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![[Post New]](/s/i/i.gif) 2012/01/19 06:20:58
Subject: Inquisitor Malkyre, custom campaign character
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Inquisitor Malkyre - 200 Points.
Inquisitor Malkyre has been an inquisitor for 300 years, though all through
his training he seemed to remain in perpetual youth. While he was an acolyte
he suddenly began to have strange visions, accompanied with them was an
unnatural strength and speed, a greater psychic presence, and oddly acute
senses. He began to wake in the middle of the night from these strange
visions, and eventually he began sensetive to the light and prone to pain
when directly in it. That is when he checked to the records and saw that his
father (A rich nobleman on a hive world) showed the same symptoms. After
some research he realized what all the facts pointed too. He was a half
vampire. Malkyre's is known by inquisitors to be a great swordsman, though
he is a good shot as well, and his senses can contribute to his abilities as
well.
Stats WS BS S T W I A Ld
7 5 3 3 3 5 3 9
Frag, Krak, and Rad grenades.
Vampiric Blade - A Daemonblade with Familiar and Vampyre rules.
Dual Plasma pistols: Profile S7 Ap2 Assault 2 at 6 inches and Assault 1 TW
at 12
Cloak of Shrouds - An artifact cloak that protects and aids his power armour
from the damaging effects of sunlight, It can also aid in keeping Dawn away
and dusk stay longer: each turn roll a dice, on the roll of a six, the night
fighting rules are in effect until your next player turn. It also grants him
a 4+ invulnerable save.
Artificer Armour
Special Rules
Unit Type: infantry
Independent Character
Eternal Warrior
Stubborn
Acute Senses.
Vampire Cult - all henchmen except for banishers, jokaero, and daemonhosts gain the Vampire rule as above, however, they do not gain the swarm of bats power unless they are already psykers
Vampire: While the night fighting rules are in affect, Malkyre's Strength
and Toughness are boosted by 1 and he has the feel no pain rule.In addition
He also gains the Swarm of Bats Psychic Power.
Bloodthirsty: If at any time malkyre's wounds are reduced to zero, he gains
the fleet, rage, and furious charge special rules, and in your player turn
must attack the closest enemy unit, and gain wounds from killing models in
combat, otherwise he is removed as a casualty.
Psyker Mastery 2 (This includes Daemonblade Farmiliar)
Psychic Powers: Warp Rift, Swarm of Bats
Swarm of Bats - Range: 18" S3 Assault 2d6
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![[Post New]](/s/i/i.gif) 2012/01/19 07:03:08
Subject: Inquisitor Malkyre, custom campaign character
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Resourceful Gutterscum
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1) You need to add when during your turn you roll to see if Night Fighting turns on (before your shooting phase, after, etc)
2)If an Acolyte ever showed even a TRACE of Vampirism, or any other type of imperfection/daemonic taint, they would be purged faster than you can say 'burn the witch".
As such, you should check with the dude running the campaign to make sure that the backstory is legit.
3) Points seem reasonable.
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![[Post New]](/s/i/i.gif) 2012/01/19 17:54:47
Subject: Re:Inquisitor Malkyre, custom campaign character
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Lord of the Fleet
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The fluff is odd, but I'll focus on the character.
WS7 is too high, I'd go with WS6. He is, afterall, just a human. A normal inquisitor is WS4, so WS6 is really good still.
Initiative 5 might be a touch high, but that's not particularly game-breaking in any way.
Now, he has too many special rules and special wargear with special stuff. A custom character should have three special things max, normally one or two special rules and one or two unique wargear options.
You have a special sword, twin plasma pistols (pretty unique), a special cloak, then eternal warrior, stubborn, acute senses, vampire cult/vampire, swarm of bats, and bloodthirsty. That's a total of nine special things going on. In comparison, Vulkan He'stan has two unique wargear items, and one special rule (twin-linked melta/flamer/hammers) that he exchanges with combat tactics. You need to cut down a lot of the special stuff your character has.
Finally, you don't need eternal warrior. Its not necessary, all it does is make it look like you don't want your character to die. As he stands, he has too much going on. Focus on doing one thing with him.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2012/01/19 18:13:59
Subject: Inquisitor Malkyre, custom campaign character
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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When I made this Character it was for a campaign where there were several over the top characters, so the EW was there because most of the characters had it, stubborn is an inquisitor rule in general, acute senses, vampire stuff, bloodthirsty and swarm of bats were all trying to represent the Vampire, I can remove the plasma pistols. I posted this from a mobile version so I didn't bother to edit it, the WS7 was also a suggested drop by a friend, and was only kept because many characters had it, I will drop it to 6.. just to give you a picture I will post up some of the other characters from the Campaign
Automatically Appended Next Post:
Also, the Vampire Cult was only active when inquisition had the most Valor Points (Campaign Thing)
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This message was edited 2 times. Last update was at 2012/01/19 18:20:31
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![[Post New]](/s/i/i.gif) 2012/01/19 18:30:20
Subject: Re:Inquisitor Malkyre, custom campaign character
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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This is Warmaster Ravenblight, later he gained a sword which allowed him to get +2 attacks, +1 to his invul and S, and a few other boost to make him more killy, and he could still get into his better form.
| Filename |
PDF_Ravenblight.pdf |
Download
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| Description |
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| File size |
280 Kbytes
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