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Made in za
Fixture of Dakka




Temple Prime

Chowderhead wrote:
Kain wrote:
Chowderhead wrote:I would bump him up to 450 points and would take away the 2+ to wound. He's S7 already, and making him wound like that would make him massively OP.

Attacks at 5, and make him a Invul save only character.

Take away the +2 Furious Charge on everything. Make it +2 attacks.

Pinning seems silly in CC. Maybe have them take a Ld test on a -2 modifier?

Okay, edited, is that any better?

Much!

Alright, since I've already made the Slaugth's ultra expensive beatstick HQ, what would you recommend I create next for the Worms?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Inquisitor Tal - 75pts

Inquisitor Tal may be purchased as part of a unit of Henchmen

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

Unit Type - Infantry

Unit Composition - 1 (Unique)

Wargear - The Swords of Margear, Carapace Armour, Bolt Pistol

The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits. They also provide Tal with a 6+ Invulnerable save.

Special Rules - Utter Devotion

Utter Devotion - Any unit that includes Tal is Fearless

This message was edited 2 times. Last update was at 2012/05/03 19:02:37


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
Proud Triarch Praetorian





CalasTyphon216 wrote:++stuff about fantasy++
This is a 40k character thread, read the title

This message was edited 1 time. Last update was at 2012/05/03 16:36:21


Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in za
Fixture of Dakka




Temple Prime

Alright, I'm going to run some tests for these characters in mathhammer.

First up, Atushkar vs the Swarmlord

Atushkar barely edges out the swarmy even on a charge, dealing 2.7 wounds, while the swarmlord deals 2 wounds back. Outside of a charge, the Swarmlord would win the assault phase by one wound (1.85 vs 2) on average. If the swarmlord charges, it'd win the assault (1.85 vs 2.5 wounds) rather handily. The big deciding factor in the swarmlord's advantage is it's stupendously high weapon skill stat, rendering Atushkar barely able to hit the Swarmy. Additionally, it's ability to force Atushkar to reroll his invulnerable saves is a deciding factor. I don't think that FNP would apply for Atushkar against the Swarmlord's boneswords, so correct me if I'm wrong.

Anyway, I was using this app. http://www.mathhammer40k.com/melee/infantry

So in conclusion, Atushkar looks horrifically nasty in melee, there are significantly cheaper special characters who'd put a hurting on him in melee.

So, any other opinions on Kay-yuss?

This message was edited 2 times. Last update was at 2012/05/03 16:46:38


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Personally I prefer Heresy Combat Calculator.
It's a tad clearer and a nicer layout than the mathhammer40k one.

Though I would like one I can do AV 1+ on instead of the AV 10-14 you currently have.

   
Made in za
Fixture of Dakka




Temple Prime

Ovion wrote:Personally I prefer Heresy Combat Calculator.
It's a tad clearer and a nicer layout than the mathhammer40k one.

Though I would like one I can do AV 1+ on instead of the AV 10-14 you currently have.

I'll check it out.

Now, what other prominent beatstick characters should I test Kay-yuss out against? I can get pretty much any codex off of the shelf so that isn't a worry.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Regular Dakkanaut





Exion slaneshes chosen son

200p

ws bs s t a i ld sv
5 4 4 5 6 10 10 3+

special rules
fearless
4+ invun
slanneshes chosen

slanneshes chosen
Exion gets to re-roll all armour and invun save rolls of 1

wargear
frag and krak grenades
cleaver
personal icon
doom siren
mark of slaanesh (included on profile)
perfume on slaanesh

cleaver
one of slaneshes own swords this is poisoned 2+ and rending

perfume on slannesh
all enemy's in combat are reduced to initive 1

what do you think to OP

   
Made in gb
Proud Triarch Praetorian





@warrior lord, not bad.

@Kain: try a C'tan shard. WS5 S/T 7 A5 4++

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in za
Fixture of Dakka




Temple Prime

warrior lord wrote:Exion slaneshes chosen son

200p

ws bs s t a i ld sv
5 4 4 5 6 10 10 3+

special rules
fearless
4+ invun
slanneshes chosen

slanneshes chosen
Exion gets to re-roll all armour and invun save rolls of 1

wargear
frag and krak grenades
cleaver
personal icon
doom siren
mark of slaanesh (included on profile)
perfume on slaanesh

cleaver
one of slaneshes own swords this is poisoned 2+ and rending

perfume on slannesh
all enemy's in combat are reduced to initive 1

what do you think to OP


Let me run him against Kay-yuss.

Your character inflicts 0.972 wounds vs Kay-yuss' 0.617 if I'm reading the mathammer chart correctly.

That's not a good sign.

And initiative 10 means that he's moving ridiculously fast.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

warrior lord wrote:Exion slaneshes chosen son

200p

ws bs s t a i ld sv
5 4 4 5 6 10 10 3+

special rules
fearless
4+ invun
slanneshes chosen

slanneshes chosen
Exion gets to re-roll all armour and invun save rolls of 1

wargear
frag and krak grenades
cleaver
personal icon
doom siren
mark of slaanesh (included on profile)
perfume on slaanesh

cleaver
one of slaneshes own swords this is poisoned 2+ and rending

perfume on slannesh
all enemy's in combat are reduced to initive 1

what do you think to OP



He's actually striking at the same time as Jain-Zar (Or faster?)

That's broken.

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 za
Fixture of Dakka




Temple Prime

IHateNids wrote:@warrior lord, not bad.

@Kain: try a C'tan shard. WS5 S/T 7 A5 4++

If neither charges, Kay-yuss edges out the shard on 0.938 vs 0.833 wounds dealt. If the C'tan charges, it beats out Kay-yuss at a 1.00 flat, if Kay-yuss charges, he wrecks face at...1.167 wounds...well that's rather unimpressive for a 450 point beatstick. But what Kay-yuss has is regeneration that will let him be far more survivable and even stand back up. On the other hand for one Kay-yuss you can have two shards.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Why don't I get feedback on anything I make?

WHYYYYYYYYYYYYYYYYYYYY?

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 za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:Inquisitor Tal - 50pts

Inquisitor Tal may be purchased as part of a unit of Henchmen

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

Unit Type - Infantry

Unit Composition - 1 (Unique)

Wargear - The Swords of Margear, Carapace Armour

The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits

Special Rules - Utter Devotion, Fleet

Utter Devotion - Any unit that includes Tal is Fearless

For the lulz I thought I'd run him against Kay-yuss.

He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.

He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Regular Dakkanaut





Kain wrote:
warrior lord wrote:Exion slaneshes chosen son

200p

ws bs s t a i ld sv
5 4 4 5 6 10 10 3+

special rules
fearless
4+ invun
slanneshes chosen

slanneshes chosen
Exion gets to re-roll all armour and invun save rolls of 1

wargear
frag and krak grenades
cleaver
personal icon
doom siren
mark of slaanesh (included on profile)
perfume on slaanesh

cleaver
one of slaneshes own swords this is poisoned 2+ and rending

perfume on slannesh
all enemy's in combat are reduced to initive 1

what do you think to OP


Let me run him against Kay-yuss.

Your character inflicts 0.972 wounds vs Kay-yuss' 0.617 if I'm reading the mathammer chart correctly.

That's not a good sign.

And initiative 10 means that he's moving ridiculously fast.


fine initiative 8 including mark
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Kain wrote:
BlapBlapBlap wrote:Inquisitor Tal - 50pts

Inquisitor Tal may be purchased as part of a unit of Henchmen

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

Unit Type - Infantry

Unit Composition - 1 (Unique)

Wargear - The Swords of Margear, Carapace Armour

The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits

Special Rules - Utter Devotion, Fleet

Utter Devotion - Any unit that includes Tal is Fearless

For the lulz I thought I'd run him against Kay-yuss.

He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.

He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.


Nope. I'll probably add another attack or something, as he's really only making the unit fearless with a pair of neat power weapons. I'll give him a 6++, an extra attack, remove fleet, maybe a laspistol and boost it to 75pts?

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 za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:
Kain wrote:
BlapBlapBlap wrote:Inquisitor Tal - 50pts

Inquisitor Tal may be purchased as part of a unit of Henchmen

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

Unit Type - Infantry

Unit Composition - 1 (Unique)

Wargear - The Swords of Margear, Carapace Armour

The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits

Special Rules - Utter Devotion, Fleet

Utter Devotion - Any unit that includes Tal is Fearless

For the lulz I thought I'd run him against Kay-yuss.

He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.

He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.


Nope. I'll probably add another attack or something, as he's really only making the unit fearless with a pair of neat power weapons. I'll give him a 6++, an extra attack, remove fleet, maybe a laspistol and boost it to 75pts?

Perhaps a bolt pistol or hotshot laspistol instead of a laspistol? It'd seem a tad more worth 75 points.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Done.

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 za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:Done.

Think you could comment on Kay-yuss? Fluff, rules, or both, it matters not.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

He's a good idea. Really balanced.

Just a minor quibble - I wouldn't make him particularly strong or weak against particular armies. Otherwise you end up with shens like Warp Quaking GK and Daemon players.

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 za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:He's a good idea. Really balanced.

Just a minor quibble - I wouldn't make him particularly strong or weak against particular armies. Otherwise you end up with shens like Warp Quaking GK and Daemon players.

I took your advice into consideration.

How about the fluff? Does it work? I thought I'd give the two most frequently maligned races (Eldar and SoBs) some respect in the battle of Lolar Prime, which is chock full of references I'm pretty sure not many people will get.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Regular Dakkanaut





zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected

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

war gear
the flayer gun
blades of death

the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed

blades of death
this is a power weapon and increases his attacks by two (not on profile)

specal rules
lord of the flayed
life like

lord of the flayed
zecros can take flayed ones as troops

life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon

i think 200p

   
Made in za
Fixture of Dakka




Temple Prime

warrior lord wrote:zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected

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

war gear
the flayer gun
blades of death

the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed

blades of death
this is a power weapon and increases his attacks by two (not on profile)

specal rules
lord of the flayed
life like

lord of the flayed
zecros can take flayed ones as troops

life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon

i think 200p


Okay that gun is like, crazy overpowered. It's a functional D-strength flamer template that will wreck face in copious quantities. A normal flamer (S4 AP5) with rending would make more sense and be more balanced.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Regular Dakkanaut





Kain wrote:
warrior lord wrote:zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected

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

war gear
the flayer gun
blades of death

the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed

blades of death
this is a power weapon and increases his attacks by two (not on profile)

specal rules
lord of the flayed
life like

lord of the flayed
zecros can take flayed ones as troops

life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon

i think 200p


Okay that gun is like, crazy overpowered. It's a functional D-strength flamer template that will wreck face in copious quantities. A normal flamer (S4 AP5) with rending would make more sense and be more balanced.


strength 6 ap 3 rending
   
Made in gb
Ichor-Dripping Talos Monstrosity






I don't like the flayer gun.. it doesn't make sense. Or seem that balanced..

Personally I'd make it Str 4 / Ap 5 / Rending or something rather than just ignores saves, and it would be better balanced.

I'd also drop its initiative to 3 or maybe 4, as nothing in the necron book has higher than I4, with the majority being I2.

And, I would change it from 4 hits, to 4 attacks.

With those changes, considering he isn't an independant character, you could probably get away with 120-150pts

EDIT: Str6 Ap3 is still broken, if not worse in its own way.
That means it kills GEQ / MEQs on a 2+.

This message was edited 1 time. Last update was at 2012/05/03 20:06:36


   
Made in gb
Regular Dakkanaut





fine strength 5 ap 4 rending
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

Often seen leading the Biel-Tan Warhost to battle, Mael Dannan is especially brutal for an Eldritch Farseer. He has chosen to forgo his birth-name, instead dawning the war-cry he uses in battle to to lead his troops as his title. In Eldritch the term Mael Dannan is translated literally into "Total and Merciless Extermination" and more casually as "No Mercy, No Quarter". Ancient in age and often seen as barbaric by other Craftworld's Farseers, Farseer Dannan dedicates his existence to following the Biel-Tan way of life in an attempt to restore the Eldar Empire to it's former glory. Preferring brutal close combat to other forms of war, Farseer Dannan is often seen surrounded by his Seer Council where the battle is the thickest. Due to the extensive use of the Seer Council, Dannan's Seers are more deadly and precise than Councils of other Craftworld's, being feared universally for their abilities. Farseer Dannan is at times criticized by other Farseer's within the Biel-Tan Warhost; as a Farseer traditionally leaves his standard Warlock powers behind when advancing to the level of Farseer. This is thought of as a needed transition to fully unlock the powers within the Path of the Seer, and his infrequent use of Warlock powers is seen as extremely unorthodox.

The loyalty and dedication to his Seer Council is not only for physical protection, but also the protection of a dark secret behind his immense psychic powers. Only the Seers within his council know of the secret, which stems back to Eldard Ulthran of Ulthwe. Before Eldard's assault of Abaddon's Blackstone Fortress, he had a vision of the past, present and future. In this vision he saw many things, among them was him standing defiantly with the Phoenix Lords at Rhana Dandra (the last battle), but this was only one strand of fate. In a second strand that he also witnessed, he had died and the Phoenix Lords were slain without his support leaving the battle lost and accomplishing nothing. The last vision he had was of an ancient relic left behind by "The Old Ones", a relic of immense and ancient power currently residing on a Biel-Tan maiden world. Seeing these visions as a sign, Eldrad traveled to the Maiden world and retrieved the relic. Believing that if he died, someone must attempt to take his place at Rhana Dandra he bestowed this relic onto Farseer Dannan. Farseer Dannan had to figure out the relics secret and hopefully become as powerful as Eldrad to take his place at Rhana Dandra if needed.

Many years past before Farseer Dannan was able to break the secret of the relic. The relic looked identical to regular spirit stones, but gazing inside of it showed a deep spinning void of which he had never witnessed before. Without the answer to the secret, Farseer Dannan carried on with his duties to the Craftworld always keeping the Relic at his side during peace or war. The secret was not revealed until a woeful battle against the Goffs, an Ork tribe invading a Biel-tan Maiden World. The Eldar Warriors fought to the last man, with Mael Dannan standing defiantly slaying Ork after Ork in a battle of impossible odds. With all of his Warhost dead or dieing around him, Mael Dannan was finally overwhelmed by the Ork tide, with a Slugga landing home and plunging deep into his side. A heavy stream of blood gushed forth, flowing down his Runic Armor onto the Ancient Relic at his side. The Relic consumed every drop of blood that poured from his open wound, and in a split second it release a powerful psychic shock-wave that disintegrated every Ork currently engaged with him. The Goffs that were not obliterated in the initial shock-wave quickly routed at the horrific sight. As the powerful Psychic Energy released he could feel the Rune pulling at his soul, feeding off his essence. He used every ounce of strength and willpower he had to keep the immense power from consuming his consciousness. Afterwards, weak from the heavy blood loss and the struggle, Farseer Dannan returned to his Craftworld with the dark secret of the Blood Runes finally unlocked. Yet all was not well, until his wound had healed entirely he could feel the pull of the ancient artifact upon him, having tasted his mortal soul and craving more. The runes ability to convert organic life-blood to raw Psychic energy was indeed useful, but the secret must be kept and guarded until only the most dire of times.

Farseer Mael Dannan: (Eldar) 230 Points
WS:6 BS:4 S:3 T:3 W:3 I:5 A:2 Ld:10 Sv: - (3+)

Wargear: Witchblade, Spear of Khaine, Runes of Warding, Runes of Witnessing, Ghosthelm, Spirit Stones, Rune Armor, Blood Runes

Psychic Powers: Choose 3 Farseer Powers

Special Rules: Independent Character, Fleet of Foot, Psychic Powers, Eternal Warrior, Fury of Biel-Tan, Seer Concentration

Fury of Biel-Tan: Farseer Dannan forgoes the standard Shuriken Pistol instead taking the Spear of Khaine. This is fielded along side a Witchblade giving +2 Attack to the wielder. Additionally, every Warlock in the squad Farseer Dannan accompanies gains +1 Attack.

Spear of Khaine: This is a Ancient Weapon revered by the Biel-Tan Warhost, said to be crafted from one of the 99 blades Vaul gave to Khaine. This weapon counts as an AP3 Singing Spear.

Seer Concentration: When accompanied by a Seer Council, you may forgo using one Farseer Psychic Power to use any Warlock Psychic Power with the Farseer, which does not require a Psychic test. The Warlock Power is kept until the start of your next turn, and this ability may be used every turn. This does not stack with other Warlock powers. You may not forfeit the Psychic Power from Blood Runes for this.

Blood Runes: At the beginning of the movement phase, you may inflict a wound upon yourself to cast a 3rd Psychic Power. This Psychic Power can be any Farseer power available in the Codex and is not limited to the 3 chosen during deployment. You may take the standard 3+ Invulnerability save from his Rune Armor against this wound. When attempting to use the 3rd Psychic Power, you must roll a Psychic Test as normal (Runes of Witnessing Included). It may be a Psychic Power you have already used this turn.


This message was edited 33 times. Last update was at 2012/08/03 03:20:27


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






warrior lord wrote:fine strength 5 ap 4 rending


Str 4, Ap5, Rending means it'd be hurting MEQs on a 4+, and GEQs on a 3+, with a chance of negating saves, and it has a chance of damaging vehicles up to AV12.
Str 5, Ap4, Rending means it'd be hurting MEQs on a 3+, and GEQs on a 2+, with a chance of negating saves, and it has a decent chance of damaging vehicles up to AV12, and the abiltiy to hurt AV 14.

To be honest, StrX, Ap5, Poison 4+, Rending is possibly going to be better at this point....

   
Made in nz
Thrall Wizard of Tzeentch




Jimsolo wrote: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.


sure 500 points and i might say yes to that in a game
   
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Renegade Inquisitor de Marche






Elephant Graveyard

Nemesor wrote:
Jimsolo wrote: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.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.

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Hagerstown, MD

CalasTyphon216 wrote:Aenarion the Defender
Spoiler:

WS10 BS10 S5 T4 W4 I10 A5 Ld10

Type: Infantry

Equipment:

Armor of Aenarion: Dragon armour that Grants a 1+ armour save and 4+ ward.

Sword of Khaine: All attacks hit and wound automatically, with multiple wounds D6 special rule and ignoring armour saves. Successful ward saves must be re-rolled. Attacks are Flaming and Magical.

Special Rules: Speed of Asuryan(ASF)

Chosen of Khaine: Has Frenzy and Hatred, conferring it to friendly units within 18 inches. Has Magic resistance 3

Fated: Aenarion and Indraugnir can never suffer more than one wound from a single attack. He also has a 2+ ward save. However, if facing a Tetragon of Darkness(i.e. 4 greater daemons from the 4 powers, including Fateweaver, skarbrand and Kugath, plus a keeper of secrets), he loses this special rule.

Indraugnir the Great

WS7 BS5 S7 T6 W7 I3 A8 Ld9

Type: Monster

Equipment: Claws and Teeth

SPecial RUles:

as per HE book entry for Star Dragons, except that the breath weapon is S5 and can be used every turn rather than just once per game

Total Points cost: 2500





Cool, but this is a 40k thread so I think you lost a lot of us =X

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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