntlets of Flame (or fire, I don't remember) that are power weapons and add +2 S. Kranak may also re-roll failed Vehicle penetration rolls when using the Quantum Channeller in this manner.


Your Own Unique characters in 40K @ 2012/03/11 12:49:46


Post by: AtoMaki


PROJECT AZURE-X PRIME - 195 POINTS
Project Azure-X Prime is a single Elites selection for an army that includes at least one of the following models: Inquisitor (any type, including Special Characters), Farseer, Apotechary, Cryptek, Etheral, Haemonculus, Lord Kaldor Draigo, Ezekiel, Commander Dante, Forgefather Vulkan He'stan, Fabius Bile, Bjorn the Fell-Handed, The Doom of Malan'tai.

Project Azure-X Prime | WS8 | BS- | S5 | T3 | W3 | I8 | A6 | Ld10 | Sv-

Composition:
• 1 Project Azure-X Prime

Unit Type:
• Infantry (Unique)

Wargear:
• Gap shield
• Trauma blades
• Gravitronic belt

Special Rules:
• Fleet
• Counter-Attack
• Hit and Run
• Furious Charge
• Stealth
• From the Shadows She Comes…
• …And to the Shadows She Will Return


Gap Shield: A highly advanced force field based on Eldar warp technology, the gap shield can create tiny warp rifts to neutralize enemy strikes.
The gap shield provides a 3+ invulnerable save.
Trauma Blades: These pair of cybernetic blades unleashes a powerful bio-electric shockwave on impact, destroying the hapless victim instantly.
The trauma blades count as a power weapon that causes Instant Death regardless of the target’s Toughness. When she uses the trauma blades, Project Azure-X Prime also rolls an additional D6 for armour penetration.
Gravitronic Belt: The scaled down version of the gravitronic legs used on walkers, the gravitronic belt ensures unmatchable mobility to its wearer.
Project Azure-X Prime ignores all kinds of Difficult and Dangerous Terrain.


From the Shadows She Comes…:As a bio-engineered creature specifically designed for stealth and infiltration, Project Azure-X Prime strikes wherever she wishes.
Project Azure-X Prime always starts the game in reserve, even in missions that do not normally use this rule. When Project Azure-X Prime becomes available she is placed anywhere on the battlefield that is more than 1” away from any enemy model. She may not move on the turn she arrives, although she can run and assault normally.
…And to the Shadows She Will Return: Just as suddenly as she struck out of nowhere, Project Azure-X Prime can blend back into the shadows, leaving her opponents in utter confusion.
If Project Azure-X Prime ends her Movement phase more than 1” from any enemy model, the owning player can decide that she will vanish from her opponent’s sight. If the player elects to do so, remove Project Azure-X Prime from the table and place her back into reserve. In the subsequent own Movement phase, she can be re-deployed following the rules for From the Shadows She Comes…


Fluff: Project Azure-X Prime is a bio-engineered assassin, a living weapon created by some mysterious organization. At some point after her creation, she rose agains her creators and proceeded to kill everyone and destroy everything that could relate to her origins. This was quite unfortunate, because she only gained her full conscience after she literally burned up everything behind herself. So as it now stands, she only remembers her name, and nothing more. She is just little more than a confused and scared young girl, who hardly resembles anything in the galaxy (as so much stuff was spliced into her during her creation), and has powers and abilities she cannot fully comprehend. She is currently chasing answers for her many questions, stalking the knowledgeable part of the galaxy - because hey, they are smart and/or has seen a good deal, maybe they can say something valuable!


Your Own Unique characters in 40K @ 2012/03/11 13:45:32


Post by: felixander


AtoMaki wrote:PROJECT AZURE-X PRIME - 165 POINTS
Project Azure-X Prime is a single Elites selection for an army that includes at least one of the following models: Inquisitor (any type, including Special Characters), Farseer, Apotechary, Cryptek, Etheral, Haemonculus, Lord Kaldor Draigo, Ezekiel, Commander Dante, Forgefather Vulkan He'stan, Fabius Bile, Bjorn the Fell-Handed, The Doom of Malan'tai.

Project Azure-X Prime | WS8 | BS- | S5 | T3 | W3 | I8 | A6 | Ld10 | Sv-
Spoiler:

Composition:
• 1 Project Azure-X Prime

Unit Type:
• Infantry (Unique)

Wargear:
• Gap shield
• Trauma blades
• Gravitronic belt

Special Rules:
• Fleet
• Counter-Attack
• Hit and Run
• Furious Charge
• Stealth
• From the Shadows She Comes…
• …And to the Shadows She Will Return


Gap Shield: A highly advanced force field based on Eldar warp technology, the gap shield can create tiny warp rifts to neutralize enemy strikes.
The gap shield provides a 3+ invulnerable save.
Trauma Blades: These pair of cybernetic blades unleashes a powerful bio-electric shockwave on impact, destroying the hapless victim instantly.
The trauma blades count as a power weapon that causes Instant Death regardless of the target’s Toughness. When she uses the trauma blades, Project Azure-X Prime also rolls an additional D6 for armour penetration.
Gravitronic Belt: The scaled down version of the gravitronic legs used on walkers, the gravitronic belt ensures unmatchable mobility to its wearer.
Project Azure-X Prime ignores all kinds of Difficult and Dangerous Terrain.


From the Shadows She Comes…:As a bio-engineered creature specifically designed for stealth and infiltration, Project Azure-X Prime strikes wherever she wishes.
Project Azure-X Prime always starts the game in reserve, even in missions that do not normally use this rule. When Project Azure-X Prime becomes available she is placed anywhere on the battlefield that is more than 1” away from any enemy model. She may not move on the turn she arrives, although she can run and assault normally.
…And to the Shadows She Will Return: Just as suddenly as she struck out of nowhere, Project Azure-X Prime can blend back into the shadows, leaving her opponents in utter confusion.
If Project Azure-X Prime ends her Movement phase more than 1” from any enemy model, the owning player can decide that she will vanish from her opponent’s sight. If the player elects to do so, remove Project Azure-X Prime from the table and place her back into reserve. In the subsequent own Movement phase, she can be re-deployed following the rules for From the Shadows She Comes…


Fluff: Project Azure-X Prime is a bio-engineered assassin, a living weapon created by some mysterious organization. At some point after her creation, she rose agains her creators and proceeded to kill everyone and destroy everything that could relate to her origins. This was quite unfortunate, because she only gained her full conscience after she literally burned up everything behind herself. So as it now stands, she only remembers her name, and nothing more. She is just little more than a confused and scared young girl, who hardly resembles anything in the galaxy (as so much stuff was spliced into her during her creation), and has powers and abilities she cannot fully comprehend. She is currently chasing answers for her many questions, stalking the knowledgeable part of the galaxy - because hey, they are smart and/or has seen a good deal, maybe they can say something valuable!



..... Charge out of Marbo style deployment with 7 attacks of WS8 S6 I9 power weapons that insta kill and roll 2d6 for armour pen? For 165?!!?!?!?
At least it doesn't have T8 and FNP......


Your Own Unique characters in 40K @ 2012/03/11 14:03:43


Post by: Meridia


Spoiler:
AtoMaki wrote:PROJECT AZURE-X PRIME - 165 POINTS
Project Azure-X Prime is a single Elites selection for an army that includes at least one of the following models: Inquisitor (any type, including Special Characters), Farseer, Apotechary, Cryptek, Etheral, Haemonculus, Lord Kaldor Draigo, Ezekiel, Commander Dante, Forgefather Vulkan He'stan, Fabius Bile, Bjorn the Fell-Handed, The Doom of Malan'tai.

Project Azure-X Prime | WS8 | BS- | S5 | T3 | W3 | I8 | A6 | Ld10 | Sv-

Composition:
• 1 Project Azure-X Prime

Unit Type:
• Infantry (Unique)

Wargear:
• Gap shield
• Trauma blades
• Gravitronic belt

Special Rules:
• Fleet
• Counter-Attack
• Hit and Run
• Furious Charge
• Stealth
• From the Shadows She Comes…
• …And to the Shadows She Will Return


Gap Shield: A highly advanced force field based on Eldar warp technology, the gap shield can create tiny warp rifts to neutralize enemy strikes.
The gap shield provides a 3+ invulnerable save.
Trauma Blades: These pair of cybernetic blades unleashes a powerful bio-electric shockwave on impact, destroying the hapless victim instantly.
The trauma blades count as a power weapon that causes Instant Death regardless of the target’s Toughness. When she uses the trauma blades, Project Azure-X Prime also rolls an additional D6 for armour penetration.
Gravitronic Belt: The scaled down version of the gravitronic legs used on walkers, the gravitronic belt ensures unmatchable mobility to its wearer.
Project Azure-X Prime ignores all kinds of Difficult and Dangerous Terrain.


From the Shadows She Comes…:As a bio-engineered creature specifically designed for stealth and infiltration, Project Azure-X Prime strikes wherever she wishes.
Project Azure-X Prime always starts the game in reserve, even in missions that do not normally use this rule. When Project Azure-X Prime becomes available she is placed anywhere on the battlefield that is more than 1” away from any enemy model. She may not move on the turn she arrives, although she can run and assault normally.
…And to the Shadows She Will Return: Just as suddenly as she struck out of nowhere, Project Azure-X Prime can blend back into the shadows, leaving her opponents in utter confusion.
If Project Azure-X Prime ends her Movement phase more than 1” from any enemy model, the owning player can decide that she will vanish from her opponent’s sight. If the player elects to do so, remove Project Azure-X Prime from the table and place her back into reserve. In the subsequent own Movement phase, she can be re-deployed following the rules for From the Shadows She Comes…


Fluff: Project Azure-X Prime is a bio-engineered assassin, a living weapon created by some mysterious organization. At some point after her creation, she rose agains her creators and proceeded to kill everyone and destroy everything that could relate to her origins. This was quite unfortunate, because she only gained her full conscience after she literally burned up everything behind herself. So as it now stands, she only remembers her name, and nothing more. She is just little more than a confused and scared young girl, who hardly resembles anything in the galaxy (as so much stuff was spliced into her during her creation), and has powers and abilities she cannot fully comprehend. She is currently chasing answers for her many questions, stalking the knowledgeable part of the galaxy - because hey, they are smart and/or has seen a good deal, maybe they can say something valuable!


Horribly horribly underpriced. Look up some other ~160/170 pts characters, heck, look up some 200 pts characters and compare them.


Your Own Unique characters in 40K @ 2012/03/11 14:22:02


Post by: AtoMaki


felixander wrote:
..... Charge out of Marbo style deployment with 7 attacks of WS8 S6 I9 power weapons that insta kill and roll 2d6 for armour pen? For 165?!!?!?!?


With T3 and a 3+ invu, nearly anything that comes in numbers can butcher her rather easily. Azure is best used against big targets... But you know what? She pops in, kills her target and then dies from enemy shooting. Other characters that do something similar usually cost around 140 points, and either considered overpriced and trash (The Decapitator) or gives something nasty over their attack capabilities (Deathleaper). +25 points seems reasonable for me for the extra kick she can deliever, and you must also paid extra points for the required models to bring her.


Your Own Unique characters in 40K @ 2012/03/11 15:07:33


Post by: purplefood


AtoMaki wrote:
felixander wrote:
..... Charge out of Marbo style deployment with 7 attacks of WS8 S6 I9 power weapons that insta kill and roll 2d6 for armour pen? For 165?!!?!?!?


With T3 and a 3+ invu, nearly anything that comes in numbers can butcher her rather easily. Azure is best used against big targets... But you know what? She pops in, kills her target and then dies from enemy shooting. Other characters that do something similar usually cost around 140 points, and either considered overpriced and trash (The Decapitator) or gives something nasty over their attack capabilities (Deathleaper). +25 points seems reasonable for me for the extra kick she can deliever, and you must also paid extra points for the required models to bring her.

With 6 Attacks, Counter-attack, hit-and-run and I8 she'll butcher/decimate practically anything that does assault her...
Way under-priced ans also slightly over-powered as she is damn hard to kill...
I'd just shoot the crap out of her personally but with her magic appear and disappear rule that's gonna be hard to do...


Your Own Unique characters in 40K @ 2012/03/11 16:29:05


Post by: Just Dave


Even though she is relatively fragile, it's not something I can imagine anyone wanting to play against.

He rules suggest that she arrive anywhere on the board (1" from an enemy) and then proceed to assault on the turn she arrives. Having anything being able to arrive and assault without prevention isn't a nice game design IMHO and I'm sure many would agree.
That it can then disappear and reappear in the same manner is also nasty. If she is in a combat that lasts 2 turns, then she can decimate in assault, not weather shooting, then she can just disappear in her movement phase. Combined with hit and run too?

However, these combined with 6 WS8 Str 5 In8 (or 7, Str6, In9 on the charge) power weapon attacks (stats superior to a Phoenix Lord & Assassin) makes it a really unfriendly and potentially overpowered design IMHO.


Your Own Unique characters in 40K @ 2012/03/11 17:30:37


Post by: AtoMaki


Just Dave wrote:If she is in a combat that lasts 2 turns, then she can decimate in assault, not weather shooting, then she can just disappear in her movement phase.


I guess there are no such case that she will be stuck in CC for 2 rounds. She isn't good agains hordes (she can kill "only" 4 T4 opponents per phase), and she kills big targets instantly.

And in comparsion: Keeper of Secrets. It is 200 points, it can deliever the same punch (7 S6 I10 MC attacks on charge), and it is T6, W4, Sv4++ with Daemonic Assault (well, it can't assault in the turn it arrived). So essentially, it has the same hitting power, it is much more tougher, but less reliable. Well... Hm, maybe i should increase Pax's cost to 195 or 200...


Your Own Unique characters in 40K @ 2012/03/11 17:45:12


Post by: Deadshot


What if she were in combat with a Walker or an EW? Like Lysander or Draigo?


Your Own Unique characters in 40K @ 2012/03/11 17:53:18


Post by: Anvildude


Reduce here to 2 wounds and you'd have yourself a deal at 195 or 200 points. It's not any individual thing, more the combination- and she'd never be stuck in combat if she didn't wish- with Hit-and-run and I8, she's scooting whenever she wants. It is nice that she's available to pretty much any army, though.


Your Own Unique characters in 40K @ 2012/03/11 18:02:50


Post by: AtoMaki


Deadshot wrote:What if she were in combat with a Walker or an EW? Like Lysander or Draigo?


She kills any walkers within one phase, and it is very likely that Lysander, Draigo or any other EW powerhouse slays her before she can break combat.


Your Own Unique characters in 40K @ 2012/03/11 18:11:36


Post by: IHateNids


I'd happily play against her. As soon as she assaults the main 'assault-able' unit in my army, shell be MSS'd and ID herself XD


Your Own Unique characters in 40K @ 2012/03/11 18:29:31


Post by: Sasa0mg


oop


Your Own Unique characters in 40K @ 2012/03/11 21:08:22


Post by: Just Dave


AtoMaki wrote:
Just Dave wrote:If she is in a combat that lasts 2 turns, then she can decimate in assault, not weather shooting, then she can just disappear in her movement phase.


I guess there are no such case that she will be stuck in CC for 2 rounds. She isn't good agains hordes (she can kill "only" 4 T4 opponents per phase), and she kills big targets instantly.

And in comparsion: Keeper of Secrets. It is 200 points, it can deliever the same punch (7 S6 I10 MC attacks on charge), and it is T6, W4, Sv4++ with Daemonic Assault (well, it can't assault in the turn it arrived). So essentially, it has the same hitting power, it is much more tougher, but less reliable. Well... Hm, maybe i should increase Pax's cost to 195 or 200...


You may note that I didn't actually say I thought it was definitively over-powered (under-costed at the least however I'd say).

The problem I see with the concept isn't its hitting power, but its in-game application in that creating a unit that the opponent can do nothing about isn't good design IMHO. It's not that it's necessarily overpowered, under-costed or whatever, but that it's unbalanced and would be little fun to play against. It can arrive within 1" of any enemy unit and charge it (with a lot of hitting power) on the turn it arrives and your opponent can do nothing to prevent it.
That she can do this potentially multiple times is even worse IMHO.
She is only particularly vulnerable to certain units (I'd argue), but that the owning player has almost complete control over her arrival negates this IMHO.

I guess another way of putting it may be, how do you think people would react to this being an actual inclusion to the game and would you really like to/enjoy facing it?


Your Own Unique characters in 40K @ 2012/03/11 21:37:17


Post by: AtoMaki


Just Dave wrote:[
I guess another way of putting it may be, how do you think people would react to this being an actual inclusion to the game and would you really like to/enjoy facing it?


Hehe, actually, she was play tested as the part of my Blue Star Alliance Codex, and my opponents barely minded her. Mostly because they were too busy dealing with the rest of my BSA army ... She usually popped up, destroyed something nasty then died a terrible death (bolter volley after wrecking a rifleman dread, butchered by wyches after sniping Lilith and so on...).


Your Own Unique characters in 40K @ 2012/03/11 21:56:20


Post by: Sasa0mg


I probably wouldn't willingly play her :x just throwing that out there, I pay 145pts for my callidus assassin who can't even do half of what your character can for only 40-50pts more :S


Automatically Appended Next Post:
But movin on! I wanted to post my character, one from the fluff of my army so far that I'm actually working on getting completed and painted xD


Been watching this topic for forever and can't resist now Can find the model for her here in my blog too, not finished yet but yeah, http://www.dakkadakka.com/dakkaforum/posts/list/0/435536.page#4019379

Lord Commissar Viktoria Tyr | WS6 | BS4 | S3 | T3 | W3 | I4 | A3 | Ld10 | Sv5+/4+ 135pts

Wargear: Iron Halo, Master Crafted Nemesis force sword, Combi-flame pistol

Special Rules:
Stubborn – Check your rulebook!

Tactical Withdrawel – This special rule specifically affects the Summary execution rule listed below. Due to the Viktoria more unconventional means of leadership within the Imperium she has learned the value of loyalty through respect over fear and through her experiences within the 41st millennium she has also come to terms with the fact that although one can have faith in the emperor and be strong, this for the common soldier tends not to intervene the realities of death. While she will execute diserters she herself has divulged a loop hole around having to stand and fight to the death in the face of obscure odds to which failure is an almost certainty, thus “Tactical withdraw”
This is presented on the tabletop quite simply as if the leadership test of the unit is failed and they break the unit may take a leadership test off of the commissars leadership afterward which if passed allows the unit to retreat instead of directly away from there enemies but instead towards the nearest friendly unit(s)/deployment. If there are no friendly units within 24” this ability will not take effect and the commissar will have to reluctantly execute the commanding member of the unit as per the Summary execution special rule.


Summary Execution – Check your rulebook

Aura of Discipline – Check your rulebook

Unconventional Stratagem – Viktoria has somewhat of a reputation amidst the Imperium for her worth and equally as much for her unconventional interpretations of imperial rules of engagement and law. Whilst most will frown upon her works more often then not her outside of the box thinking will usually prove fruitful. As such it is very common that she will break the various strategic pre-plans that are put in place for a wide variation of engagements, as such after deployment has been done she may take a single leadership test. If passed that player may re-deploy a single unit on there side of the table with the infiltrating special rule applicable.

Gifted Beacon of the Imperium – [i]After her powerful clash alongside the aid of Grey knight paladin Malyos (another character of mine) the magnitude of the telekinetic battle of wheels against speculated only one of many of the great exalted lords of change was a cataclysmic eruption of psyker energies before its final undoing within the battle, this event barring into the subconscious of the female Commissar connecting her minorly with the psychic warp, the point to which all psykers are gifted but more importantly that of Malyos himself. This special gift allows an army in which Malyos is fielded to home in on Viktoria like that of a teleport homer allowing all deep strikes to land within 6 inches of her without scatter upon arrival. However, gifts of the psyker kind can easily become curses, as a result any daemons choosing to deep strike within 24 inches of the commissar may also use her as a teleporter homer but may not be landed within 12 inches of her actual position.


Your Own Unique characters in 40K @ 2012/03/11 22:30:46


Post by: purplefood


AtoMaki wrote:
Deadshot wrote:What if she were in combat with a Walker or an EW? Like Lysander or Draigo?


She kills any walkers within one phase, and it is very likely that Lysander, Draigo or any other EW powerhouse slays her before she can break combat.

How does she kill walkers exactly?
With S6 she needs a 6 to glance AV12...
Then a 6 to do anything really worth doing...


Your Own Unique characters in 40K @ 2012/03/11 22:32:53


Post by: Sasa0mg


she gets an extra d6 to armor pen?