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Made in us
Fireknife Shas'el





United States

The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.

As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.

----------------------------------------------------------
WS:2 BS:2 S:2 T:1 W:2 I:1 A:1 Ld:10 Sv: -
----------------------------------------------------------
Unit Type: Infantry (Unique)
Wargear: Ethereal hands
Special Rules: All variants of the Vessel have the Daemon special rule as per Codex: Daemons

The powers of the Vessel change according to whichever god's presence is most felt on the field:
Vessel of Fury: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Monstrous Creature. Keep tally of how many whole squads have been destroyed completely, both friendly and enemy. For each whole squad that has been destroyed, increase all of the Vessels stats by 1 (with the exception of Ballistic Skill and Leadership), including the save (since the save is currently -, the first unit destroyed would increase the save to 6+, then the next to 5+, and so on). The Vessel also gains the Furious Charge special rule and the Unholy Strength gift. All models, both friendly and enemy, within 12" of the Vessel of Fury gain the Rage special rule. Once per game, all friendly models may make a single bonus attack at the Vessels current Strength. This does not have to be all at the same time.

Vessel of Excess: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any Gifts of Slaanesh, with the exception of Aura of Aquiscence, increase the all of the stats by by 1, with the two exceptions of Weapon Skill and Initiative, which increase by two. The Vessel of Excess also has the Aura of Aquiescence and Rending claws daemonic gifts. Once per game, the Vessel of Excess may move up to D3+1 units, following the normal rules for the Pavane of Slaanesh (this power does not count towards stat increases) If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.

Vessel of Decay: If the majority of the models in your army follow Nurgle, then keep track of how many units have taken wounds from any of the Gifts of Nurgle that can wound. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes a wound from any of Nurgle's gifts, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP - hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness until the end of the next player turn. The Vessel of Decay also has the Breath of Chaos Daemonic Gift.

Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch has all of the Gifts of Tzeentch. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.

This message was edited 1 time. Last update was at 2012/04/08 16:17:00


 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

There we go! Now that is a very interesting and original character. I'd say give it Eternal Warrior lest it get one shot by a bolter =P

My biggest problem would be against the Nurgle one, as he'll gain a wound for each wound dealt making him pretty stinking powerful. But I'm not familiar enough with Daemons codex to say whether or not it's OP.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Liche Priest Hierophant






Okay, that sounds Interesting...

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in au
Alluring Mounted Daemonette





Melbourne

Quintus Licinius Cartarch, Legion Champion XX Legio, Killer of All

500 points

Quintus Cartarch was a student of swordplay for his entire life. Born into an unknown aristocratic house on an unknown planet in an unknown system, Quintus and his brother Quetzal were trained from birth in aristocratic pursuits of the nobility. Recruited together into the Alpha Legion, he quickly became renowned in the Legion as second to none when it came to swordsmanship, rivalling even the twin Primarchs. Virtually unknown outside of his Legion, he often masqueraded as Alpharius as a matter of standard practise. His tenure as Champion came to an end on Eskrador, where as fate would have it, he and his retinue were cornered by the Ultramarines, and despite his formidable skills, he fell to the vengeful gladius of Robute Guilliman.

Type: Infantry (unique)

WS8 BS6 S4 T4 W4 I7 A5 Ld10 Sv2+

Wargear: artificer armour, frag and krak grenades

Bane-of-men: Bane-of-men is Quintus Cartarch's master crafted power sword. with a long, two handed grip and a short leaf shaped blade, it makes for an unusual yet highly lethal weapon. Bane-of-men is a Master-crafted Relic Blade that inflicts Instant Death. Unlike normal Storm shields and Relic Blades, Quintus gains an extra attack for wielding 2 weapons.

Invidiosa: Invidiosa is a shield that Quintus uses in conjuncture with Bane-of-men, in the manner of champions of old. WHat his opponents don't realise, however, is that the shield is razor edged and enclosed by a power field, effectively doubling as an extra power weapon. Invidiosa is a Storm Shield. Unlike normal Storm shields and Relic Blades, Quintus gains an extra attack for wielding 2 weapons.

Special Rules: Independent Character, Fearless, Eternal Warrior

I am Alpharius: Even other Alpha Legionaries can be fooled into thinking Cartarch is the Primarch. All Friendly units are Ld10 and gain Furious Charge and Counter attack.

Blade Lord: Quintus' highly unusual combination of a storm shield strapped to his fore-arm in addition to a 2 handed short sword makes him a nightmare opponent to face. His entirely unpredictable and broken rhythm of stabs, slashes, hacks and thrusts, each capable of taking an enemy's life, makes it impossible to dodge or parry his attacks. Quintus always hits on a 2+ in combat against opponents with a WS, regardless of what that WS is. Furthermore, if fighting the same opponent, Quintus gains Preferred Enemy against that opponent from the 2nd round of combat onwards.


Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in us
Fireknife Shas'el





United States

felixander wrote:There we go! Now that is a very interesting and original character. I'd say give it Eternal Warrior lest it get one shot by a bolter =P

My biggest problem would be against the Nurgle one, as he'll gain a wound for each wound dealt making him pretty stinking powerful. But I'm not familiar enough with Daemons codex to say whether or not it's OP.
Actually, the Daemon special rule includes Eternal Warrior. And the Save value is Invulnerable. So yeah. pretty powerful. Basically, this guy is extremely weak the first game turn. Then, he starts getting better, until game turn 5, where he's the equivalent of a Greater Daemon, or perhaps even more powerful.

EDIT: After looking at the Nurgle one again, I changed it so at least three models in a unit must have wounds from any of Nurgle's gifts. Against Horde armies, this guy will be a pain.

Automatically Appended Next Post:
Anvildude wrote:Okay, that sounds Interesting...
in a good or bad way?

This message was edited 2 times. Last update was at 2012/04/08 16:22:48


 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

felixander wrote:Edited: I said things that came across as being mean for the sake of being mean. Sorry.

I'm going to assume you're a herald of Khorne sent to simply to make people angry and spread rage so that they will spill more blood for the blood god. Nothing else seems like a logical explanation.

All of the above characters are over powered and undercosted. Some more so than others. Let's look at Tzeentch's pal, the least of the overpowered ICs.
He's 50 points more than Ahriman, has a 2+ armor save, plasma pistol, Disk, +1 wound, Eternal Warrior, more powers to choose from, and Eldar's Runes of Warding.

Do you REALLY think all of that is only worth 50 points? Because I definitely don't and I think anyone else you show him will agree with that.


Now let's look at debatably the most OP one, Nurgle. So there isn't much of anything close to what he is so let's compare him to Typhus.
+2 S, +1 T, +1 W, -3 I, and gains 3++. Now I'll admit that the -3 Initiative is a big thing. Going AFTER most mech instead of before is hard. But considering what he gains on the statline alone it's definitely a huge gain.
Now he looses the Psychic powers which are another loss to consider, as well as grenades. So definitely have to keep that in mind. BUT. He becomes an Eternal Warrior. That's a big points hike. He becomes S8 in melee... So you can wound Trygons on a 2+ and ID them? No. Just no. OH and he gives THE ENTIRE ARMY Feel No Pain? That is absolutely ridiculous. Remove the FNP army and he'd still be OP.
S8 T6 2+/3++ FNP are the kind of things that make these characters you posted unplayable. And honestly. I think that a lot of players would simply refuse to play you at all after even requesting to play one of these.

Please put more thought into whether an IC is fun to play against too. You might enjoy having an unbeatable behemoth, but if no one will play you how fun is that?


I don't actually play CSM, I just tried to make a theme. Just going to edit it and +100 pts to everyone.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Excited Doom Diver






Shrewsbury

Sergeant Bilko

Bilko is an upgrade character for any unit of Ratling snipers. He costs +5 points and has the following special rules and stats:


WS – 2 BS – 4 S – 2 T – 2 W – 1 I – 4 A – 1 Ld – 6 Sv – 5+ infantry, upgrade character
flak armour, sniper rifle, laspistol
Black Marketeer, Naturally Cautious, Nervous in the Service, Infiltrate, Stealth


Black Marketeer: Bilko is a scrounger without equal. Sadly this works to the detriment of his army but more happily Bilko's unit tend to benefit. At the start of the player’s deployment roll d6 and consult the following table: Any equipment Bilko’s unit has ‘acquired’ may be used by them, and only by them, in the game:

1 – What? No loot? Sometimes even Bilko comes up short...
2 – Dig In! Bilko has snaffled another unit’s petrol and rations. Randomly select a unit from the army. If it is a vehicle or squadron then it must roll d6 every time it moves, on a roll of 1 it runs out of petrol and is immobilised (this is done before rolling for difficult or dangerous terrain); infantry are fainting with hunger and so treat clear terrain as difficult and difficult terrain as dangerous. If an infantry unit has a dedicated transport, both suffer! Bilko’s men, however, are living the life of Riley. They may not move voluntarily during the game but, if deployed in cover ,they count as being in a fortification. Also, they can use the petrol for Molotov cocktails and so count as having defensive grenades if charged.
3 – Those schmucks! Short of cash, Bilko has been playing cards for ammo. Randomly select a unit of troops. That unit must now re-roll successful all to-hit rolls, Bilko’s unit may re-roll any failed to-hit rolls.
4 – Nice Duds! Bilko has acquired extra camouflage for his men, adding one to their cover save and allowing them a 6+ cover save even in the open. Sadly he has had to sell another unit’s armour to get this gear. Randomly select one unit of troops: the selected unit lose their armour save for the duration of the game.
5 – Taxi! Randomly select a transport vehicle from amongst the army (this may be a dedicated transport). The owning unit lose it; Bilko’s squad now treat this vehicle as their dedicated transport (even if it is not normally designated as such) and must be deployed inside it or enter play inside it. No other unit may enter this vehicle unless Bilko’s squad are destroyed.
6 – Ooh, Shiny! Randomly select a unit of troops. All the unit’s weapon and equipment upgrades (even if unusable by Bilko’s men) are transferred to Bilko’s squad and assigned amongst them as the player chooses.

Naturally Cautious: If Bilko takes an unsaved wound, his unit scatters in panic and is destroyed. But Bilko has an uncanny knack of surviving due to his extreme caution (unkind people call it cowardice). Every turn, at the start of the Guard player’s turn, roll d6. On a roll of 1, Bilko may be placed anywhere on the battlefield more than 12” from an enemy unit.

Nervous in the Service: Bilko dislikes combat. If his unit is charged, they will automatically fall back 2d6” before the enemy makes contact unless they are in a fortification (including benefiting from Dig In!) or are in a vehicle. If his unit goes to ground, they may re-roll any failed cover save.

This message was edited 2 times. Last update was at 2012/04/09 18:09:40


Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Captain Sendroth, Master of Sieges - 350pts
Unit type: Infantry
Unit Compostion: 1 (Unique)

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

Wargear:
Artificer Armour: Sendroth wears a suit of ancient, unique armour that can turn aside even the harshest of blows. Incarael has a 2+ armour save.
Tesla Field: Sendroth has a device fitted into his armour that creates a personal shield of electricity that can deflect almost all blows. Incarael has a 4+ invulnerable save.
Plasma Pistol
Sanguine Halberd: As a captain of the 9th company, Sendroth is the bearer of the Sanguine Halberd, a fabled weapon that consists of a massive chain blade attached to the end of a staff. This weapon is dangerous in the hands of any person. In the hands of a veteran, however, it becomes truly lethal. The Sanguine Halberd is a 2 handed close combat weapon which adds 2 Initiative to the bearer in combat, and has the Rending special rule.
Bloodstrike Storm: Sendroth has many weapons of war at his disposal. Foremost amongst these is the Bloodstrike Storm, a hail of Bloodstrike missiles launched by high flying Stormraven Gunships. Once per battle, Sendroth may forsake all other actions except fighting to launch a Bloodstrike Storm, using the following profile: Str 8, AP 1, Large Blast, Ordnance D3.

Special Rules:
Independent Character: Sendroth is an Independent Character as stated in the Warhammer 40,000 Rulebook
Fearless: Sendroth is a veteran of many wars. He has become used to the heat of battle, and therefore has the Fearless Special Rule as detailed in the Warhammer 40,000 Rulebook.
Master of Sieges: Sendroth is the captain of the 9th company and a master of siege warfare, preferring to fight from afar rather than in a close, bloody assault. In an army that includes Incarael, 1 Devastator Squad counts as a Troops choice.

Fluff coming soon.

This message was edited 2 times. Last update was at 2012/04/10 18:54:25


BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Fireknife Shas'el





United States

So after going over C:SM and C:GK, I realized that Arakor has far more in common with Imperial Assassins than anything else. He's not the CM anymore, he's the Master at Arms. This new guy is the Chapter Master.

FK fluff:
Spoiler:

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, Pyralis, 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 Tu'Shan and Pyralis 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 Pyralis 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" side 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.


Arakor, Master at Arms of the Forge Knights..........................................................200 points

Fluff
Spoiler:

By all respects, Arakor should not even be a Space Marine. A weaker, yet strangely quicker than average Space Marine scout, his only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, Incubi, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of a damn after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.

However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he leapt over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, they not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another month before Arakor was declared the new Master at Arms.

As Master at Arms, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar. His time in the arena was superior to any training he could have gotten as a Space Marine; now, he is as swift as the best Imperial assassin and just as deadly.

Stats
Spoiler:

-----------------------------------------------------------
WS:8 BS:5 S:3 T:4 W:2 I:7 A:4 Ld:10 Sv: 4+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor

The Kings of Death: The Kings of Death are twin Chakrams that are sheathed in a powerful energy field. They add +1 attack and count as lightning claws that always wound on a 4+, regardless of the opponents toughness, as the dozens of lacerations that Arakor can put out becomes outright evisceration within the span of a few seconds.

Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. By itself, it is hardly noteworthy, only providing about as much protection as Scout carapace armor. However, it incorporates a sort of clone field, making it seem as though he is somewhere he is not. Once per turn, in the beginning of the shooting phase, Arakor may activate this field. While the field is active, Arakor cannot be hit with anything less than a 5+.

Special Rules: Counter-Attack, Agile, Independent Character, Combat Tactics, And They Shall Know No Fear, Preferred Enemy (Dark Eldar)*, Fearless

Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has 4+ Invulnerable save which cannot 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. If Arakor Deep Strikes, and is not part of a unit, he may act normally that turn.

Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play and reverting back to all Dark Eldar if Drazhar is killed.

Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:

------------------------------------------------------------------------------
WS:6 BS:5 S:4(7) T:4(7) W:3(4) I:5 A:3(4) Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor

Shard of the Titan: Crafted by Pyralis from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic. However, the blade is indeed quite sentient. When the blade is firmly within his grasp, pure energy floods his body, as if the very fabric of the universe itself was holding him together, increasing his already sturdy and strong form far beyond its normal limits. The Shard of the Titan is a Relic Blade that strikes at strength 7 and adds +1 Attack. Pyralis gains 3 Toughness, 1 Wound, and a 4+ Invulnerable save. The increase in toughness does affect Pyralis’ toughness for the purposes of instant death.

At first, it might seem that Pyralis has managed to find himself the perfect weapon; when wielding the blade, he is unto a god. But not is all that it seems, for the blade very desperately seeks to become whole again, to feast on the stars again, and as long as the blade is in his hands Pyralis can feel the touch of the shard on his mind. For every game turn after the first, take a leadership test, reducing Pyralis’ leadership by the game turn number. If this Leadership test is failed, Pyralis instantly makes a Fall Back move. After this move is done he may act normally in his next turn. This test is taken at the end of the game turn and before the start of the next one. The Fall Back move may force Pyralis to leave both his unit and any combat he may be in, as the shard has temporarily taken control of his mind. If he fails the test, that Leadership value then becomes his new Leadership value. If Pyralis is reduced to 1 Leadership in this manner, he must make a last ditch effort to regain control of his mind. He must make one final Leadership test on a 4D6 at his original Leadership, assuming he has not already walked off of the board. If he passes, his Leadership goes back to 10 and he may instantly make a 12” move in any direction instead of moving normally during the movement phase. If he does not pass this final test, he is removed from play with no saves of any kind allowed, as the Shard has temporarily taken his mind from him and the blade must be pried from his hands when the battle is over.

Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company

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 Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

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

Artificer Company: There are no Terminators in the Forge Knights. Instead, all members of the Forge Knights 1st company wear Artificer armor. If Pyralis is leading the army, Terminators may not be taken. Instead, up to three units of Honor Guard may be taken as Elites in addition to the unit of Honor Guard Pyralis may take. They use the following profile:
Spoiler:

200 points............... may take up to 5 additional Honor Guard for 40 points each
----------------------------------------------------------------------------------------
Honor Guard Sergeant WS:5 BS:4 S:4 T:4 W:1 I:4 A:3 Ld:10 Sv: 2+
Honor Guard ...............WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:10 Sv: 2+
----------------------------------------------------------------------------------------
Unit Type: Infantry
Composition: 1 Honor Guard Sergeant and 4 Honor Guard
Wargear: Artificer Armor, Power Weapon, Frag and Krak Grenades, Boltgun, Bolt Pistol
Special Rules: And They Shall Know No Fear, Combat Tactics, Relentless
Options:
Any model may replace their power sword and Bolt Pistol with
-Relic Blade and Iron Halo.....................+10 points
-Thunder Hammer and Storm Shield.....+5 points
For every 5 models in the unit, one may replace their weapons with
-Heavy Bolter...............................................+5 points
-Heavy Flamer or Multi-Melta....................+5 points
-Plasma Cannon.....................................+15 points
-Assault Cannon......................................+30 points
-Conversion Beamer..............................+35 points

   
Made in cn
Screaming Shining Spear





Hagerstown, MD

McNinja wrote:So after going over C:SM and C:GK, I realized that Arakor has far more in common with Imperial Assassins than anything else. He's not the CM anymore, he's the Master at Arms. This new guy is the Chapter Master.

FK fluff:
Spoiler:

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, Pyralis, 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 Tu'Shan and Pyralis 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 Pyralis 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" side 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.


Arakor, Master at Arms of the Forge Knights..........................................................200 points

Fluff
Spoiler:

By all respects, Arakor should not even be a Space Marine. A weaker, yet strangely quicker than average Space Marine scout, his only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, Incubi, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of a damn after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.

However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he leapt over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, they not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another month before Arakor was declared the new Master at Arms.

As Master at Arms, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar. His time in the arena was superior to any training he could have gotten as a Space Marine; now, he is as swift as the best Imperial assassin and just as deadly.

Stats
Spoiler:

-----------------------------------------------------------
WS:8 BS:5 S:3 T:4 W:2 I:7 A:4 Ld:10 Sv: 4+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor

The Kings of Death: The Kings of Death are twin Chakrams that are sheathed in a powerful energy field. They add +1 attack and count as lightning claws that always wound on a 4+, regardless of the opponents toughness, as the dozens of lacerations that Arakor can put out becomes outright evisceration within the span of a few seconds.

Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. By itself, it is hardly noteworthy, only providing about as much protection as Scout carapace armor. However, it incorporates a sort of clone field, making it seem as though he is somewhere he is not. Once per turn, in the beginning of the shooting phase, Arakor may activate this field. While the field is active, Arakor cannot be hit with anything less than a 5+.

Special Rules: Counter-Attack, Agile, Independent Character, Combat Tactics, And They Shall Know No Fear, Preferred Enemy (Dark Eldar)*, Fearless

Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has 4+ Invulnerable save which cannot 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. If Arakor Deep Strikes, and is not part of a unit, he may act normally that turn.

Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play and reverting back to all Dark Eldar if Drazhar is killed.

Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:

------------------------------------------------------------------------------
WS:6 BS:5 S:4(7) T:4(7) W:3(4) I:5 A:3(4) Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor

Shard of the Titan: Crafted by Pyralis from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic. However, the blade is indeed quite sentient. When the blade is firmly within his grasp, pure energy floods his body, as if the very fabric of the universe itself was holding him together, increasing his already sturdy and strong form far beyond its normal limits. The Shard of the Titan is a Relic Blade that strikes at strength 7 and adds +1 Attack. Pyralis gains 3 Toughness, 1 Wound, and a 4+ Invulnerable save. The increase in toughness does affect Pyralis’ toughness for the purposes of instant death.

At first, it might seem that Pyralis has managed to find himself the perfect weapon; when wielding the blade, he is unto a god. But not is all that it seems, for the blade very desperately seeks to become whole again, to feast on the stars again, and as long as the blade is in his hands Pyralis can feel the touch of the shard on his mind. For every game turn after the first, take a leadership test, reducing Pyralis’ leadership by the game turn number. If this Leadership test is failed, Pyralis instantly makes a Fall Back move. After this move is done he may act normally in his next turn. This test is taken at the end of the game turn and before the start of the next one. The Fall Back move may force Pyralis to leave both his unit and any combat he may be in, as the shard has temporarily taken control of his mind. If he fails the test, that Leadership value then becomes his new Leadership value. If Pyralis is reduced to 1 Leadership in this manner, he must make a last ditch effort to regain control of his mind. He must make one final Leadership test on a 4D6 at his original Leadership, assuming he has not already walked off of the board. If he passes, his Leadership goes back to 10 and he may instantly make a 12” move in any direction instead of moving normally during the movement phase. If he does not pass this final test, he is removed from play with no saves of any kind allowed, as the Shard has temporarily taken his mind from him and the blade must be pried from his hands when the battle is over.

Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company

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 Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

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

Artificer Company: There are no Terminators in the Forge Knights. Instead, all members of the Forge Knights 1st company wear Artificer armor. If Pyralis is leading the army, Terminators may not be taken. Instead, up to three units of Honor Guard may be taken as Elites in addition to the unit of Honor Guard Pyralis may take. They use the following profile:
Spoiler:

200 points............... may take up to 5 additional Honor Guard for 40 points each
----------------------------------------------------------------------------------------
Honor Guard Sergeant WS:5 BS:4 S:4 T:4 W:1 I:4 A:3 Ld:10 Sv: 2+
Honor Guard ...............WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:10 Sv: 2+
----------------------------------------------------------------------------------------
Unit Type: Infantry
Composition: 1 Honor Guard Sergeant and 4 Honor Guard
Wargear: Artificer Armor, Power Weapon, Frag and Krak Grenades, Boltgun, Bolt Pistol
Special Rules: And They Shall Know No Fear, Combat Tactics, Relentless
Options:
Any model may replace their power sword and Bolt Pistol with
-Relic Blade and Iron Halo.....................+10 points
-Thunder Hammer and Storm Shield.....+5 points
For every 5 models in the unit, one may replace their weapons with
-Heavy Bolter...............................................+5 points
-Heavy Flamer or Multi-Melta....................+5 points
-Plasma Cannon.....................................+15 points
-Assault Cannon......................................+30 points
-Conversion Beamer..............................+35 points



Ok so the first guy you've edited a lot from his original form. The second guy is interesting but he's as T7? I know he has some big drawbacks, but once he's infront of the enemy it doesn't matter as much. I think t6 is a lot more reasonable. Now the obvious problems come up: how do you get him in front of the enemy? Deep strike him in and there's a 50% chance he'll not come in till turn 3 and won't get to charge till Turn 4. But put him in a drop pod with some of the Honour Guard.... Then he quickly seems over powered. I would simply suggest you look at him more. I won't say anything else other than Devastators as Troops? I believe it's been brought up in this thread before, but that's pretty crazy. Whenever GW uses that trick its always Elite or Fast Attack for a reason (correct if I'm wrong, don't know every codex inside and out).

Now for the Honour guard. You really think that upgrading from a power sword to a Thunder Hammer is only 5 points? And bolt pistol to SS is free? Relic blade and Iron Halo for 10? Yes an assault Termies is 45 points for hammer/SS but they're twice the size, can't do sweeping advances, have a bigger footprint on DS, -1 LD, and some other lesser differences. Options need to be bumped up in points cost. TH/SS combo is 50 points for an Honour guard (-10 for power weapon) but only costs you 5?

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Fireknife Shas'el





United States

Actually, TH/SS termies are still 40 points a pop. I will increase the cost of the Honor Guard, though. Probably 50 points a model. What do you mean Devastators as Troops?

Also, how familiar are you with the new Necron codex? Specifically with C'tan Shards? Because the stat bonuses increase Pyralis' stats to match a C'tan Shard, with the exception of WS and I, which are both one point higher than a Shards. Also, I was going to use Drop Pods, probably 3, to get some stuff in on turn one, although the LRC was a very viable option for getting in close.
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

McNinja wrote:Actually, TH/SS termies are still 40 points a pop. I will increase the cost of the Honor Guard, though. Probably 50 points a model. What do you mean Devastators as Troops?

Also, how familiar are you with the new Necron codex? Specifically with C'tan Shards? Because the stat bonuses increase Pyralis' stats to match a C'tan Shard, with the exception of WS and I, which are both one point higher than a Shards. Also, I was going to use Drop Pods, probably 3, to get some stuff in on turn one, although the LRC was a very viable option for getting in close.


I'm familiar with the Necrons Codex and that they can't deep strike or take drop pods or transports. Even so his stats shouldn't be equal to a Ctan shard unless he becomes one.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Fireknife Shas'el





United States

That's the thing. When he's holding the blade, he basically becomes the C'tan Shard. It literally floods him with power. As with the first guy, this is probably not exactly how he'll end up being.

Would making him an MC be any better? No transports, not Drop Pods, meaning he can only DS or start on the table and footslog. He would also have 2d6 pen, though.
   
Made in us
Slippery Scout Biker





Thrasius leads the Scythes of the Emperor. Just took a quick stab at some cool rules for him

Chapter Master Thrasius 225 Points
WS BS S T W I A Ld Sv
6 5 4 4 3 5 3 10 2+

Special Rules
And They Shall Know No Fear, Combat Tactics, Independent Character, Eternal Warrior, Orbital Bombardment, Preferred Enemy (Tyranids)

Chapter Tactics: If you include Thrasius then all units in your army lose the Combat Tactics special rule. Instead, all units in your army will re-roll any To Hit rolls of a 1 in close combat. If more than one unit in your army has the Chapter Tactics special rule, you must choose which version will apply.

Wargear
Terminator armour, iron halo

The Reaper’s Hands: These are a pair of master-crafted lightning claws. They also bestow Thrasius with an extra D3 Attacks in close combat (rolled for at the beginning of each round of combat). In addition, if a model suffers one or more unsaved wounds from Thrasius’ close combat attacks, it must immediately pass a Leadership test on 3D6 or suffer instant death.

Hope you like him! I imagine I'd use the Chaos Space Marines Terminator Lord lightning claws to represent the Reaper's Hands

This message was edited 2 times. Last update was at 2012/04/10 07:25:11


 
   
Made in gb
Longtime Dakkanaut





United Kingdom

Amongst the Sons of Sangiunius there is no short supply of heroes, and legends of war.
Tales of victories against all odds, and feats of heroism nothing short of god like. But no such warrior
has a history of battles steaped in glory as Brother N'aem. No warrior, war-boss or even army has stood victorious
against the wrath of N'aem. Brother N'aem will often teleport into battle, prefering to land into the fray than wait
for the enemy to advance, hacking and slashing with his lighting claws, with such a furious rage, that it has lead some
members of the Sanguinary Priesthood and the Reclusiam to question his sanity. Nontheless Brother N'aem, is one of the
Angels finest.

Name Brother N'aem Points 215

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


Unit Composition:
1(Unique)

Unit Type:
Infantry

Wargear:
Terminator Armour
Lightning Claws(Pair)
Teleport Homer
Iron Halo

Special Rules:
And They Know No Fear
Independent Character
Teleport Probe
Wrath of Sanguinius


Teleport Probe.
If N'aem is held in reserve and is arriving via Deep Strike, he can send down a teleport homer
as a probe, during turn one, using the normal Deep Strike Rules, and scatter. If the probe
scatters and lands in dangerous terrain it is lost and has no effect, if it survives the landing
N'aem may deepstrike using the normal rules for a teleport homer.

Wrath of Sanguinius: When Brother N'aem charges into assualt with an enemy unit he does so with such a furiosity that,
any friendly units he has joined, or within 6" gains the Furious Charge USR, and any friendly units that N'aem
has joined with, during the turn they charge gain FnP for that players assualt phase. If the enemy survives the assualt and it carries to the next player turn, they unit no longer has FnP. N'aem only passes FnP on, and does not benefit from the FnP.

This message was edited 4 times. Last update was at 2012/04/10 20:46:39


   
Made in gb
Fixture of Dakka






Dorset, Southern England

Force Weapon Lightning Claws? O......kay.

This guy is just simply broken to a degree of insanity.

He's like a Sanguinary Priest, wrapped in an Epistolary Librarian, complete with his own teleport homer and can use 3 powers a turn.

This guy... this guy is broken to a point where it's not even funny. JUST DON'T USE IT.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Ichor-Dripping Talos Monstrosity






No idea on balance, don't know about the fluff, but call him N'aem. (Pronounced Na-ay-em)

This message was edited 2 times. Last update was at 2012/04/10 17:11:21


   
Made in gb
Longtime Dakkanaut





United Kingdom

BlapBlapBlap wrote:Force Weapon Lightning Claws? O......kay.

This guy is just simply broken to a degree of insanity.

He's like a Sanguinary Priest, wrapped in an Epistolary Librarian, complete with his own teleport homer and can use 3 powers a turn.

This guy... this guy is broken to a point where it's not even funny. JUST DON'T USE IT.


It's still a work in progress, so anything constructive would be usefull, I fully intended to convert a model up for this character and I have the parts on the way. I'm just trying to develop a set of rules that I can use with him. So what I've done is put together a set of rules, which are based on what I can imagine this guy doing, and obviously for a start they won't be perfect. But I thought with the help of the people of Dakka, I could sculpt him into a balanced and usable character.

I've edited his stats, and took away his Psyker, and all corresponding abilities. Let me know what you think. Also added fluff.


Automatically Appended Next Post:
Ovion wrote:Call him N'aem. (Pronounced Na-ay-em)


Meaning? and it doesn't sound overly Blood Angels-esq. Thanks for the idea though, best I have so far

This message was edited 3 times. Last update was at 2012/04/10 17:33:22


   
Made in gb
Ichor-Dripping Talos Monstrosity






I don't know what sounds Blood Angely or not.
I'm firmly a Xenos player.

It's just Name. It means name. That's his name. Naem. *whistles and shuffles on*

   
Made in gb
Longtime Dakkanaut





United Kingdom

Ovion wrote:I don't know what sounds Blood Angely or not.
I'm firmly a Xenos player.

It's just Name. It means name. That's his name. Naem. *whistles and shuffles on*


Ha brilliant, I was a bit slow catching on to that one. I shall use it, for now at least. Thanks.

   
Made in gb
Fixture of Dakka






Dorset, Southern England

Call him Lucius.


Automatically Appended Next Post:
Yeah, that seems more balanced. The Wrath of Sanguinius rule is still quite broken, however.

Maybe get rid of FnP.

This message was edited 1 time. Last update was at 2012/04/10 18:25:58


BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

BlapBlapBlap wrote:Captain Sendroth, Master of Sieges - 350pts
Unit type: Infantry
Unit Compostion: 1 (Unique)

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

Wargear:
Artificer Armour: Sendroth wears a suit of ancient, unique armour that can turn aside even the harshest of blows. Incarael has a 2+ armour save.
Tesla Field: Sendroth has a device fitted into his armour that creates a personal shield of electricity that can deflect almost all blows. Incarael has a 4+ invulnerable save.
Plasma Pistol
Sanguine Halberd: As a captain of the 9th company, Sendroth is the bearer of the Sanguine Halberd, a fabled weapon that consists of a massive chain blade attached to the end of a staff. This weapon is dangerous in the hands of any person. In the hands of a veteran, however, it becomes truly lethal. The Sanguine Halberd is a 2 handed close combat weapon which adds 2 Initiative to the bearer in combat, and has the Rending special rule.
Bloodstrike Storm: Sendroth has many weapons of war at his disposal. Foremost amongst these is the Bloodstrike Storm, a hail of Bloodstrike missiles launched by high flying Stormraven Gunships. Once per battle, Sendroth may forsake all other actions except fighting to launch a Bloodstrike Storm, using the following profile: Str 8, AP 1, Large Blast, Ordnance D3.

Special Rules:
Independent Character: Sendroth is an Independent Character as stated in the Warhammer 40,000 Rulebook
Fearless: Sendroth is a veteran of many wars. He has become used to the heat of battle, and therefore has the Fearless Special Rule as detailed in the Warhammer 40,000 Rulebook.
Master of Sieges: Sendroth is the captain of the 9th company and a master of siege warfare, preferring to fight from afar rather than in a close, bloody assault. In an army that includes Incarael, Devastators count as Troops



Your biggest problem is the bolded part...
At best make it that 1 Dev squad counts as troops not any...

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Fixture of Dakka






Dorset, Southern England

Done.

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Stealthy Kroot Stalker






U.S.

The Tears of the Plague - a Sorcerer of Nurgle that has followed the Plague Father of countless millenia. He has served so long that he is little more than a puss filled suit of armour. Such is his ruthlessness and control of the dark magics of the warp that his enemies are often reduced to nothing be blood and ooze splattered on his cold visage, giving him his name.

230pts
WS5 BS4 S4 T5 W4 I4 A2 Ld10 Sv3+

Power Armour
Bolt Pistol w/ Plague Bolts - S4 or 4+ Poison
Plague Glaive - Force Weapon that wounds on a 4+. Against vehicles. You may forfeit all attacks to make a single attack that glances on a 4+ and penetrates on a 6.

Psyker Level 2(two spells per player turn)
Nurgle's Blessing: FNP and 4++
Independent Character

Psychic Powers:
Wind of Chaos
Blackened Skies - Cast in your movement phase. Place two markers up to 3d6"" apart and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Summon Plague Flies - Summon D3 Plague Fly bases.
Plague Flies WS2 BS- S2 T3 W4 I10 Ld5 A2 Sv-
Type: Cavalry Special Rules: FNP and Rending
Flies are based so that each base is within 6" of the TotP or 2" of his attached unit.

This message was edited 4 times. Last update was at 2012/04/12 18:38:24


 
   
Made in gb
Longtime Dakkanaut





United Kingdom

BlapBlapBlap wrote:Call him Lucius.


Automatically Appended Next Post:
Yeah, that seems more balanced. The Wrath of Sanguinius rule is still quite broken, however.

Maybe get rid of FnP.


I was genuinely considering Lucius or Lucifer.

I have edited the Wrath of Sanguinius rule, so that the FnP is only during the turn that he and the unit he has joined assualts.

   
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Screaming Shining Spear





Hagerstown, MD

acekevin8412 wrote:The Tears of the Plague - a Sorcerer of Nurgle that has followed the Plague Father of countless millenia. He has served so long that he is little more than a puss filled suit of armour. Such is his ruthlessness and control of the dark magics of the warp that his enemies are often reduced to nothing be blood and ooze splattered on his cold visage, giving him his name.

200pts
WS5 BS4 S4 T5 W4 I4 A2 Ld19 Sv3+

Power Armour
Bolt Pistol w/ Plague Bolts - S4 or 4+ Poison
Plague Glaive - Force Weapon that wounds on a 4+. Against vehicles. You may forfeit all attacks to make a single attack that glances on a 4+ and penetrates on a 6.

Psyker Level 2(two spells per player turn)
Nurgle's Blessing: FNP and 5++

Psychic Powers:
Summon Plague Flies - Summon D3 Plague Fly bases.
Plague Flies WS2 BS- S2 T2 W3 I10 Ld5 A2 Sv-
Type: Cavalry Special Rules: FNP and Rending
Foul Miasma - Shooting Attack
Template SX AP- Pinning
Models under the template must take a Toughness test or lose a wound with no armour saves allowed. Cover and Invulnerable saves are allowed.



Leadership 19? Pretty crazy overall he's just a crappy scarab farm though, only 2 melee attacks.... Unless I'm missing something this guy does not sound scary at all. Original rules with balance? You get a gold star, friend. Might want to make a not about where the flies come into play and that they don't count as a KP... That'd screw you over big time haha Eldar, tau and IG will hate them but everything else will 1 shot a base of them.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
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Liche Priest Hierophant






I'd at least make the Flies T3 or 4. It is Nurgle, after all, and might help make him a little better to use.

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Screaming Shining Spear





Hagerstown, MD

Anvildude wrote:I'd at least make the Flies T3 or 4. It is Nurgle, after all, and might help make him a little better to use.


T3, T4 is getting kinda crazy for flies. I don't think you'd even need to price hike the character honestly.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Fireknife Shas'el





United States

I would agree with T3, if only so they don't get Insta-killed by Bolters.
   
Made in us
Fireknife Shas'el





United States

Updated Pyralis (still need a last name for the guy...) To get his point cost, I took a standard CM, gave him Artificer armor, a relic blade, and a MM (from the devastators options), then adjusted because he can kill himself. It'll be great when I can run this guy + Pedro Kantor together. Chapter cooperation FTW.


Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:

------------------------------------------------------------------------------
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor, Iron Halo

Shard of the Titan: Crafted from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic, though its power rivals the most powerful daemon weapons. The Shard of the Titan is a Relic Blade whose hits are resolved at strength 7. The blade may also release a powerful blast of energy, capable of tearing through the toughest armors. This is a shooting attack that has the following profile:
R:24” S:6 AP:1 Assault 1, Melta

But that is not the full extent of the blades power. Once per game, Pyralis may call upon the full power of the Shard, becoming unto a god. If Pyralis chooses to do this, he must take a leadership test on 3d6 and remove the d6 with the highest result. If he fails, he is Pinned, as he loses control of the power within and must try to contain it. If, after failing the first time, he attempts again and fails again, he immediately explodes with the power of a sun and is removed from play, causing all models (friendly and enemy) within d6+1” to take a S4 AP1 hit. He is not permanently dead though, as this would not be the first time that the Shard has knit Pyralis’ form back together. However, if he passes the first time, his Unit Type changes to Monstrous Creature and his profile changes to the following:
----------------------------------------------------------
WS:6 BS:5 S:7 T:7 W:4 I:5 A:4 Ld:10 Sv: 4++
----------------------------------------------------------
While in this form, he is not affected in any way by dangerous or difficult terrain. Over time, however, the power of the Shard will start to burn Pyralis out, as his human form, though enhanced, cannot bear the strain for long. At the end of each game turn, Pyralis must take a Leadership test as described above. If he fails, he takes a wound with no saves of any kind allowed. If he fails twice in a row, he does not explode, but rather is completely spent. The power burns him out, causing him to fall unconscious. He now becomes an additional objective. In games that do not use objectives, if the opponent controls Pyralis’ body at the end of the game (following all the normal rules for controlling and contesting objectives) they gain an additional Kill Point.

Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company

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 Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.

Artificer Company: There are no Terminators in the Forge Knights. Instead, members of the Forge Knights 1st company wear their own, personally crafted suit of Artificer Armor. If Pyralis is leading the army, all Terminators must instead wear Artificer Armor for +10 points per Terminator (they maintain their 5+ Invulnerable save and the Relentless special rule, as their Crux Terminatus is still very much part of their armor). Terminator Squads may purchase Conversion Beamers for +35 points, following the normal rules for replacing weapons. Terminator Assault squads may swap their Lightning Claws for a Relic Blade and an Iron Halo for +5 points per model. Also, Sternguard and Vanguard Veterans may wear Artificer Armor for +5 points per model.

   
 
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