Spacecat wrote: After seeing a few high-powered characters, here is my attempt at some humor.
Ork biker Orkel Knevil, 'Da Dare Daemon'.
Spoiler:
In a space hulk somewhere, Orkel was an ork lad earmarked for the kult of speed, but his love of powerful bikes took him in an unusual direction: He loved stunts! Jumping over flamin' pits, slaloming obstacles, jumping over as many trukks as possible, sometimes crashing and burning just to stand back up with a grin and a thumbs up towards his riotous fans (despite a broken bone or three, or being on fire at the time). So his love was the thrill of danger and the howls of wild fans. Life was good in the Hulk where he brought much-needed entertainment to the tribe... Then one day, a slanneshi demon wandering the warp managed to scratch its way through the power fields of that hulk and into Orkel's soul... Orks are vaguely resistant to possession, so that daemon fought an uphill battle, and then found itself marveling at the crazy antics of this particular ork! Never letting pain slow him down, seeking the sharpest thrill of speed and reckless danger, fans howling their approval all the while!
It was a match made in heaven. (or in the warp?)
The Daemon settled comfortably in a partially-possessed Orkel (who found himself with red skin and -real- horns instead of a horned helmet, oh well, the show must go on and his fans think he uses 'faster' warpaint.) and granted him minor puissance to assist the continuing thrills, just enough for Orkel to make a name for himself and earn an awesome bike, and a special issue telescopic bionik arm which allows him to pole-vault his bike over obstables even if a handy rise isn't available. Ever seeking wilder thrills and greater danger, Orkel now takes his unique skills to the battlefield, where he will attempt his craziest stunt yet! Jumping over enemy tanks while being shot at! All for the sake of giving his fans a good show!
Point value: I don't really care, Orkel's for a laff. 80-100 points maybe? Unit type: Upgrade character for a deffkopta squad - this guy's so good at jumping obstacles that he qualifies as 'jetbike' instead of regular biker. (His high-speed supa-bike helps) Also, the only kamera krew that can keep up with him are kopta pilots. Stats: WS 4 BS 2 S4 T5 W2 I4 A3 Ld 9 Sv 4+ Wargear: Twin-linked big shoota, telescopik arm Special rules: Furious charge, Scout, Hit and run, The daemon's dare, 'Watch dis boyz!'.
Telescopik arm: An unusual bionik that can extend three meters and often serves as impromptu pole vault. In combat it allows him to perform two hammer of wrath attacks on the charge instead of one and otherwise counts as a power spear.
The daemon's dare: Orkel isn't one to let a broken arm or two stop him from performing, and withering enemy fire or exploding koptas just make for more thrills! He benefits from Feel no Pain and is Fearless. Lastly, the daemon's own luck grants him an uncanny knack for riding just ahead of mushrooming explosions. He and his unit have a 4++ invulnerable save against blasts, templates, lines, exploding vehicles, nova powers or anything that remotely looks like an area of effect. Even including non-wound effects like Jaws of the World Wolf or a big mek's SAG going haywire.
'Watch dis boyz!': The goal of Orkel, if he's tank-shocked by an enemy tank, or if he moves in base contact with an enemy tank (or even a friendly one and yes, he's allowed to move in contact for this stunt) he can attempt to jump over that vehicle, roll a dice: 1 or less: The stunt fails! Orkel crashes in a spectacular explosion, is carried off on a stretcher yet still manages to give a thumbs up to his adoring fans. He is removed as a casualty but does not award a victory point if he's the last casualty in his unit and is lost this way (all part of the show, he'll be back for another try). 2-6: He jumps over the vehicle, the crowd goes wild! Stabbing his arm in it to better pole vault means he inflicts one S9 AP2 hit on the vehicle's side armor during the jump. Then roll a D6, that's how many inches away he'll land measured from the opposite facing of the vehicle. -If he lands on another vehicle, roll again but with a cumulative -1. He could conceivably jump over five tanks in a row! -If he lands in clear or difficult/dangerous terrain, the koptas join him in coherency. Any models ending up in DT make a dangerous terrain test. -If he lands on infantry, his koptas join him as above and the infantry scatter out of the way as if they had been tank-shocked. -If his landing is blocked by impassable terrain, a table edge or a monstrous creature, he crashes as per 'The stunt fails!', the koptas aren't crazy enough to follow him then.
This guy is awesome.
I have a bunch of random Orks from AOBR that I haven't really known what to do with.. and now I do... make this guy and his Kamera Kopta chasers.
Spacecat wrote: Thanks for the vote of appreciation Ovion, I was hoping to get someone to smile and you upped that ante!
Just... please don't quote the entire post, haha! It's a bit wall-of-textish.
Oh yeah, come to think of it, he oughta be allowed to use his stunt against monstrous creatures if facing a tyranid army.
Oops - I normally whack Spoiler Tags in there (fixed now). Yeah, should probably work against MCs too .
And yeah, I've been looking at these AOBR orks, mostly still on the sprue and just thinking 'well, what the buggery do I do you you buggers', being while I like the Orks, I'm not entirely fussed about them overall, mostly going for an allied detachment calling them Da Random Gitz xD.
So lo - Da Random Gitz have found something to rally around - a Red Ork with horns on a fancy bike. Should be fun. Maybe I'll grab a Battleforce and a Dakkajet to be able to field them as a full blown army.
I don't know what army you play normally, but orks are decent allies, bringing fair solid (and definitely cheap) troops to hold objectives. And the stuntorks deffkopta team can outflank, distract the foe, and maybe survive to give linebreaker.
So I'd say, start with them as ally 'stuntorks' with lucky blue bars and the occasional white star being their paint theme. And extra points if you manage to model Orkel in the middle of a pole vault, hahaha!
Wargear: Runic armor, Camo cloak, Wolftooth necklace, Wolf Tail talisman, combi-melta, bolt pistol, frag and krak grenades, melta bombs, belt of russ
Morkai's Bite: This is a frost axe that inflicts Instant Death.
Special Rules: Independent Character, Fearless, Counter Attack, Acute Senses
The Hunter: Erik has the Night VIsion USR, conferred to any squad he joins. In addition, he has the Saga of the Hunter, meaning he can join a unit of Wolf Scouts.
Morkai the Terrifying: Morkai causes Fear. In addition, successful Fear tests taken against Morkai must be re-rolled.
Wargear:
Morphing Necrodermis: The Slendercron's necrodermis is similar to that of the C'tan Shards, capable of changing shape to whatever suits it's needs or desires. In this case, additional arms, tentacles, etc. with which to ensnare or attack its prey. The Slendercron thus gains D3 attacks each assault phase as well as a 2+ armor save. Furthermore, the morphing Necrodermis is treated as a close combat weapon with the following profile:
S: User AP:3 Special: Rending
Slender suit: This suit allows the Slendercron to slip through any obstacle as if it weren't even there as he simply seems to phase through it. The Slendercron ignores both difficult and dangerous terrain as well as benefiting from a 3+ invulnerable save.
Tie of Darkness: much like the Veil of Darkness, this allows the Slendercron to deepstrike wherever he pleases in the movement phase. However, the Slendercron may use this to exit close combat prior to the initiative step.
Whip Coils
Special Rules:
Eet the Children (preferably medium rare): As all the races of the galaxy are younger than the Necrons in general, all of them are the equivalent of children, which suits the Slendercron fine. The Slendercron may select an enemy unit at the beginning of the game to stalk. The Slendercron then gains that unit's movement profile (representing him keeping pace with his prey) and may use his Tie of Darkness to teleport himself straight into assault with the stalked unit without deepstrike scatter. The Slendercron also gains preferred enemy against the said unit (he really doesn't want his meal to escape).
Reanimation Protocols
Everliving
Fear
^ Looks nice from a cursory glance, I was going to make my Haemonculus Ancient into the Slenderman.
This definitely works too.
As for points level, I'd add the C'tan points for ignoring terrain and then add the points for an Overlord. I don't know what else, but the others can surely come up with a price detail.
Basically, Kasskal's a favoured servant of Slaanesh who has been half-possessed by the Greater Daemon Vrich, hence the combined name. Vrich is mostlycontent just to share the body, but will emerge when Kasskal is severely injured.
WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+
Unit Composition: 1 Kasskal'Vrich
Unit Type: Infantry
Wargear
Power armour, frag and krak grenades, Mark of Slaanesh, bolt pistol, Doom Siren
Vrich-Bound Blade: A gift from Kasskal's daemonic alter ego, the Vrich-Bound Blade funtions as a Slaaneshi daemon weapon with the Instant Death special rule.
Special Rules
Independant Character, Fearless, Invulnerable save (4+)
the Daemon Within: If Kasskal is reduced to 1 Wound, but does not die, Vrich bursts to the surface and seizes control of the body. Kasskal'Vrich's profile permanently changes to the following: WS10 BS5 S6 T5 W4 I7 A5 Ld10 Sv3+, and becomes a Monstrous Creature, although he loses Independant Character. Note that he will still begin with one Wound, not four. Every Wound Vrich deals in close combat will regenerate a Wound lost earlier. If he is brought back up to four Wounds then he reverts to Kasskal, on three.
Points value, 200, 250? Something like that.
EDIT: Also, Slendercron seems really paedophilic But i guess that was what you were going for.
Eramthgin, lord of the four gods
Eramthgin is a coalition of the four chaos gods, each god spent extended periods of time, warping and molding this entity of not just warp tainted flesh bone and sinew but of the most chaotic most disgusting and horrific ideals brought forth from the warp. Eramthgin is a daemon prince the most feared of any daemon for his tainted abilities from each god.
Eramthgin was previously known as Claoter Iodi captain of 4th company Angels of Creed (BA successor) his ship No mercy for the hated, was lost to the warp along with every one on board, his ship was recovered by 2nd company of the salamanders when a distress beacon was mysteriously sent out, believing after scanning for life that the ship was deserted the salamanders boarded regained control and moved the ship back towards Baal in efforts to return what was not rightfully theirs.
Eramthgin, emerged not as a daemon or even as a presence he emerged first as a thought a thought of hate a thought of pride a thought of guilt but he didn't use any of these to destroy minds or consume them he used them to pull him self out the warp, this is when he struck
he emerged first in the control room severing heads and killing space marines and any around him being easily able navigating his ship he struck again and again all while summoning a warp storm around the ship disabling it and cutting of reinforcements from the salamanders ship rendering those of 2nd company that remained dead
As the storm passed the rest of 2nd company and a small contingent of BA returned to the No mercy for the hated only to find death, and their brothers silenced forever. The blood Angels ordered the vessel destroyed and forever erased it from existence along with the chapter itself.
Eramthgin is a Daemon, fear, hatred everything, flying monstrous creature, Stealth, Pysker, Vector strike, Skyfire, fleet
WS 7- BS 4- S 6 T 6- W 4- I 7- A 5+d6SV 2+(4+)
300 pts
Sword of cruelty is a power weapon on a roll of a 3+ the Sword of cruelty unleashes a warp tainted blue light that attaches it self to its victim and rips his soul out with no armor saves allowed
Armor of No mercy- forged from the depths of the warp and torn from his own ship the gods of chaos forged him armor to with stand any blow Armor of no mercy confers a 2+ arm sv and 4+ invsv
Strength of Khorne confers a +2 to str on the charge
A Sorcerer of eternity he may choose up to 2 of any psychic abilities available to him from Codex CSM the Rule book or codex Chaos daemons
Aura of decay
Swift and furious gains fleet and +1 in already in profile
Seraph, Captain of the 62nd Company, Blood Angels Legion
Seraph was an unremarkable line officer until the Battle of Terra. GIven the command of the East Wall after his superiors were killed, he held his section for the duration of the siege, repelling hundreds of traitor assaults. At the height of the siege, he led a squad in reinforcement of the East Gate, where he sacrificed his life, detonating a melta charge that brought thousands of tons of rubble onto himself and a spearhead of Sons of Horus, sealing the breach and buying the defenders time. His name is held in the highest regard and honour amongst the Blood Angels.
Angelus: This is a power sword that has the master crafted, Soul blaze and two-handed USRs.
Special Rules: Independent Character, Stubborn
Heroic Sacrifice: When Seraph loses his last wound, he can choose to make a heroic sacrifice. If you choose to do so, Seraph can immediately move D6 inches. At the conclusion of that move, centre the large blast template over Seraph. Every model, friend or foe, under the template, is hit by a single S8 AP1 Melta hit.
Basically, Kasskal's a favoured servant of Slaanesh who has been half-possessed by the Greater Daemon Vrich, hence the combined name. Vrich is mostlycontent just to share the body, but will emerge when Kasskal is severely injured.
WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+
Unit Composition: 1 Kasskal'Vrich
Unit Type: Infantry
Wargear
Power armour, frag and krak grenades, Mark of Slaanesh, bolt pistol, Doom Siren
Vrich-Bound Blade: A gift from Kasskal's daemonic alter ego, the Vrich-Bound Blade funtions as a Slaaneshi daemon weapon with the Instant Death special rule.
Special Rules
Independant Character, Fearless, Invulnerable save (4+)
the Daemon Within: If Kasskal is reduced to 1 Wound, but does not die, Vrich bursts to the surface and seizes control of the body. Kasskal'Vrich's profile permanently changes to the following: WS10 BS5 S6 T5 W4 I7 A5 Ld10 Sv3+, and becomes a Monstrous Creature, although he loses Independant Character. Note that he will still begin with one Wound, not four. Every Wound Vrich deals in close combat will regenerate a Wound lost earlier. If he is brought back up to four Wounds then he reverts to Kasskal, on three.
Points value, 200, 250? Something like that.
EDIT: Also, Slendercron seems really paedophilic But i guess that was what you were going for.
Uh... So you need to points cost him out. Without the Daemon funtime he's already over 150 points and Look Out, Sir! Makes this too easy for him to jump out. Overall I think he's over powered but at the same time he's gonna be disappointing to someone. If he doesn't come out you spent waayyy too much on him. If he comes out your enemy gets completely screwed. Either way someone looses =/ If I were your opponent I'd make you cost him well over 300 and make it so that he automatically comes out once the lord dies. But that's just me.
Eramthgin is a coalition of the four chaos gods, each god spent extended periods of time, warping and molding this entity of not just warp tainted flesh bone and sinew but of the most chaotic most disgusting and horrific ideals brought forth from the warp. Eramthgin is a daemon prince the most feared of any daemon for his tainted abilities from each god.
Eramthgin was previously known as Claoter Iodi captain of 4th company Angels of Creed (BA successor) his ship No mercy for the hated, was lost to the warp along with every one on board, his ship was recovered by 2nd company of the salamanders when a distress beacon was mysteriously sent out, believing after scanning for life that the ship was deserted the salamanders boarded regained control and moved the ship back towards Baal in efforts to return what was not rightfully theirs.
Eramthgin, emerged not as a daemon or even as a presence he emerged first as a thought a thought of hate a thought of pride a thought of guilt but he didn't use any of these to destroy minds or consume them he used them to pull him self out the warp, this is when he struck
he emerged first in the control room severing heads and killing space marines and any around him being easily able navigating his ship he struck again and again all while summoning a warp storm around the ship disabling it and cutting of reinforcements from the salamanders ship rendering those of 2nd company that remained dead
As the storm passed the rest of 2nd company and a small contingent of BA returned to the No mercy for the hated only to find death, and their brothers silenced forever. The blood Angels ordered the vessel destroyed and forever erased it from existence along with the chapter itself.
Eramthgin is a Daemon, fear, hatred everything, flying monstrous creature, Stealth, Pysker, Vector strike, Skyfire, fleet
WS 7- BS 4- S 6 T 6- W 4- I 7- A 5+d6SV 2+(4+)
300 pts
Sword of cruelty is a power weapon on a roll of a 3+ the Sword of cruelty unleashes a warp tainted blue light that attaches it self to its victim and rips his soul out with no armor saves allowed
Armor of No mercy- forged from the depths of the warp and torn from his own ship the gods of chaos forged him armor to with stand any blow Armor of no mercy confers a 2+ arm sv and 4+ invsv
Strength of Khorne confers a +2 to str on the charge
A Sorcerer of eternity he may choose up to 2 of any psychic abilities available to him from Codex CSM the Rule book or codex Chaos daemons
Aura of decay
Swift and furious gains fleet and +1 in already in profile
I can't imagine the 4 Chaos Gods working together to make a champion. While someone like Abaddon was blessed by all 4 and some CSM warbands are "Undivided" it's because they choose to worship the gods that way. So fluffwise I think it's better to go a little Abaddonie and make him a Daemon Prince who has been blessed by all the Gods. BUT that's me.
Sword of Cruelty - Make sure to mention when you roll to see if it becomes AP2. Also, it sounds like it's supposed to cause Instant Death, was that missed or am I over exaggerating it?
Sorcerer of Eternity - Chaos Daemons don't have Psychic Powers. Plus I think that if you're going to be able to CHOOSE which powers they are you need to limit that to one Codex. Even Ahriman has to roll for powers, I think this might be a bit too strong as is...
Too be honest I think he's so powerful that 300 points is very undercosted. Once you reach a certain point things just need to be costed exponentially higher. A Daemon Prince with Wings, Power Armor, and Lvl2 Psyker is already 255 points. THen you add in the Sword, Sorcerer, Aura of Decay, Str of Khorne, Stat boosts, Fleshmetal, Aura of Dark Glory, Stealth, Fleet, Hatred (Everything), Fear, a SAFE Daemon Weapon, and Swift and Furious...
Seraph was an unremarkable line officer until the Battle of Terra. GIven the command of the East Wall after his superiors were killed, he held his section for the duration of the siege, repelling hundreds of traitor assaults. At the height of the siege, he led a squad in reinforcement of the East Gate, where he sacrificed his life, detonating a melta charge that brought thousands of tons of rubble onto himself and a spearhead of Sons of Horus, sealing the breach and buying the defenders time. His name is held in the highest regard and honour amongst the Blood Angels.
Angelus: This is a power sword that has the master crafted, Soul blaze and two-handed USRs.
Special Rules: Independent Character, Stubborn
Heroic Sacrifice: When Seraph loses his last wound, he can choose to make a heroic sacrifice. If you choose to do so, Seraph can immediately move D6 inches. At the conclusion of that move, centre the large blast template over Seraph. Every model, friend or foe, under the template, is hit by a single S8 AP1 Melta hit.
Pointed out against a normal Blood Angels captain, You're getting the Heroic Sacrifice for free and I think it's way too powerful to ignore. Large Blast Melta? That's really deadly, even if it is only when he dies. And rather than most of the random "on death" explosions you can choose whether it happens, essentially eliminating any threat to yourself. To be fair I'd cost him up to 180.
TECHNARCH COMBAT TROOPER TEAM WS4 BS3 S3 T3 W1 I3 A2 LD8 SV4+ (Combat Trooper)
WS4 BS3 S3 T3 W1 I3 A3 LD8 SV4+ (Combat Trooper Sergeant)
Unit Composition: 1 Combat Sergeant and 9 Combat Troopers
Unit Type: Infantry
Wargear: Energy Blade, Pulse Pistol, Carapace Armour, Blind Grenades
Special Rules: Stubborn
[Energy Blade] Melee, User Strength, AP5
[Pulse Pistol] 12" S5 AP5 Pistol
[Blind Grenades] 8" S- AP- Assault 1, Blinded
* Can also be used after a charge (you or the enemy) but before blows are made. The target unit must then take an Initiative test or suffer from Blinded for the rest of that round of combat.
These guys are a close-combat variety of the basic troops my homebrew army idea has. They are partially inspired by the "Rising Sun Empire" troops I saw in a C&C: RA3 trailer/intro. Tactically, they would throw or use their Blind Grenades before entering melee, weakening the enemy. Then they would dispatch them with their Energy Blades.
Cost wise, I would give them around 120 points. Subject to change of course - I'm not good with estimating such a thing.
Chapter Master Sevarin Orpheus of the Lambent Blades:
WS:6 BS:5 S:4 T:4 W:3 I:6 A:4 LD:10 Sv:2+
Unit type: Infantary
Wargear: Artificer armour, Master crafted bolter (kraken bolts), Lambent Blade, Frag and Krak grenades, Mantle of Faith (Iron Halo), Helm of the Omnihisire
Lament Blade: Master crafted force weapon, users strength, AP-3
Helm of the Omnihsire: Physic wards plastered across this helm give the wearer the appearance of the beholders worst nightmare. The wearer causes fear and forces one model in base contact to pass a LD test before attacking.
Special rules: Psyker: Mastery level 2 from the telekinetic powers.
They shall know no fear, combat tactics, Independant character
Fluff wise: The lambent blades are a unknown founding chapter who's origins are thought to be from the noble ultramarines or the raven guard. They are renowned for their adaptability to situations and brave heroic last stands. Sevarin Orpheus took over the mantle of chapter master after his predecessor was mutilated and torn apart in the most perverse manner by a deamon lord of slannesh. Sevarin hunted down the abomination and tore him apart earning the respect of his fellow captains. He is over 500 years old, with 480 years of combat experience, this long standing service has lead to him being promoted as not only the chapters leader but also their chief libarian.
How does he sound points and fluff wise?
Automatically Appended Next Post:
In terms of looks he wears extremely ornate artificer armour and the lambent blades colour scheme is non metallic silver with an electric blue hew to it. He also wears an ornate maximus armour helm
Game wise I've tried him out before , he's pretty solid with his psychic powers thinking of buffing him up to 280 points wise, he's like a powerful version of Dante and is very useful for rallying a battle line.
Basically an "unmarked" Chaos Sorcerer who understands that you shouldn't screw with the Warp or it'll screw with you back. He dislikes using the Warp for offensive means and will only manifest "gentler" powers. Some cool special weapons thrown in to match a model that I converted and a funky new Warlord trait I altered from a unit I found awhile back in an Apocalypse book. I originally had the trait as 12" but figured I'd lessen the impact of it a little bit since most Warlord traits we have seen so far don't change the game very much.
Codex: Chaos Space Marines - Sorcerer Lord Osiris - 200 points
WS 6 / BS 5 / S 4 / T 4 / W 3 / I 5 / A 3 / Ld 10 / Sv 2+/3++
Unit Type: Independent Character
Wargear:
- Terminator Armour
- Sigil of Corruption (Codex: CSM, 4+ invulnerable)
- Mark of Tzeentch (Codex: CSM, add +1 to invuln save - already included in profile)
- Inferno Bolts (in case anyone doesn't know Codex: CSM, Inferno Bolts make bolt weapon shots resolve at AP3 rather than AP5)
Slagrend: Osiris carries with him an ornate combi-melta capable of unleashing a destructive plume of energy and heat. Due to his mistrust of offensive sorcery, Osiris prefers to dispatch his foes with steel and plasma rather than abuse the destructive power of the Warp. Slagrend is a unique combi-melta that fires the following profiles:
- Range 24" / S 4 / AP 5 / Rapid Fire
- Range Template / S 8 / AP 1 / Assault 1, Melta (One shot)
Warpstrike: Osiris does not carry the standard armaments of a psyker into battle, instead preferring to defeat his opponents through martial skill. Osiris' glimmering power sword, unbeknownst to him, is an ancient and powerful Soul Devourer once held by the Oracle of Tzeentch: Kairos Fateweaver. The weapon's true potential remains inactive, but the Changer of the Ways is a fickle master. At the beginning of the Fight sub-phase, roll a D6. If a 1-4 is rolled, the weapon remains dormant. If a 5 or a 6 is rolled, Warpstrike's inner power is released by Tzeentch for the rest of the game.
Dormant: Range - / S -as user- / AP 3 / Melee
Active: Range - / S +1 / AP 2 / Melee, +D3 attacks, Devour
Devour: Models that suffer an unsaved wound from an attack with the Devour special rule must immediately pass an Initiative test or be removed as a casualty with no saves of any kind allowed.
Warlord Trait: Protection and Prescience
- All friendly units within 6" (not the Warlord) add +1 to their invulnerable saves.
Special Rules:
- Fearless
Psyker (Mastery Level 3): Osiris generates his powers from the Biomancy, Divination, Telekinesis, and Telepathy disciplines. He may ONLY use powers that count as Blessings or Maledictions.
Marked by Dark Destinies: Osiris does not swear allegience to any one of the Chaos Gods. Though he has already been claimed by Tzeentch, Osiris remains unaware of this destiny. As a result, though he bears the Mark of Tzeentch and the subsequent +1 to the invulnerable save provided by his Sigil of Corruption, Osiris is not required to roll once on the Tzeentch discipline for his psychic powers.
Calming Presence: Osiris' presence has a calming ripple effect through the minds of other psykers near him. Any pskyer (friend OR foe) within 12" of Osiris cannot use witchfire powers or powers that could otherwise remove models as casualties.
Codex: Chaos Space Marines - Sorcerer Lord Osiris - 200 points
Spoiler:
WS 6 / BS 5 / S 4 / T 4 / W 3 / I 5 / A 3 / Ld 10 / Sv 2+/3++
Unit Type: Independent Character
Wargear:
- Terminator Armour
- Sigil of Corruption (Codex: CSM, 4+ invulnerable)
- Mark of Tzeentch (Codex: CSM, add +1 to invuln save - already included in profile)
- Inferno Bolts (in case anyone doesn't know Codex: CSM, Inferno Bolts make bolt weapon shots resolve at AP3 rather than AP5)
Slagrend: Osiris carries with him an ornate combi-melta capable of unleashing a destructive plume of energy and heat. Due to his mistrust of offensive sorcery, Osiris prefers to dispatch his foes with steel and plasma rather than abuse the destructive power of the Warp. Slagrend is a unique combi-melta that fires the following profiles:
- Range 24" / S 4 / AP 5 / Rapid Fire
- Range Template / S 8 / AP 1 / Assault 1, Melta (One shot)
Warpstrike: Osiris does not carry the standard armaments of a psyker into battle, instead preferring to defeat his opponents through martial skill. Osiris' glimmering power sword, unbeknownst to him, is an ancient and powerful Soul Devourer once held by the Oracle of Tzeentch: Kairos Fateweaver. The weapon's true potential remains inactive, but the Changer of the Ways is a fickle master. At the beginning of the Fight sub-phase, roll a D6. If a 1-4 is rolled, the weapon remains dormant. If a 5 or a 6 is rolled, Warpstrike's inner power is released by Tzeentch for the rest of the game.
Dormant: Range - / S -as user- / AP 3 / Melee
Active: Range - / S +1 / AP 2 / Melee, +D3 attacks, Devour
Devour: Models that suffer an unsaved wound from an attack with the Devour special rule must immediately pass an Initiative test or be removed as a casualty with no saves of any kind allowed.
Warlord Trait: Protection and Prescience
- All friendly units within 6" (not the Warlord) add +1 to their invulnerable saves.
Special Rules:
- Fearless
Psyker (Mastery Level 3): Osiris generates his powers from the Biomancy, Divination, Telekinesis, and Telepathy disciplines. He may ONLY use powers that count as Blessings or Maledictions.
Marked by Dark Destinies: Osiris does not swear allegience to any one of the Chaos Gods. Though he has already been claimed by Tzeentch, Osiris remains unaware of this destiny. As a result, though he bears the Mark of Tzeentch and the subsequent +1 to the invulnerable save provided by his Sigil of Corruption, Osiris is not required to roll once on the Tzeentch discipline for his psychic powers.
Calming Presence: Osiris' presence has a calming ripple effect through the minds of other psykers near him. Any pskyer (friend OR foe) within 12" of Osiris cannot use witchfire powers or powers that could otherwise remove models as casualties.
LOTS of no. a 12" bubble of no psychic shooting? That's pretty stinkin' good considering most psychic pewpews are short range. 6" bubble to Invuln saves? Really? So your Daemon buddies with Fateweaver just don't ever die, huh? And giving all those TzeenieTermies free stormshields with no downsides can't be a bad thing, right? Oh and then he gets a MELTAFLAMER? (as the melta rule gives +1d6 armor pen inside of half the max range... and it's a flamer... I think you meant Armorbane). And then you price him at a cost of a sorcerer with all these upgrades but don't add in the cost for the warlord trait, anti-Psycher bubble, awesome sword, better psychic rolling options, +1BS, WS, W, and A?
I think you got some work ahead of you...
My suggestions:
I don't even know what to do with Slagrend as it's just brutal. S5 AP3? Still decimating so expect to pay for it.
For Warpstrike I'd make it activate as a Force Weapon at the beginning of Assault costing 2 Warp Charges (you'll find very few standard initiative weapons that are also AP2 for a reason)
Protection and Prescience should be to his squad. If they don't have an invuln they get a 5++.
Remove his ability to roll on Divination. It doesn't seem like it fits his fluff and no other CSM get it. I can see Telepathy, but am confused as to why you removed Pyromancy when clearly he's a flamey kind of guy.
Calming Presence: Osiris's squad can Deny the Witch on 3+ against psychic shooting attacks.
After all of my above suggestions I'd still cost him at ~275.
Spoiler:
Sorcerer = 60 Points
lvl3 Psyker +50 Points
+1 WS +15
+1 BS +5 (lower than usual as he can't do psychic shooting)
+1 W +10
+1 A +10
TermiArm +25
Sigil of Corr +25
mark of Tzee +15
Inferno Bolts +0 (We'll just include this with his super cheap BS upgrade)
Slagrend +15-20
WarpStrike +25 (Devour and +D3 attacks ontop of AP2 is NASTY. I priced it cheaper than the other Chaos Artifacts for it's activation)
Fearless +10
Warlord Trait +0-5 (Even after my changes to it it's awesome and being guaranteed to have something that helps must be nice)
Calming Presence +10
Chapter Master Sevarin Orpheus of the Lambent Blades:
Spoiler:
WS:6 BS:5 S:4 T:4 W:3 I:6 A:4 LD:10 Sv:2+
Unit type: Infantary
Wargear: Artificer armour, Master crafted bolter (kraken bolts), Lambent Blade, Frag and Krak grenades, Mantle of Faith (Iron Halo), Helm of the Omnihisire
Lament Blade: Master crafted force weapon, users strength, AP-3
Helm of the Omnihsire: Physic wards plastered across this helm give the wearer the appearance of the beholders worst nightmare. The wearer causes fear and forces one model in base contact to pass a LD test before attacking.
Special rules: Psyker: Mastery level 2 from the telekinetic powers.
They shall know no fear, combat tactics, Independant character
Fluff wise: The lambent blades are a unknown founding chapter who's origins are thought to be from the noble ultramarines or the raven guard. They are renowned for their adaptability to situations and brave heroic last stands. Sevarin Orpheus took over the mantle of chapter master after his predecessor was mutilated and torn apart in the most perverse manner by a deamon lord of slannesh. Sevarin hunted down the abomination and tore him apart earning the respect of his fellow captains. He is over 500 years old, with 480 years of combat experience, this long standing service has lead to him being promoted as not only the chapters leader but also their chief libarian.
How does he sound points and fluff wise?
Automatically Appended Next Post:
In terms of looks he wears extremely ornate artificer armour and the lambent blades colour scheme is non metallic silver with an electric blue hew to it. He also wears an ornate maximus armour helm
Game wise I've tried him out before , he's pretty solid with his psychic powers thinking of buffing him up to 280 points wise, he's like a powerful version of Dante and is very useful for rallying a battle line.
Dang it man... you're really gonna make me say this? You'll almost NEVER see someone say this in this thread but... you overcosted him. Plus don't forget to include Orbital Bombardment! Or was it intentionally left out? If so -25 points to below
I'd still just cost him at 220.
Spoiler:
Chapter Master +125
+1i +10
+1A +10
Artificer Armor +15
Lament Blade +30 (+15 for Power weapon +10 for Force +5 for MC)
Helm +5
Psyker +30 (This is undercosted because he only has access to Telekensis which kinda blows)
My suggestions: I don't even know what to do with Slagrend as it's just brutal. S5 AP3? Still decimating so expect to pay for it. For Warpstrike I'd make it activate as a Force Weapon at the beginning of Assault costing 2 Warp Charges (you'll find very few standard initiative weapons that are also AP2 for a reason) Protection and Prescience should be to his squad. If they don't have an invuln they get a 5++. Remove his ability to roll on Divination. It doesn't seem like it fits his fluff and no other CSM get it. I can see Telepathy, but am confused as to why you removed Pyromancy when clearly he's a flamey kind of guy. Calming Presence: Osiris's squad can Deny the Witch on 3+ against psychic shooting attacks.
His access to those psychic disciplines was intentional, as they contain the most blessings/maledictions. Since he can't utilize shooting, I removed Pyromancy since practically all of those abilities are offensive in nature.
I like your Calming Presence suggestion.
I agree with the absurdity of Slagrend - which is why I posted it here to begin with. I originally planned to make it Range TEMPLATE / S D6+1 / AP 1 / Assault 1, Armourbane which I think would be more reasonable.
His Warlord trait, I had only skimmed the allies section and read that Allies of Convenience cannot benefit from Warlord traits and I just assumed that Battle Brothers also could not benefit from Warlord traits. The +1 invuln to Fateweaver and company was unintentional. I'll reword it either to his unit gains +1 to invulnerables or friendly units from Codex: CSM gain +1 to their invulnerable in a 6" bubble. If Fateweaver can let everyone in 6" reroll their saves, I think CSM can have a +1.
I like the idea of the sword draining Warp Charge. I'll rewrite that and stick it in.
Spoiler:
Sorcerer Lord Osiris - 250 points
WS 6 / BS 5 / S 4 / T 4 / W 3 / I 5 / A 3 / Ld 10 / Sv 2+/3++
Unit Type: Independent Character
Wargear: - Terminator Armour - Sigil of Corruption (Codex: CSM, 4+ invulnerable) - Mark of Tzeentch (Codex: CSM, add +1 to invuln save - already included in profile) - Inferno Bolts (in case anyone doesn't know Codex: CSM, Inferno Bolts make bolt weapon shots resolve at AP3 rather than AP5)
Slagrend: Osiris carries with him an ornate combi-melta capable of unleashing a destructive plume of energy and heat. Due to his mistrust of offensive sorcery, Osiris prefers to dispatch his foes with steel and plasma rather than abuse the destructive power of the Warp. Slagrend is a unique combi-melta that fires the following profiles:
- Range 24" / S 4 / AP 5 / Rapid Fire - Range Template / S D6+1 / AP 1 / Assault 1, Armourbane, Gets Hot (One shot)
Warpstrike: Osiris does not carry the standard armaments of a psyker into battle, instead preferring to defeat his opponents through martial skill. Osiris' glimmering power sword, unbeknownst to him, is an ancient and powerful Soul Devourer once held by the Oracle of Tzeentch: Kairos Fateweaver. The weapon's true potential remains inactive, but the Changer of the Ways is a fickle master. At the beginning of the Fight sub-phase, roll a D6. If a 1-4 is rolled, the weapon remains dormant. If a 5 or a 6 is rolled, Osiris realizes the potential of his weapon and may take action to enable it. If Osiris so wishes, he may expend 2 Warp Charge (provided he has the 2 Warp Charge to spend) to activate Warpstrike's new strength for the rest of the game.
Dormant: Range - / S -as user- / AP 3 / Melee Active: Range - / S +1 / AP 2 / Melee, +D3 attacks, Devour
Devour: Models that suffer an unsaved wound from an attack with the Devour special rule must immediately pass a Leadership check or be removed as a casualty with no saves of any kind allowed. If Warpstrike fails to wound anyone in a single close combat phase, roll a D6. On a roll of a 1, Osiris takes a Str 5, AP2 hit with the Ignores Cover special rule.
Warlord Trait: Protection and Prescience
- All friendly units (from this codex and excluding the Warlord himself) within 6" add +1 to their invulnerable saves. This will affect Warlord's unit but, as previously stated, not the Warlord himself. A unit without an invulnerable save will instead benefit from a 6+ invulnerable.
Special Rules: - Fearless
Psyker (Mastery Level 3): Osiris generates his powers from the Biomancy, Divination, Telekinesis, and Telepathy disciplines. He may ONLY use powers that count as Blessings or Maledictions.
Marked by Dark Destinies: Osiris does not swear allegience to any one of the Chaos Gods. Though he has already been claimed by Tzeentch, Osiris remains unaware of this destiny. As a result, though he bears the Mark of Tzeentch and the subsequent +1 to the invulnerable save provided by his Sigil of Corruption, Osiris is not required to roll once on the Tzeentch discipline for his psychic powers.
Calming Presence: Osiris' presence has a calming ripple effect through the minds of other psykers near him. Osiris and his squad have a 3+ Deny the Witch save against witchfire spells, psychic shooting attacks, and powers that would otherwise remove models as a casualty.
having a AP1 flamer is still a no
no partials against vehicles now makes it just brutal, even with variable strength
why not make it a combi melta where he can shoot the melta more than once?
Kargos Bloodspitter, Apothecary, World Eaters Legion
Type: Infantry (unique)
125 points
WS5 BS5 S4 T4 W2 I5 A2 Ld9 Sv3+
Wargear: power armor, narthecium (grants FNP to his unit), refractor field (5+ invul), bolt pistol, frag and krak grenades
Bloodspitter: So named for it's habbit of spitting out chunks of gore in a rearward direction. This is a master-crafted chainaxe (AP4 ccw) with the Rending and Shred USRs
Special Rules: Independent Character, Legiones Astartes (World Eaters)
Apothecary: Kargos is protected because he safeguards the future of the Legion. All failed Look Out Sir rolls can be re-rolled.
CalasTyphon216 wrote: having a AP1 flamer is still a no
no partials against vehicles now makes it just brutal, even with variable strength
why not make it a combi melta where he can shoot the melta more than once?
I don't understand this reasoning. Also, partials against vehicles was never an issue for flamer template weaponry, they always resolved at full strength and effect no matter how little of the flamer template touched them.
Flamers of Tzeentch are Jump Infantry with (essentially) an AP1 Flamer. They decimate all infantry they touch all game long and can glance vehicles to death on a 4+. This weapon is a one shot template with the potential to still roll 2 strength. Maybe it's a bit OTT, but this is 40k. 40k is OTT, no?
Flamers are only ap2 and can only glance vehicles.
As for being OTT, yes 40k is OTT. But if you want to create characters that are OTT then expect people to not play them or want you to cost them more than they normally would be.
felixander wrote: Flamers are only ap2 and can only glance vehicles.
As for being OTT, yes 40k is OTT. But if you want to create characters that are OTT then expect people to not play them or want you to cost them more than they normally would be.
I've just never seen a scenario before in which a game was decided based on one single template shot. It's hard to imagine a one shot, ignores Armour template being so overpowered.
CalasTyphon216 wrote: having a AP1 flamer is still a no no partials against vehicles now makes it just brutal, even with variable strength why not make it a combi melta where he can shoot the melta more than once?
I don't understand this reasoning. Also, partials against vehicles was never an issue for flamer template weaponry, they always resolved at full strength and effect no matter how little of the flamer template touched them.
Flamers of Tzeentch are Jump Infantry with (essentially) an AP1 Flamer. They decimate all infantry they touch all game long and can glance vehicles to death on a 4+. This weapon is a one shot template with the potential to still roll 2 strength. Maybe it's a bit OTT, but this is 40k. 40k is OTT, no?
OTT means overpowered and undercosted.
AP1 Flamers are bad for vehicles, but worse for everything else. I just got in, and am checking everything - but I'll run it through my patented costing and review in a minute.
Okay this is my stab at battle of Prospero era Phosis T'kar when he bludgeons his way through the personal retinue of Leman Russ.
Ws 6
Bs 5
S. 5
T. 4
W. 3
I. 5
A. 4
Ld. 10
Sv. 2+
Wargear: Hequa Staff, Master crafted bolter, Artificer armour, helm of the scarab lord, iron halo, frag and krak grenades, inferno bolts
Special rules: And they shall know no fear, combat tactics, psyker mastery level 3 (psychic powers listed below), Independent character
Hequa staff: Master crafted force weapon ap-3 strength-user
Helm of the Scarab lord: Generates an additional physic power for a total of 4
Physic powers:
Crush- T'kar flings aside or crushes his opponent with simplistic ease focused witchfire causes the target unit to suffer 5 strength 7 hits at ap-2
Dismemberment- Phosis can unmake the power of a land raider with a gesture focused witchfire that cause on vehicle within 20'' to suffer a single strength 10 ap-2 hit
Shatter reality- Phosis rips a hole in reality, blasting it outwards, with a range of 6'' causing a single strength 8 ap 2 hit to any model, friend or foe hit.
(all of the above powers require 2 warp charge points)
The final power must be selected form the telekinesis powers in the warhammer 40k rule book.
Lastly I am costing phosis at around 380 points. I know he's super OP but he's my favourite character ever!
Automatically Appended Next Post: As you probably guessed he will be mashed by other 360 point things in CC but in physic combat nothing can stop him!!!!!
Lord Stibor Lazerak, Grand Master of the FIre Hawks, Commander of the Rapturous Rex
Type: Infantry (character)
Composition: 1 (unique)
285 points
WS5 BS5 S4 T5 W4 I4 A2 Ld10 Sv2+
Wargear: artificer armor
Purity: This is a massive life support throne that maintains the old and ailing Grand Master. It grants a 5+ invulnerable save, Slow and Purposeful, and a single additional S10 AP2 attack in close combat, resolved at initiative 1. It also contains a single Flamestorm cannon.
Honour: This is a master crafted Relic Blade with the Rending and Soul Blaze USRs.
Rapturous Rex: Lazerek's Orbital Bombardment is twin-linked and can be used once per turn rather than once per game.
Special Rules: Independent Character, Fearless, Combat Tactics
Master of the Fire Hawks: Combat Tactics is replaced by the following: All flamer-type weapons are twin linked. Assault Squads and Vanguard Veterans gain Scoring. All marines gain Counter Attack.
Burn Them All, the God Emperor will know His Own: When allied with Imperial Guard, All marine units can fire into combats that involve only Imperial Guard allied units. Misses are allocated to the allied unit in the combat, starting with the models closest to the enemy unit in the combat. Template and blast weapons will strike any model underneath said template.
Towering Arrogance: May only ally with the following: Sisters of Battle, Imperial Guard. These are both Allies of Convenience rather than Battle Brothers. In addition, Lazerek MUST be the Warlord, and the Space Marines MUST be the primary detachment. Lazerek's Warlord trait grants a 12 inch Fearless bubble to friendly units from Codex Space Marines only.
The above is MASSIVELY under costed, non scattering ob every turn ap2 terminator killing bolter, the effectiveness of vulcan hestan, a powerful cc weapon and a 3++. All for 285 points? Whaat?
Your gonna have to go away and rethink the costing drastically...
Automatically Appended Next Post: Id be looking more around 380
I'd probably give him a 4++ that allows you to re-roll all rolls of a 1, 5+ seems a bit too low for a chapter master, especially since a normal captain (not to mention chapter master) gets a 4++. but in doing so I'd probably increase the cost to at least 290pts
for C:CSM, replacing the Terminator Champion for 80 points
Type: Infantry (unique character)
Harkon was commander of Angron's 12 man terminator bodyguard, the Devourers. He was killed in action during the Scouring.
WS5 BS4 S4 T4 W2 I4 A3 Ld10 Sv2+
Wargear: Terminator armour, combi-melta
Rampage: This is a massive two-handed chain-axe, once used by Angron himself. +2 Strength, AP2, Unwieldy
Special Rules: Veterans of the Long War, Fearless, Preferred Enemy (C:SM units), Hatred, Mark of Khorne
Devourers: The unit of Terminators Harkon is in gains Hatred. Furthermore, their maximum and minimum unit sizes are increased to 12, meaning the unit ALWAYS contains Harkon and 11 other Terminators. They must also take a Icon of Wrath and Marks of Khorne.
for C:CSM, replacing the Terminator Champion for 80 points
Type: Infantry (unique character)
Harkon was commander of Angron's 12 man terminator bodyguard, the Devourers. He was killed in action during the Scouring.
WS5 BS4 S4 T4 W2 I4 A3 Ld10 Sv2+
Wargear: Terminator armour, combi-melta
Rampage: This is a massive two-handed chain-axe, once used by Angron himself. +2 Strength, AP2, Unwieldy
Special Rules: Veterans of the Long War, Fearless, Preferred Enemy (C:SM units), Hatred
Devourers: The unit of Terminators Harkon is in gains Hatred. Furthermore, their maximum and minimum unit sizes are increased to 12, meaning the unit ALWAYS contains Harkon and 11 other Terminators.
On my phone atm, but I cost him at roughly 90 points.
Being he replaces a 41pt model and prevents the squad taking a Land Raider or a Mark, I'd make him a 50pt upgrade.
The squad 'naked' will be at least 430 pts, easily hitting 550-650pts kitted out making them roighly 45-50pts per wound, or 25-36 attacks at 16-26pts per attack.
Also, he should really have the Champion of Chaos rule.
Bobthehero wrote: And Angron had 2 axes, Gorefather (the one he is using) and Gorechild (Khârn axe).
Angron had many axes
One was given to Lorgar, who hung it in a room on the Furious Abyss
During the heresy he used gorefather and gorechild, gorefather's whereabouts are unknown and kharn has gorechild
he now uses the Black Blade, or at least he did until Hyperion broke it
Not unreasonably that he might have used an axe at some point, got tired of it, and given it to his bodyguard
This man belongs to the Vostroyan 80th Regiment. He fought as a sniper specialist in 8 Company, 2 Platoon, where in a battle against Word Bearers his entire company was annihilated. Narrowly escaping death, having lost his lower jaw to a combat knife, he hid behind enemy lines. Armed only with his modified long-las, he used a commandeered vox set to coordinate Imperial retaliatory forces. He rose to fame when, during one of Dark Apostle Garriseth's sermons, he blew the traitor's head off with an abandoned lascannon slaved to his sniper rifle. The death of their leader broke the back of the invasion, and allowed Imperial forces to retake the planet.
You can't see me: Must use Night fighting rules when shooting at him.
Boom! Headshot: On a roll of 6 to wound when shooting his sniper rifle, inflicts instant death, but only on models mounted on 25mm or 40mm bases.
Boss-killer: May always select specific models to shoot against, in strict order of Independent Characters, then Characters, then any model the owning player wishes.
Wargear: Runic armor, plasma pistol, wolf tooth necklace, wolf tail talisman, frag and krak grenades, belt of russ
Bearclaw: This is a master-crafted wolf claw. Instead of rerolling either hits or wounds, may reroll both.
Special Rules: Independent Character, fearless, Acute senses, Counter attack, Eternal Warrior, Saga of the Warrior B(j)orn
Fury of Russ: Once per game, declare that you are using the Fury of Russ at the start of a round of combat. In that round of combat, Bjorn adds +D3 to his Strength and Attacks, but reduces his WS by the same amount.
Wolf King: Unlocks Wolf Guard as troops. All friendly units from C:SW within 12 inches gains Fearless.
Azyr Skoros, Lord of the Architects of Death........................185 points
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+ Unit type: Infantry (character) Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile: R18" S3 AP2 Assault 3
Edge of Reality: This magnificent blue sword swirls with raw empyrean energy, tearing apart anything it touches with ease. R- S+2 AP1 Melee, Two-Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to a Imperial Librarians Gate of Infinity ability. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit. Azyr may spend his Warp Charges to teleport him and his unit in the following manner: 1- 8" teleport instead of moving. 2- 16" teleport instead of moving 3- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
Why? Is that the only thing that is causing this guy to be undercosted?
Lord is 65
+50 for Psyker-nes
+40 for MoT and SoC +5 for the ranged weapon (weaker yet longer ranged version of Smite)
+25 for the weapon, considering it isn't a Daemon Weapon.
I could bump it up to 200, if that seems more fair.
Why? Is that the only thing that is causing this guy to be undercosted?
Lord is 65
+50 for Psyker-nes
+40 for MoT and SoC +5 for the ranged weapon (weaker yet longer ranged version of Smite)
+25 for the weapon, considering it isn't a Daemon Weapon.
I could bump it up to 200, if that seems more fair.
Because it's a Sorcerer with a Lord statline, an AP2 assault 3 weapon, AP1 Power Mace with Shred, a whole bunch of extra gear, an improved psychic power. that it seems to get on top of rolling for 3 anyway?
Points breakdown below.
McNinja wrote: Azyr Skoros, Lord of the Architects of Death........................185 points
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
R18" S3 AP2 Assault 3
Edge of Reality: This magnificent blue sword swirls with raw empyrean energy, tearing apart anything it touches with ease.
R- S+2 AP1 Melee, Two-Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to a Imperial Librarians Gate of Infinity ability. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
1- 8" teleport instead of moving.
2- 16" teleport instead of moving
3- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
Spoiler:
Sorc - 60
+1A +10
+1BS +10
+1W +10
+1I +10
+2A +20
+Hand of Mutare:
+Spell Familiar +15
+Weapon +20
+Edge Of Reality:
+Power Maul +15
+AP1 +20
+Shred +10
+Sigil of Corruption +25
+MoZ +15
+Gift of Mutation +10
+Teleport +25 (partially covered by mastery levels)
Total: 275
If the gun is meant to be a Psychic Shooting Attack... drop it by 10pts.
Storm Captain Rhyex - Looking for a points check! I don't feel comfortable giving a number yet Type: Infantry (Character, Unique)
Coming from a long blood-line of Imperial nobles, Storm Captain Rhyex was a prime candidate to lead a Storm Trooper regiment. In the Schola Progenium he proved to be an excellent leader, and after being put under study a Imperial Guard general (who chooses to remain anonymous) commented on Rhyex “almost being a sort of Tactical Genius” as himself. However, he showed to be too stubborn and unwilling to accept Schola rules. Thus, he was never given the command of a Storm Trooper unit as he should have been. The reasons behind his lack of a mind-wipe are unknown. Still bitter about his turn-down to this day, Rhyex hopes to finally prove himself worthy by smiting the Emperors enemies.
Storm Captain Rhyex can be bought as a replacement for a Company Commander
WSBS S T W I A LdSv 4 4 3 3 2 3 2 9 4+
Special Rules:
Storm Regiment: Rhyex has been able to embed himself deep in the Schola Progenium, and has thus been able to acquire units otherwise restricted. Any army commanded by Storm Captain Rhyex can count their Storm Troopers as scoring. Also, one Storm Trooper squad can become a Troops choice.
Arrogant Warrior: Rhyex is known to be a rather arrogant soldier, commonly over exaggerating his victories and strengths to levels that has had even Astartes puzzled. Of course, during the tides of battle he can’t let this reputation slip. If challenged, Rhyex must accept the challenge. His squad also automatically passes moral checks in close combat while Rhyex is alive (we fight to the last man, of course)
Natural Officer: Rhyex was always adept at leader men, and it showed during his time in the Schola. Rhyex is an officer capable of issuing 3 orders a turn at 12”. He can select from an order pool of: Bring It Down, Fire On My Target, and Move, Move, Move. He can also use orders from his special order pool. However, he can’t receive orders from other squads (he’s too arrogant to listen to other less experienced officers).
“You Have A Bayonet For A Reason Guardsman!”- Given at the beginning of the Assault Phase. The unit receiving the order immediately launches a charge against the closest enemy unit within 12 inches. Charge distance automatically passes unless going through difficult or dangerous terrain in which you roll for normal Difficult Terrain Assault tests. However, because the squad is more exposed than usual charges, Overwatch hits on a 5+ instead of a 6+
“Get Your Ass On The Line!”- Given at the beginning of the Movement Phase. The unit receiving the order immediately moves into the closest piece of cover. If the closest piece of cover is less than or equal to 6 inches away, they move into the cover and may shoot in the following phase as if they did not move. If the closest piece of cover is between 12-6 inches away, they move into the cover and may shoot in the following phase as if they had moved. If the closest piece of cover is over 12 inches away, the unit DOES NOT move but instead gains a 5+ cover save (from digging foxholes) and may not shoot the following phase.
Not Gonna Die This Way, Not Now: Rhyex is a stubborn individual, in both mind and body. His time spent in the Schola Progenium hardened his will, and taught him how to fight through despite grievous wounds. When reduced to no wounds, roll a die. On a 4+ Rhyex gets back up with 1 wound. This can only be done once, once reduced to no wounds again he is removed as a casualty.
Wargear: Power Sword, Hot Shot Laspistol, Frag Grenades, Krak Grenades
Why? Is that the only thing that is causing this guy to be undercosted?
Lord is 65
+50 for Psyker-nes
+40 for MoT and SoC +5 for the ranged weapon (weaker yet longer ranged version of Smite)
+25 for the weapon, considering it isn't a Daemon Weapon.
I could bump it up to 200, if that seems more fair.
Because it's a Sorcerer with a Lord statline, an AP2 assault 3 weapon, AP1 Power Mace with Shred, a whole bunch of extra gear, an improved psychic power. that it seems to get on top of rolling for 3 anyway?
Points breakdown below.
Total: 275
If the gun is meant to be a Psychic Shooting Attack... drop it by 10pts.
I should have been more clear about the teleport. The 1, 2, and 3 are what happens if he spends that many warp charges, not if he rolls anything. I debated making the gauntlet a Psychic shooting attack, but perhaps I'll just change the weapon. Though, considering that it's S3, the best it can wound on is a 4+. Against terminators, it wounds on a five. I'll change some stuff around.
Why? Is that the only thing that is causing this guy to be undercosted?
Lord is 65
+50 for Psyker-nes
+40 for MoT and SoC +5 for the ranged weapon (weaker yet longer ranged version of Smite)
+25 for the weapon, considering it isn't a Daemon Weapon.
I could bump it up to 200, if that seems more fair.
Because it's a Sorcerer with a Lord statline, an AP2 assault 3 weapon, AP1 Power Mace with Shred, a whole bunch of extra gear, an improved psychic power. that it seems to get on top of rolling for 3 anyway?
Points breakdown below.
Total: 275
If the gun is meant to be a Psychic Shooting Attack... drop it by 10pts.
I should have been more clear about the teleport. The 1, 2, and 3 are what happens if he spends that many warp charges, not if he rolls anything. I debated making the gauntlet a Psychic shooting attack, but perhaps I'll just change the weapon. Though, considering that it's S3, the best it can wound on is a 4+. Against terminators, it wounds on a five. I'll change some stuff around.
He's mastery level 3, that means he rolls 3 times on various Psychic Power charts, unless he specifically cannot, and only has the one power. (1-2 Tzeentch Powers + 1-2 Others, from Pyromancy, Telekinesis, Telepathy, to a total of 3)
Meaning he'd have 4...
Clearing that up would help though. Then it can be re-pointed ^-^
Azyr Skoros, Lord of the Architects of Death........................240 points
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to two warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule
Edge of Reality: This magnificent blue sword swirls with raw empyrean energy, tearing apart anything it touches with ease.
R- S+2 AP2 Melee, Two-Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to the teleportation of Eldar Warp Spiders or Grey Knight Interceptor Squads. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit and is used in the movement phase instead of moving normally. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving.
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
Azyr may roll on the Biomancy, Pyromancy, and Telepathy disciplines, in addition to being able to spend warp charges on the Hand of Mutare or his teleportation ability.
----------------------------------------------------------
New points breakdown:
65 - Lord
75 - 3 psyker levels
30 - Edge of Reality
20 - Hand of Mutare
50 - MoT, SoC, and GoM Total - 240
McNinja wrote: Azyr Skoros, Lord of the Architects of Death........................240 points
Spoiler:
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to two warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule
Edge of Reality: This magnificent blue sword swirls with raw empyrean energy, tearing apart anything it touches with ease.
R- S+2 AP2 Melee, Two-Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to a Imperial Librarians Gate of Infinity ability. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
New points breakdown:
65 - Lord
75 - 3 psyker levels
30 - Edge of Reality
20 - Hand of Mutare
50 - MoT, SoC, and GoM Total - 240
After the teleport can they charge? And rather than saying "It works like this other thing from a different codex" just write out what it does.
Ovion wrote:I feel 250pts would be more accurate...
But better.
You also need to clarify if he rolls on the Psychic Power Tables, just has those powers.
felixander wrote:
McNinja wrote: Azyr Skoros, Lord of the Architects of Death........................240 points
Spoiler:
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to two warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule
Edge of Reality: This magnificent blue sword swirls with raw empyrean energy, tearing apart anything it touches with ease.
R- S+2 AP2 Melee, Two-Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to a Imperial Librarians Gate of Infinity ability. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
New points breakdown:
65 - Lord
75 - 3 psyker levels
30 - Edge of Reality
20 - Hand of Mutare
50 - MoT, SoC, and GoM Total - 240
After the teleport can they charge? And rather than saying "It works like this other thing from a different codex" just write out what it does.
Wargear: Oblivion, Bolt Pistol, Power Armour, Blight Grenades, Sigil of Corruption.
Special Rules: Mark of Nurgle, Champion of Chaos, Fearless, Feel no Pain, Independent Character, Heartless.
Oblivion: This corrupted scythe is said to be of the same ilk as "Manreaper", having been created alongside it. Oblivion however, is considered to be one of Nurgle' most potent artefacts; the slightest scratch from this weapon drains the very life-essence from its victim. This is a melee weapon with the following profile:
Range -, S User, AP2, Melee, Soul Drain, Poisoned (2+)
Soul Drain: Anytime Marluxia's close combat attacks with this weapon cause one or more unsaved wounds, roll a D6. On a 4+, he regains a wound lost previously. If he is at full wounds, he gains +1.
Heartless: His greatest gift from Nurgle; Marluxia is both alive and dead and yet, is neither. Forever doomed to lead his unholy crusade against the mortal realm, Marluxia's endurance is legendary. Marluxia's Feel no Pain saves are made on a 3+ instead.
Special rules: HELP!:
Ntar is a notorious coward. He takes Leadership tests on 1D6.
Leave me alone!
Occasionally, Ntar will do something useful. To represent this, if he is attacked in combat, survives, his squad lose the combat, but pass the LD test to remain in the combat, he counts as WS5, S4, and LD7 for the next turn.
Points... He is most definitely a downgrade, other than his armour. Therefore... a free upgrade upon an Imperial Guard Infantry Squad Sergeant?
Wargear: Oblivion, Bolt Pistol, Power Armour, Blight Grenades, Sigil of Corruption.
Special Rules: Mark of Nurgle, Champion of Chaos, Fearless, Feel no Pain, Independent Character, Heartless.
Oblivion: This corrupted scythe is said to be the twin creation of "Manreaper". The slightest scratch from this weapon drains the very life-essence from its victim. This is a melee weapon with the following profile:
Range -, S User, AP2, Melee, Soul Drain, Poisoned (2+)
Soul Drain: Anytime Marluxia's close combat attacks with this weapon cause one or more unsaved wounds, roll a D6. On a 4+, he regains a wound lost previously. If he is at full wounds, he gains +1.
Heartless: His greatest gift from Nurgle; Marluxia is both alive and dead and yet, is neither. Forever doomed to lead his unholy crusade against the mortal realm, Marluxia's endurance is legendary. Marluxia's Feel no Pain saves are made on a 3+ instead.
Where's Marluxia from originally? I've heard that name a few times...
OK, so
Spoiler:
Chaos Lord - 65
+1WS +10
+1T: See MoN +1W +10
Oblivion +35
+Blight Grenades +5
+Sigil of Corruption +25
+MoN +15
+FnP +10
+2FnP(Heartless) +20
Total: 195
So only a little underpriced there. Seems... alright overall.
Ovion wrote: Definately wants to be at least 250 then...
He has 5 Psychic Powers and is Mastery Level 3.
He can still only use three at most, or one if he decides to 30" teleport. Besides, the Hand isn't a psychic shooting attack, he can just dump Warp Charges into it to make it stronger, and teleport is something I think anyone would do every turn.
Ovion wrote: Definately wants to be at least 250 then...
He has 5 Psychic Powers and is Mastery Level 3.
He can still only use three at most, or one if he decides to 30" teleport. Besides, the Hand isn't a psychic shooting attack, he can just dump Warp Charges into it to make it stronger, and teleport is something I think anyone would do every turn.
You still need to cost everything on it appropriately.
Otherwise it has numerous positives, no drawbacks and is cheap for what it can do, and 250 is still probably a little cheap.
It's an incredibly versatile model, that's good at just about anything.
Ovion wrote: Definately wants to be at least 250 then...
He has 5 Psychic Powers and is Mastery Level 3.
He can still only use three at most, or one if he decides to 30" teleport. Besides, the Hand isn't a psychic shooting attack, he can just dump Warp Charges into it to make it stronger, and teleport is something I think anyone would do every turn.
You still need to cost everything on it appropriately.
Otherwise it has numerous positives, no drawbacks and is cheap for what it can do, and 250 is still probably a little cheap.
It's an incredibly versatile model, that's good at just about anything.
Well, I'll change the sword around a bit as well, then. I'd like to keep him as is, I'll make a change to him and post it on this page. Let me know if it helps anything. I'd like the only real drawback to be that has to choose between shooting, stabbing, and moving. Of course, he could always just go around normally, but that's just silly
Automatically Appended Next Post: Azyr Skoros, Lord of the Architects of Death........................240 points
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to three warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule .
3 Warp charges, it becomes S4 AP2 and maintains the Torrent Special rule.
Edge of Reality: This magnificent blue sword is covered in runes and glyphs that, when given power, turn this blade from an ordinary sword into a powerful weapon seething with raw empyrean energy, tearing apart anything it touches with ease. This weapon uses the following profile:
R- SUser AP4 Melee, Two-Handed
Azyr may spend Warp Charges to activate the blade, and the more warp charge he spends, the more powerful the blade becomes. If he spends:
1 Warp Charge, the blade uses the following profile: R- S+1 AP3 Melee, Two handed
2 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed
3 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to the teleportation of Eldar Warp Spiders or Grey Knight Interceptor Squads. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit and is used in the movement phase instead of moving normally. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving.
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
Azyr may roll on the Biomancy, Pyromancy, and Telepathy disciplines, in addition to being able to spend warp charges on the Hand of Mutare or his teleportation ability.
Special rules: HELP!:
Ntar is a notorious coward. He takes Leadership tests on 1D6.
Leave me alone!
Occasionally, Ntar will do something useful. To represent this, if he is attacked in combat, survives, his squad lose the combat, but pass the LD test to remain in the combat, he counts as WS5, S4, and LD7 for the next turn.
Points... He is most definitely a downgrade, other than his armour. Therefore... a free upgrade upon an Imperial Guard Infantry Squad Sergeant?
Wait, for the HELP! special rule, doesn't the IMPROVE his chances? I know he's only LD5 but on 1d6 its much easier to get than on 2D6.
The rule might make more sense if you say he takes Leadership Tests on 3D6, as you want the number to be equal to or less than right? So more dice rolled is better chance to fail
Wargear: Oblivion, Bolt Pistol, Power Armour, Blight Grenades, Sigil of Corruption.
Special Rules: Mark of Nurgle, Champion of Chaos, Fearless, Feel no Pain, Independent Character, Heartless.
Oblivion: This corrupted scythe is said to be the twin creation of "Manreaper". The slightest scratch from this weapon drains the very life-essence from its victim. This is a melee weapon with the following profile:
Range -, S User, AP2, Melee, Soul Drain, Poisoned (2+)
Soul Drain: Anytime Marluxia's close combat attacks with this weapon cause one or more unsaved wounds, roll a D6. On a 4+, he regains a wound lost previously. If he is at full wounds, he gains +1.
Heartless: His greatest gift from Nurgle; Marluxia is both alive and dead and yet, is neither. Forever doomed to lead his unholy crusade against the mortal realm, Marluxia's endurance is legendary. Marluxia's Feel no Pain saves are made on a 3+ instead.
So he hits at regular initiative with an AP2 2+ Poison weapon that drains wounds, has 4 wounds, and a 3+ FnP? For 175 points? I'd say 205 MINIMUM.
Math:
Spoiler:
A Chaos lord with Sigil, MoN, + Blight Grenades is 110 points.
+1 WS +10 points
+1 W +10-15 points
3+ Feel No Pain = +20-25 (Some will debate that this is either under or overcosted, but for a T5 Model to get a 3+ FnP is insanely good)
Oblivion +55 Points (Power Sword 15 + AP2 15 + Poison(2+) 15 + Soul Drain 10)
If Oblivion is supposed to be the "twin Creation" of Typhus's Manreaper, then why is it completely different? I understand that just because it's Manreaper's "Twin" doesn't mean it has to be identical, but I'd expect it to at least be similar. If you really want to run the weapon as is I'd delete that part about Manreaper.
Automatically Appended Next Post: Azyr Skoros, Lord of the Architects of Death........................240 points
Spoiler:
WS...BS...S...T...W...I...A...LD...Sv ....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,
Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to three warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule .
3 Warp charges, it becomes S4 AP2 and maintains the Torrent Special rule.
Edge of Reality: This magnificent blue sword is covered in runes and glyphs that, when given power, turn this blade from an ordinary sword into a powerful weapon seething with raw empyrean energy, tearing apart anything it touches with ease. This weapon uses the following profile:
R- SUser AP4 Melee, Two-Handed
Azyr may spend Warp Charges to activate the blade, and the more warp charge he spends, the more powerful the blade becomes. If he spends:
1 Warp Charge, the blade uses the following profile: R- S+1 AP3 Melee, Two handed
2 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed
3 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter
Teleporter: Azyr can manifest an ability quite similar to the teleportation of Eldar Warp Spiders or Grey Knight Interceptor Squads. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit and is used in the movement phase instead of moving normally. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving.
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.
If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.
Azyr may roll on the Biomancy, Pyromancy, and Telepathy disciplines, in addition to being able to spend warp charges on the Hand of Mutare or his teleportation ability.
So he can actually teleport a squad of 10 Terminators and Abaddon 30" and then have them charge? Yeaaahhh. I'm not sold on that one.You don't see a delivery system like that anywhere in the books for a reason.
Take any of the following:
-Adrenal Glands…………………………………….15 points
-Toxin Sacs……………………………………………15 points
-Implant Attack……………………………………..20 points
-Regeneration……………………………………….40 points
Special Rules:
Synapse Creature
Shadow in the Warp
Psychic Monstrosity
Warp Field
Immobile: The Kestelvore is so massive that it cannot move its bulk across the battlefield. Once it emerges from its mycetic spore it remains in place, launching its deadly cargo across the battlefield.
The Kestelvore is placed on the battlefield and does not move for the entirety on the battle.
Meiotic Spine Cannon: Sitting at the back of the battlefield, the Kestelvore launches mycetic spores filled with Hormoguants at targets nearly a mile away, flooding the heart of the enemy with writhing bodies and razor sharp claws.
Range Strength AP Type
Minimum 36” - - Meiotic Spine
Maximum 96”
Roll 3D6. That many Hormoguants are placed in the meiotic spine and launched at the enemy, using D6 and scatter die to decide where it lands. Using the small blast marker, determine if any enemy units are under the marker and move them them 1” outside the marker. On impact the Hormoguants may assault on the turn they arrive though if they are outside of synapse range they are subject to and must roll for instinctive behavior. At the start of the next tyranid turn the meiotic spine is removed from play. If attacked the spine is replaced with a blast crater and becomes dangerous terrain. The spawned Hormoguants have no biomorphs.
Guard Spawn: The Kestelvore cannot move to defend itself against enemies at close range. Instead if under attack, it will release broods of Hormoguants that would normally be launched at the enemy. The flood of creatures overwhelms the attackers in a flood of razor sharp claws, and prevents them from attacking the their progenitor.
If under threat from attack, you may chooser to roll 9D6 and spawn that many Hormoguants within 12” of the Kestelvore. Guants spawned in this way have the Rage and Furious Charge rule until the end of the next Tyranid turn. The Kestelvore may not spawn more Hormoguants or launch more spores for the next three turns, however the spawned Hormoguants may continue to move up the battlefield.
Synaptic Feedback: The Kestelvore has such a potent synaptic ability it rivals that of the Dominatrix in level. The potency is so strong that if it is killed, all non synapse creatures around in are instantly killed by the feedback its death causes, even those it is not currently commanding
If killed, all non synapse units within 12” of the Kestelvore suffer D6 S4 AP- hits with no saves of any kind allowed
Mycetic Spore
WSBS S T W I A LdSv - - - 4 2 - - - 2+
Weapons and Biomorphs:
-Armored Shell
Atmospheric Impact-when the spine hits, the impact kills any models underneath and pushes those around it away, making them easy prey for the burst of hormoguants that follow.
Center the small blast marker over the point where the meiotic spine lands. All models underneath suffer S6 AP2 hits equal to the number of models underneath the blast marker. Move any surviving models 1” outside of the blast marker.
Almost a large as a biotitan, the Kestelvore is a cross between the Termaguant breeding Terivgon and the spore mine launching Biovore. Dropped by bioships from orbit, the impact of the mycetic spore with the beast inside is said to shake the ground itself. As the creature unfolds from its organic drop pod, sections of the spore remain, acting as nearly impenetrable armor for the garguantuan creature. Its bulk means it can’t move but this makes it no less dangerous. Like the Tervigon, inside its bulk are thousands upon thousands of Hormoguant eggs which mature in a matter of minutes inside the living incubator. Unlike the Tervigons though the young are not released around the Kestelvore to ravage the lands. Instead they enter meiotic spines that the Kestelvore grows inside itself and are launched out of a massive cannon on the beasts back, similar to the Biovore’s spore mine launcher on a massive scale. Unlike normal mycetic spores, these have no rudimentary intelligence or bioweapons, instead they are simple armored pods. Beacause they are launched within the atmosphere, they are longer and more streamlined, with ridges along their sides. The Kestelvore cannot see the great distances to aim the spores, instead like the Hive Guard they “see” through the eyes of other tyranid creatures, allowing them to adjust the ridges along the sides for better aim with its potent synaptic link. Because the spine does not have such a large profile as the spore, it is not only quieter but more deadly for that. Defenders may often find themselves crushed below falling spine or shaken by the shockwave of the impact. Those knocked to the ground are often killed by the flood of hormoguants that emerge.
The Kestelvore is another rarity among the Hive Fleets but like the Biovore it is an example of the fleets continued evolution and adaption. As the hive mind learned that the defenders would expect to see spores attacking from above and attempt to shoot them down, it created a beast to launch the spores below the sensors of the enemy. Not only that but it allows for a more direct way to target the smaller bioforms into the heart of the enemy, thereby wasting less biomass.
So he can actually teleport a squad of 10 Terminators and Abaddon 30" and then have them charge? Yeaaahhh. I'm not sold on that one.You don't see a delivery system like that anywhere in the books for a reason.
Aside from the fact that Abaddon can't join the unit, yes, if you don't mind putting all of your eggs in one basket. Then again, I would never take Abaddon, not would I take ten terminators. That's around 650 points, or actually 990 or so with Azyr. He can also only do it once. Same as interceptors.
So he hits at regular initiative with an AP2 2+ Poison weapon that drains wounds, has 4 wounds, and a 3+ FnP? For 175 points? I'd say 205 MINIMUM.
Math:
Spoiler:
A Chaos lord with Sigil, MoN, + Blight Grenades is 110 points.
+1 WS +10 points
+1 W +10-15 points
3+ Feel No Pain = +20-25 (Some will debate that this is either under or overcosted, but for a T5 Model to get a 3+ FnP is insanely good)
Oblivion +55 Points (Power Sword 15 + AP2 15 + Poison(2+) 15 + Soul Drain 10)
If Oblivion is supposed to be the "twin Creation" of Typhus's Manreaper, then why is it completely different? I understand that just because it's Manreaper's "Twin" doesn't mean it has to be identical, but I'd expect it to at least be similar. If you really want to run the weapon as is I'd delete that part about Manreaper.
This price (of an amended 195pts) considers contextual factors such as - lack of reliable delivery method, relative slow speed, susceptibility to ID and weakness to high-volume of fire.
Regarding Oblivion: twin creation is merely meant to reflect the timing of the weapon's creation, I'll re-word this in the original post.
Jorgen Wolfhowl was supposed to have been the strongest of Russ' companions. A great bear of a man, he survived his transition into Astartes despite being nearly 60 years of age, and served as one of the first Wolf Lords. He was killed by Magnus on Prospero.
205 points
Type: Infantry (unique)
WS6 BS5 S5 T4 W3 I5 A4 Ld10 Sv2+
Wargear: Terminator armour, Belt of Russ, Storm bolter, Thunder hammer
Special Rules: Independent Character, Fearless, Counter Attack, Acute Senses, Rage
Rampage: Jorgen builds up momentum and speed when he charges. On the turn Jorgen charges into combat, he strikes in Initiative order, ignoring the unwieldy rule of his thunder hammer. However, his WS is reduced to 4, and enemy units can re-roll all failed to hit rolls against him in that round of combat.
Jerek Stormfist was a Wolf Lord who turned to the worship of Khorne in M40. Pursued by his former brethren, Logan duelled and bested him in the ice caves of Carloth IV. Morkai sliced the left half of his head, helmet and all, and the Great Wolf left him for dead. Khorne, however, saw a promising champion in Jerek, and kept him alive long enough for his brain and skull to be rebuilt with augmentics. Renamed Twoface for his brass half-skull, he now roams the Maelstorm in service to his bloody god.
240 points
Codex: Chaos Space Marines
Type: Cavalry (unique)
WS6 BS5 S5 T5 W3 I5 A4 Ld10 Sv2+
Wargear: Fleshmetal, sigil of corruption, frag and krak grenades
Juggernaut of Khorne: Jerek rode a mighty Thunderwolf, which was killed by Logan. He now rides a Juggernaut, a gift from his patron. Bonuses to profile included. Also grants +1 to Deny the Witch rolls.
Crescent's Bite: This was once a frost axe. Exposure to the warp has changed it into something perverse. This is a melee weapon. Strength +2 AP2 Armorbane Unwieldy
Stormfist: Jerek's namesake, this is a set of short ranged bolter barrels clustered around his left fist. Range 12 Strength 5 Ap 5 Assault 4 Rending Get's Hot
Special Rules: Independent Character, Fearless, Champion of Chaos, Mark of Khorne
"Before each game, flip a coin. If Heads, he is known for the duration of that game as Jerek Stormfist, and loses the Fleshmetal special rule. If tails (or scarred heads) he loses the Stormfist, and is known instead as Jerek Two-Face."
WS...BS...S...T...W...I...A...LD...Sv ...7.....4.....5...5....4...5..4....10....2+ Unit Type: Beast (Character) Composition: 1 (Unique) Wargear: Blood and Fire, Fleshmetal, Sigil Of Corruption, Mark of Khorne, Icon of Wrath
Blood and Fire: The two giant axes Kilithos carries are a testament to his massive strength, with each axe head being as big as a mans torso. Blood is covered in the blood of millions, eternally rusting away as the daemon within lusts for more. Fire is true to it's name, and powerful enchantments keep the blade hotter than plasma and always setting other things on fire whether Kilithos means to or not. These axes have the following profiles. His attacks may be split between the two: Blood: R- S+1 AP4 Unweildy, Daemon Weapon, Reave - For each to-hit roll of 6, Kilithos may make an additional attack. These attacks may generate more attacks. Fire: R- S+1 AP1 Unwieldy, Immolate - For each wound caused by Kilithos with this weapon, roll a D6. On a 3 or higher, the enemy model or unit takes an additional D3 S4 AP4 hits.
Special Rules: Champion of Chaos, The Juggernaut, Fearless, Independent Character
The Juggernaut - Kilithos was once a normal Chaos Lord, slaying his foes for the blood god atop his Juggernaut steed for centuries. However, Khorne saw fit to combine the two into one beast, turning Kilithos into a giant of a man, possessed with the speed, stamina, strength, and rage of the Juggernaut he once rode. Kilithos moves as a Beast to represent his ability to move through terrain better than a normal man or normal juggernaut. Also, due to his sheer size and strength, the first attack of the combat in the Fight-sub phase the Kilithos makes may be at his usual initiative. Any additional attacks gained through the Reave rule happen at the Initiative 1 step with the rest of his attacks.
McNinja wrote: Kilithos the Juggernaut.....................195
WS...BS...S...T...W...I...A...LD...Sv ...7.....4.....5...5....4...5..4....10....2+ Unit Type: Beast (Character) Composition: 1 (Unique) Wargear: Blood and Fire, Fleshmetal, Sigil Of Corruption, Mark of Khorne, Icon of Wrath
Blood and Fire: The two giant axes Kilithos carries are a testament to his massive strength, with each axe head being as big as a mans torso. Blood is covered in the blood of millions, eternally rusting away as the daemon within lusts for more. Fire is true to it's name, and powerful enchantments keep the blade aflame and always setting other things on fire whether Kilithos means to or not. These axes have the following profiles. His attacks may be split between the two, but if both are used both must roll for the daemon weapon, and he does not gain the bonus attacks from both: Blood: R- S+1 AP2 Unweildy, Daemon Weapon, Reave - For each 6 that is rolled when rolling to hit, Kilithos may make an additional attack. These new attacks can cause more attacks. Fire: R- S+1 AP2 Unwieldy, Daemon Weapon, Conflagrate - Kilithos' attacks have the Soul Blaze special rule, but the flames remain on a 3+ and the unit takes D3+1 S5 AP4 hits
Special Rules: Champion of Chaos, The Juggernaut, Fearless, Independent Character
The Juggernaut - Kilithos was once a normal Chaos Lord, slaying his foes for the blood god atop his Juggernaut steed for centuries. However, Khorne saw fit to combine the two into one beast, turning Kilithos into a giant of a man, possessed with the speed, stamina, strength, and rage of the Juggernaut he once rode. Kilithos moves as a Beast to represent his ability to move through terrain better than a normal man or normal juggernaut. Also, due to his sheer size and strength, the first attack of the combat in the Fight-sub phase the Kilithos makes may be at his usual initiative.
I'll just leave this here.
Spoiler:
Chaos Lord - 65 +1WS +10 -1BS -10 +1S +10 +1T: See JoK +1W: See JoK +1A: See JoK +Beasts: See JoK +Blood +45 +Fire +35 +Fleshmetal +10 +Sigil of Corruption +25 +Mark of Khorne +10 +Icon of Wrath +20 +The Juggernaut: Juggernaut of Khorne +35 +The Juggernaut: Extras +10
You should word it so his attack at normal I at the beginning of combat, can't generate new attacks at I 5. I think it would be ok if it generates new ones but those would be unwieldy like the rest of his attacks.
Ovion wrote:You know you can math yourself, it's fairly straightforward. +10pts per stat change, closest relevant stuff otherwise. xD
- Also, the edits are easily the same cost still...
I suppose I could, but then what would you do? You'd be so bored... And yeah. I'm not entirely fond of how Azyr turned out, but I like this guy, so 265 is fine with me.
Shadox wrote:You should word it so his attack at normal I at the beginning of combat, can't generate new attacks at I 5. I think it would be ok if it generates new ones but those would be unwieldy like the rest of his attacks.
Special rules: HELP!:
Ntar is a notorious coward. He takes Leadership tests on 1D6.
Leave me alone!
Occasionally, Ntar will do something useful. To represent this, if he is attacked in combat, survives, his squad lose the combat, but pass the LD test to remain in the combat, he counts as WS5, S4, and LD7 for the next turn.
Points... He is most definitely a downgrade, other than his armour. Therefore... a free upgrade upon an Imperial Guard Infantry Squad Sergeant?
Wait, for the HELP! special rule, doesn't the IMPROVE his chances? I know he's only LD5 but on 1d6 its much easier to get than on 2D6.
The rule might make more sense if you say he takes Leadership Tests on 3D6, as you want the number to be equal to or less than right? So more dice rolled is better chance to fail
Whoops! 3D6 it is, then. Forgot how LD tests work.
Take any of the following:
-Adrenal Glands…………………………………….15 points
-Toxin Sacs……………………………………………15 points
-Implant Attack……………………………………..20 points
-Regeneration……………………………………….40 points
Special Rules:
Synapse Creature
Shadow in the Warp
Psychic Monstrosity
Warp Field
Immobile: The Kestelvore is so massive that it cannot move its bulk across the battlefield. Once it emerges from its mycetic spore it remains in place, launching its deadly cargo across the battlefield.
The Kestelvore is placed on the battlefield and does not move for the entirety on the battle.
Meiotic Spine Cannon: Sitting at the back of the battlefield, the Kestelvore launches mycetic spores filled with Hormoguants at targets nearly a mile away, flooding the heart of the enemy with writhing bodies and razor sharp claws.
Range Strength AP Type
Minimum 36” - - Meiotic Spine
Maximum 96”
Roll 3D6. That many Hormoguants are placed in the meiotic spine and launched at the enemy, using D6 and scatter die to decide where it lands. Using the small blast marker, determine if any enemy units are under the marker and move them them 1” outside the marker. On impact the Hormoguants may assault on the turn they arrive though if they are outside of synapse range they are subject to and must roll for instinctive behavior. At the start of the next tyranid turn the meiotic spine is removed from play. If attacked the spine is replaced with a blast crater and becomes dangerous terrain. The spawned Hormoguants have no biomorphs.
Guard Spawn: The Kestelvore cannot move to defend itself against enemies at close range. Instead if under attack, it will release broods of Hormoguants that would normally be launched at the enemy. The flood of creatures overwhelms the attackers in a flood of razor sharp claws, and prevents them from attacking the their progenitor.
If under threat from attack, you may chooser to roll 9D6 and spawn that many Hormoguants within 12” of the Kestelvore. Guants spawned in this way have the Rage and Furious Charge rule until the end of the next Tyranid turn. The Kestelvore may not spawn more Hormoguants or launch more spores for the next three turns, however the spawned Hormoguants may continue to move up the battlefield.
Synaptic Feedback: The Kestelvore has such a potent synaptic ability it rivals that of the Dominatrix in level. The potency is so strong that if it is killed, all non synapse creatures around in are instantly killed by the feedback its death causes, even those it is not currently commanding
If killed, all non synapse units within 12” of the Kestelvore suffer D6 S4 AP- hits with no saves of any kind allowed
Mycetic Spore
WSBS S T W I A LdSv - - - 4 2 - - - 2+
Weapons and Biomorphs:
-Armored Shell
Atmospheric Impact-when the spine hits, the impact kills any models underneath and pushes those around it away, making them easy prey for the burst of hormoguants that follow.
Center the small blast marker over the point where the meiotic spine lands. All models underneath suffer S6 AP2 hits equal to the number of models underneath the blast marker. Move any surviving models 1” outside of the blast marker.
Almost a large as a biotitan, the Kestelvore is a cross between the Termaguant breeding Terivgon and the spore mine launching Biovore. Dropped by bioships from orbit, the impact of the mycetic spore with the beast inside is said to shake the ground itself. As the creature unfolds from its organic drop pod, sections of the spore remain, acting as nearly impenetrable armor for the garguantuan creature. Its bulk means it can’t move but this makes it no less dangerous. Like the Tervigon, inside its bulk are thousands upon thousands of Hormoguant eggs which mature in a matter of minutes inside the living incubator. Unlike the Tervigons though the young are not released around the Kestelvore to ravage the lands. Instead they enter meiotic spines that the Kestelvore grows inside itself and are launched out of a massive cannon on the beasts back, similar to the Biovore’s spore mine launcher on a massive scale. Unlike normal mycetic spores, these have no rudimentary intelligence or bioweapons, instead they are simple armored pods. Beacause they are launched within the atmosphere, they are longer and more streamlined, with ridges along their sides. The Kestelvore cannot see the great distances to aim the spores, instead like the Hive Guard they “see” through the eyes of other tyranid creatures, allowing them to adjust the ridges along the sides for better aim with its potent synaptic link. Because the spine does not have such a large profile as the spore, it is not only quieter but more deadly for that. Defenders may often find themselves crushed below falling spine or shaken by the shockwave of the impact. Those knocked to the ground are often killed by the flood of hormoguants that emerge.
The Kestelvore is another rarity among the Hive Fleets but like the Biovore it is an example of the fleets continued evolution and adaption. As the hive mind learned that the defenders would expect to see spores attacking from above and attempt to shoot them down, it created a beast to launch the spores below the sensors of the enemy. Not only that but it allows for a more direct way to target the smaller bioforms into the heart of the enemy, thereby wasting less biomass.
Holly This is AWSOME mate but personally I think it is MASSIVLY over costed!
Wargear:
Hot-Shot Laspistol
Power Sword
Refractor Field
Frag Grenades
Krak Grenades
Special Rules:
Senior Officer
I Say Again!: So sure of his abilities to lead his men, if an order given by Dawzan fails, he can re-roll the failed leadership test.
Narcissistic: Dawzan sometimes cannot help but take a few moments to admire his divine skill and beauty, even in the heart of battle. As such roll a D6 at the start of your player turn, if a 1 is rolled, Dawzan cannot take any actions or give orders for the remainder of your turn.
Stolen sniper rifle
Knife
Camo rags (counts as camo cloak.)
Special rule:
Stealth
Background story:
During an blood axe attack on a Imperial mining colony, Mugshak and his fellow gretchin Rukblak found themselves working as assistants to the Mek Nazfug Goruz who was reparing and working on a few Ork bommas.
Mugshak had considered himself lucky that he didn't have to fight against the Imperial guard like most of the gretchins that followed the orks during the attack, his luck was however going to take a turn for the worse when one of the Nobs had suggested to the boss that they should start sending out gretchins as scouts to see what the ummies where up to.
Most of the gretchins had previous been sent out during one of the earlier assault agianst the imperial postions to act like sheilds and clear mines for the boyz, this left only Mugshak and Rukblak beeing the only gretchins remaining in the area. Despite alot of whinging and complaints from Rukblak,it was only a matter of minutes before both gretchins has been hurled into a cage that had been attached to one of the bommas that was about to take off.
Everything happend rather fast as the cage suddenly was released from the plane and sent the two grecthins screaming towards the ground,only to seconds later land on a small dune not far away from what Mugshak thougt to be some rather short ummies. After getting out of the cage and sneaking upon the ummie looking things ,both gretchins found themselves looking at 3 sleeping rattling snipers.
With a quick nod and some gretching sneakiness, they both attacked the sleeping ratlings with a wild howl and when the fight was over only Mugshak was left alone standing as the last rattling had killed of Rukblak before dying. Not sure what to do about the situation, the lone gretchin found himself drawn to the shiny rifle that one dead ratling was still holding on to,after prying the rifle from the rattlings hands Mugshak also stole some of the ratlings torn clothes before disappearing out into the wilderness.
He probably shouldn't have a 5+ armor save, given that a run of the mill boy only gets a 6+. In either case, I think 35 points is grossly overestimating his value. Here's my math
I'd say if you cost him at 10 points he would be fair, since he is a single (likely non-scoring), model that will be killed by anything tougher than a stiff breeze while doing minimal damage (each shot has a 25% chance of forcing a save, so against almost any army he is statistically unlikely to cause even a SINGLE wound over the course of the game.
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
I'm not a fan of models in Power Armour having a Dodge invun save... damn near any model that has a Dodge save that I can think of is almost naked.
That the weapon includes a teleport homer is confusing.
But here we go:
Spoiler:
Chaos Lord - 65
+1A +10
+Chainspear: See Below
+Power Sword +15
+Power Maul +15
+Rending +5
+Fleshbane +5
+Murderous Strike +10
+Teleport Homer +10
+Fleet +10
+Fear +10
+rebirth +10
+4+ invun +25
+fnp +10
+1fnp +10
+1I on charge +5
+re-rolls in challenges +5
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
I'm not a fan of models in Power Armour having a Dodge invun save... damn near any model that has a Dodge save that I can think of is almost naked. That the weapon includes a teleport homer is confusing.
But here we go:
Spoiler:
Chaos Lord - 65 +1A +10 +Chainspear: See Below +Power Sword +15 +Power Maul +15 +Rending +5 +Fleshbane +5 +Murderous Strike +10 +Teleport Homer +10 +Fleet +10 +Fear +10 +rebirth +10 +4+ invun +25 +fnp +10 +1fnp +10 +1I on charge +5 +re-rolls in challenges +5
Total: 220
Fluff wise, according to Prince of Crows, he had a small teleport homer secretly installed in the lower shaft of his weapon. That way he could quietly summon his terminator brethren without anyone noticing, such as when he used them to execute the other 2 Kyroptera members who disagreed with him
With regards to the dodge save, he was always noted as being particularly fast and somewhat 'lucky' when it came to avoiding damage on the battlefield. ALso Ragnar has a 4+ invulnerable save from dodging too
Probably not common around here, but time for a Tau character:
Shas'o Mort'ako
Type: Infantry (jetpack, character)
Composition: 1 (unique)
Points: 135
WS4 BS5 S4 T3 W3 I3 A4 Ld10 Sv3+
Wargear: Stealth Armor with integral Stealth Field Generator, Smart Missile System, Stimulate Injector
Special Rules: Independent Character, Infiltrate, Hit&Run, Disappearing Act, Revelation (Stealth, Shroud and Feel No Pain are gained from wargear)
Disappearing Act: During the movement phase, instead of moving normally and as long he is not locked in combat Mort'ako or whenever he succeeds a Hit&Run test he may be removed from the table and immediately deep strike, if Mort'ako is attached to any unit other then stealth team members he leave it behind while using Disappearing Act, a stealth team he may take with him.
Revelation: Whenever Mort'ako deep strikes he may instead be placed as if he is infiltrating, Revelation may not be used if Mort'ako is attached to a unit containing anything other then stealth team members. (who also infiltrate with him)
How does that one look?
Not a real fighter, and does not pack too much dakka-but mostly a maneuver enabler, allowing to set the stealth field generator and his improved leadership wherever it is needed the most, shifting his tactical edge across the field as needed, or shift some stealth team around to mess with the opponent. (due to range and LOS restrictions he will still have a turn to respond anyway.)
If anyone got a good clue how to word it better it would be also nice, because its probably a bit messy right now.
Cost Brakedown:
Spoiler:
Stealth suit 'vre: 32 points (minus the 8 points of the burst cannon)
Crisis suit upgrade cost 'vre to 'o-40
SMS-20
Stimulate Injector-10
Hit and Run-10
Disappearing Act-15 (???)
Revelation-10 (???)
Rounded down by 2 points to look better, and under personal belief a few stuff are a bit overcosted there
So I had started a little joke build to make a cybork nob outta mek parts... and like the good mad dok I am, it got outta hand. Long story short, it's now my warboss with mega armor and a cybork body made outta necron and ork bits kludged together. I call him MegaMek Uzbiz Deffgubinz
Uzbiz was just a minor mek working in a shop that he shared with the local painboy. When he had accidentally cut a foot off while expirimentin' and asked the dok for a new one, the doc did some "expirimentin" of his own. Uzbiz woke up with a body made of most of his own inventions, and a 6-million toof doctor's bill. Seein as he was now the biggest ork in town, he promptly took it upon himself to krump the current boss, take over the tribe, and begin Waaaaagh Deffgubinz to plauge the sector...
MegaMek Uzbiz Deffgubinz (warboss profile)
WS 5 BS2 S5 T6 W4 I2 A4 Ld9
Wargear-
Stikkbombs
Mek's tools
Mega-Armor
Cybork Body,
Kustom Force Field
Uzbiz's Mega-blasta, (replaces the twin-linked shoota)
- A mega-blasta specially crafted for Uzbiz, grafted onto him where his left arm used to be. It can turn anyone into a smoking pile of ash, including Uzbiz himself. It has the following profile-
S6 AP2 heavy d6, Gets Hot!
Special Rules-
Mob Rule,
Furious Charge,
Independent Character,
Waaaagh!
Da Mega Cybork-
An ork with more gubbinz than orky bitz, Uzbiz has become a walking engine of destruction. He gets a +4 invul from his cybork body, has relentless instead of slow and purposeful, and gains the Hammer of Wrath special rule. In addition, while his body may be slow, it lets him heft his power klaw with no restrictions. Uzbiz ignores the "unwieldy" rule
230 pts
Pricing guide- stop me if I'm way off here, had to make some guesses
Spoiler:
Warboss- 60 pts (includes the stikkbombs, statline, mob rule, furious charge, IC, Waaagh special rules)
+1 toughness (+10) -2 Inititive (-10)
mega Armor- 40
Cybork body-10
KFF-60
Mek's tools ~ 10
Blasta = kustom mega blasta (15) + deffgun (which is a loota(15) - a boy (6)) rounded up to = 25
Da mega cybork- 25 (+10 for extra invul, +5 relentless, + 5 hammer, +5 for bonus power klaw speed)
I'm working on a Deffskull Waaagh! and I wanted my warboss to be a big mek as well. figured, why not? Lets try to stat that up! On the table, I wanted him to fill the role of both a big mek and warboss, being both a monster in combat and a force-multiplier for your army.
Automatically Appended Next Post:
BoomWolf wrote: Probably not common around here, but time for a Tau character:
Shas'o Mort'ako
Type: Infantry (jetpack, character)
Composition: 1 (unique)
Points: 135
WS4 BS5 S4 T3 W3 I3 A4 Ld10 Sv3+
Wargear: Stealth Armor with integral Stealth Field Generator, Smart Missile System, Stimulate Injector
Special Rules: Independent Character, Infiltrate, Hit&Run, Disappearing Act, Revelation (Stealth, Shroud and Feel No Pain are gained from wargear)
Disappearing Act: During the movement phase, instead of moving normally and as long he is not locked in combat Mort'ako or whenever he succeeds a Hit&Run test he may be removed from the table and immediately deep strike, if Mort'ako is attached to any unit other then stealth team members he leave it behind while using Disappearing Act, a stealth team he may take with him.
Revelation: Whenever Mort'ako deep strikes he may instead be placed as if he is infiltrating, Revelation may not be used if Mort'ako is attached to a unit containing anything other then stealth team members. (who also infiltrate with him)
How does that one look?
Not a real fighter, and does not pack too much dakka-but mostly a maneuver enabler, allowing to set the stealth field generator and his improved leadership wherever it is needed the most, shifting his tactical edge across the field as needed, or shift some stealth team around to mess with the opponent. (due to range and LOS restrictions he will still have a turn to respond anyway.)
If anyone got a good clue how to word it better it would be also nice, because its probably a bit messy right now.
Cost Brakedown:
Spoiler:
Stealth suit 'vre: 32 points (minus the 8 points of the burst cannon)
Crisis suit upgrade cost 'vre to 'o-40
SMS-20
Stimulate Injector-10
Hit and Run-10
Disappearing Act-15 (???)
Revelation-10 (???)
Rounded down by 2 points to look better, and under personal belief a few stuff are a bit overcosted there
Only thing I would say about him is that instead of an independent character, make him an "upgrade" squad leader, similar to someone like Snikrot, Lemartes, or Badrukk
Dragonfodder wrote: So I had started a little joke build to make a cybork nob outta mek parts... and like the good mad dok I am, it got outta hand. Long story short, it's now my warboss with mega armor and a cybork body made outta necron and ork bits kludged together. I call him MegaMek Uzbiz Deffgubinz
Uzbiz was just a minor mek working in a shop that he shared with the local painboy. When he had accidentally cut a foot off while expirimentin' and asked the dok for a new one, the doc did some "expirimentin" of his own. Uzbiz woke up with a body made of most of his own inventions, and a 6-million toof doctor's bill. Seein as he was now the biggest ork in town, he promptly took it upon himself to krump the current boss, take over the tribe, and begin Waaaaagh Deffgubinz to plauge the sector...
MegaMek Uzbiz Deffgubinz (warboss profile)
WS 5 BS2 S5 T6 W4 I2 A4 Ld9
Wargear-
Stikkbombs
Mek's tools
Mega-Armor
Cybork Body,
Kustom Force Field
Uzbiz's Mega-blasta, (replaces the twin-linked shoota)
- A mega-blasta specially crafted for Uzbiz, grafted onto him where his left arm used to be. It can turn anyone into a smoking pile of ash, including Uzbiz himself. It has the following profile-
S6 AP2 heavy d6, Gets Hot!
Special Rules-
Mob Rule,
Furious Charge,
Independent Character,
Waaaagh!
Da Mega Cybork-
An ork with more gubbinz than orky bitz, Uzbiz has become a walking engine of destruction. He gets a +4 invul from his cybork body, has relentless instead of slow and purposeful, and gains the Hammer of Wrath special rule. In addition, while his body may be slow, it lets him heft his power klaw with no restrictions. Uzbiz ignores the "unwieldy" rule
230 pts
Pricing guide- stop me if I'm way off here, had to make some guesses
Warboss- 60 pts (includes the stikkbombs, statline, mob rule, furious charge, IC, Waaagh special rules)
+1 toughness (+10) -2 Inititive (-10)
mega Armor- 40
Cybork body-10
KFF-60
Mek's tools ~ 10
Blasta = kustom mega blasta (15) + deffgun (which is a loota(15) - a boy (6)) rounded up to = 25
Da mega cybork- 25 (+10 for extra invul, +5 relentless, + 5 hammer, +5 for bonus power klaw speed)
Remove the Kustom Force Field. Really; it's not needed. Why take 5+ cover save when you have a 4+ inv to save you? Take the inv down to 5, then give his KFF some background by kicking up his inv save by +1, only against Str 8 and below weaponry.
Dragonfodder wrote: So I had started a little joke build to make a cybork nob outta mek parts... and like the good mad dok I am, it got outta hand. Long story short, it's now my warboss with mega armor and a cybork body made outta necron and ork bits kludged together. I call him MegaMek Uzbiz Deffgubinz
Uzbiz was just a minor mek working in a shop that he shared with the local painboy. When he had accidentally cut a foot off while expirimentin' and asked the dok for a new one, the doc did some "expirimentin" of his own. Uzbiz woke up with a body made of most of his own inventions, and a 6-million toof doctor's bill. Seein as he was now the biggest ork in town, he promptly took it upon himself to krump the current boss, take over the tribe, and begin Waaaaagh Deffgubinz to plauge the sector...
MegaMek Uzbiz Deffgubinz (warboss profile)
WS 5 BS2 S5 T6 W4 I2 A4 Ld9
Wargear-
Stikkbombs
Mek's tools
Mega-Armor
Cybork Body,
Kustom Force Field
Uzbiz's Mega-blasta, (replaces the twin-linked shoota)
- A mega-blasta specially crafted for Uzbiz, grafted onto him where his left arm used to be. It can turn anyone into a smoking pile of ash, including Uzbiz himself. It has the following profile-
S6 AP2 heavy d6, Gets Hot!
Special Rules-
Mob Rule,
Furious Charge,
Independent Character,
Waaaagh!
Da Mega Cybork-
An ork with more gubbinz than orky bitz, Uzbiz has become a walking engine of destruction. He gets a +4 invul from his cybork body, has relentless instead of slow and purposeful, and gains the Hammer of Wrath special rule. In addition, while his body may be slow, it lets him heft his power klaw with no restrictions. Uzbiz ignores the "unwieldy" rule
230 pts
Pricing guide- stop me if I'm way off here, had to make some guesses
Warboss- 60 pts (includes the stikkbombs, statline, mob rule, furious charge, IC, Waaagh special rules)
+1 toughness (+10) -2 Inititive (-10)
mega Armor- 40
Cybork body-10
KFF-60
Mek's tools ~ 10
Blasta = kustom mega blasta (15) + deffgun (which is a loota(15) - a boy (6)) rounded up to = 25
Da mega cybork- 25 (+10 for extra invul, +5 relentless, + 5 hammer, +5 for bonus power klaw speed)
Remove the Kustom Force Field. Really; it's not needed. Why take 5+ cover save when you have a 4+ inv to save you? Take the inv down to 5, then give his KFF some background by kicking up his inv save by +1, only against Str 8 and below weaponry.
My thing with the KFF was so that he would be useful as a force multiplier as well as a killing machine. the cover save isn't for him, its for his boyz or his battlewagon.
Thing is, with Orks, it's one or the other, usually. You'll notice none of the Special Characters have any of those sorts of things- all the 'Force Multiplyers' are either how they're used or in special rules.
Anvildude wrote: Thing is, with Orks, it's one or the other, usually. You'll notice none of the Special Characters have any of those sorts of things- all the 'Force Multiplyers' are either how they're used or in special rules.
The Mek+warboss idea came from the model I made, so I was trying to find a good middle ground for that. I figured being a force multiplier (like a mek) and a combat machine (like a warboss) would be a good combo
Got back into 40k after a 6 month Hiatus so I'm going to post the rules for two of my favorite homebrew characters:
Tau Commander Bloodmoon
A former student of the infamous Commander Farsight, like his master he has an un-Tau like affinity for close combat. However, like the moon he is named after, he only reflects part of light shined upon him. Where his predecessor abandoned the Greater Good, he holds firmly in his loyalty. Still, Farsight's ferocity in combat was properly inherited. Bloodmoon often personally leads to charges enemy formations to demoralize and crush his foes.
WS5 BS4 S5 T4 W4 I4 A4 Ld10 Sv3+ Type: Jetpack Infantry[180pts]
Equipment:
Shield Generator, Phased Ion Gun
Dusk Reaver: Thought to be a sister sword to Farsight's own Dawn Blade, Dusk Reaver is a weapon bathed in an unnatural darkness that pulls at all surround like.
S+2 AP1 Type: Melee, Shred
Special Rules:
IC, Hit and Run, Fleet
Warlord Trait - Shock Troops: Blood Moon and his unit can choose to move as if were jump infantry. If they choose to do this, then they may only fire snap shots for the following shooting phase.
Baelbulbuzz, The Fly King
Formerly of a native of Feral World, the soon to be King one day found his home attacked by Chaos Space Marines of Nurgle. Taking refuge in a swamp, he found himself in a cave housing numerous large organic sacs. Hearing his pursuers near, he ventured deeper in. Unknown to him, they had tossed a plague bomb into the cave, the detonation of which hatched the eggs as well as summoning the Broodmother. The following day, the Marines began hearing rumors of a winged beast being led around that attacked friend and foe alike. Upon finding beast, they attempted to send to Father Nurgle embrace. However, it nimbly evaded them and retaliated. The beast could do little to harm the Marines' plague-enhanced physiques, but as the Marine's soon found out, it didn't have to. While the wounds themselves did little to stop them, the Marines seemed to slow and bloat, until suddenly they started to burst forth in a cloud of flies. Before his entourage could wipe itself out, their leader, an ancient Nurgle sorcerer stepped before the beast and it's master and asked, "Whom do you serve? The gurgled, phlegm filled response was, "The Father...he tells me...to spread...his gift...
WS4 BS4 S5 T6 W4 I3 A3 Ld10 Sv3+ Type: Jetpack Infantry [190pts]
Cloud of Flies: Confers the King and his unit the Shrouded USR. Also gives the King a 5++
Parasitic Touch: CC attacks are rending. In addition for every one saved wound, the enemy unit must take a toughness test where failure causes a randomly determined model to burst in a hail of gore and grubs. Remove the model from play.
Lord of the Flies: The King may send a swarm of flies to attack enemies as a shooting attack
R18" S3 AP- Assault 2d6 rending
Warlord Trait: Flyborne Swiftness - The King's unit may benefit from his jetpack assault move even if they themselves are not jetpack infantry. Do so as follows: roll 2d6 and take the lowest number for the maximum number inches that can be moved in the assault phase.
TREXON THE UNDYING (2xx pts) WS5 BS4 S4 T5 W3 I4 A3 LD10 SV2+ Unit Type: Infantry (Character)
Wargear: Paragon Blade, Artificer Armour, Storm Shield, Frag and Krak Grenades
Special Rules: IC, Fearless, Eternal Warrior, It Will Not Die, Feel No Pain
Just a quick character I came up with. Similar rules to Mortarion, but with lower stats and gear to compensate. T5, 2+, 3++, EW, IWND, and FNP - this is one resilient mutha*****!!
I place him at over 200 points, but how-much over I don't know.
acekevin8412 wrote: Got back into 40k after a 6 month Hiatus so I'm going to post the rules for two of my favorite homebrew characters:
Tau Commander Bloodmoon
A former student of the infamous Commander Farsight, like his master he has an un-Tau like affinity for close combat. However, like the moon he is named after, he only reflects part of light shined upon him. Where his predecessor abandoned the Greater Good, he holds firmly in his loyalty. Still, Farsight's ferocity in combat was properly inherited. Bloodmoon often personally leads to charges enemy formations to demoralize and crush his foes.
WS5 BS4 S5 T4 W4 I4 A4 Ld10 Sv3+ Type: Jetpack Infantry[180pts]
Equipment:
Shield Generator, Phased Ion Gun
Dusk Reaver: Thought to be a sister sword to Farsight's own Dawn Blade, Dusk Reaver is a weapon bathed in an unnatural darkness that pulls at all surround like.
S+2 AP1 Type: Melee, Shred
Special Rules:
IC, Hit and Run, Fleet
Warlord Trait - Shock Troops: Blood Moon and his unit can choose to move as if were jump infantry. If they choose to do this, then they may only fire snap shots for the following shooting phase.
Baelbulbuzz, The Fly King
Formerly of a native of Feral World, the soon to be King one day found his home attacked by Chaos Space Marines of Nurgle. Taking refuge in a swamp, he found himself in a cave housing numerous large organic sacs. Hearing his pursuers near, he ventured deeper in. Unknown to him, they had tossed a plague bomb into the cave, the detonation of which hatched the eggs as well as summoning the Broodmother. The following day, the Marines began hearing rumors of a winged beast being led around that attacked friend and foe alike. Upon finding beast, they attempted to send to Father Nurgle embrace. However, it nimbly evaded them and retaliated. The beast could do little to harm the Marines' plague-enhanced physiques, but as the Marine's soon found out, it didn't have to. While the wounds themselves did little to stop them, the Marines seemed to slow and bloat, until suddenly they started to burst forth in a cloud of flies. Before his entourage could wipe itself out, their leader, an ancient Nurgle sorcerer stepped before the beast and it's master and asked, "Whom do you serve? The gurgled, phlegm filled response was, "The Father...he tells me...to spread...his gift...
WS4 BS4 S5 T6 W4 I3 A3 Ld10 Sv3+ Type: Jetpack Infantry [190pts]
Cloud of Flies: Confers the King and his unit the Shrouded USR. Also gives the King a 5++
Parasitic Touch: CC attacks are rending. In addition for every one saved wound, the enemy unit must take a toughness test where failure causes a randomly determined model to burst in a hail of gore and grubs. Remove the model from play.
Lord of the Flies: The King may send a swarm of flies to attack enemies as a shooting attack
R18" S3 AP- Assault 2d6 rending
Warlord Trait: Flyborne Swiftness - The King's unit may benefit from his jetpack assault move even if they themselves are not jetpack infantry. Do so as follows: roll 2d6 and take the lowest number for the maximum number inches that can be moved in the assault phase.
My only concern is that Parasitic Touch says 'for every one saved wound', which would be fairly powerful even on a 190 point character. If it is supposed to say 'unsaved wound' instead, I think it would be fine.
I would also like to see some sort of retinue that he can take. Maybe say 'He may take a retinue of 0 - 2 Plague Flies, which count as Chaos Spawn with the Mark of Nurgle and are jump infantry instead of beasts (costed at 10 points more per model than a normal Spawn with a MoN).
ADAMAS, THUNDER KING OF THE PROTECTORS CHAPTER WS6 BS5 S4 T4 W4 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Fulgurite*, Tartaros Terminator Armour*, Storm Shield
Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle, Thunder Strike*
[Fulgurite]Created when a freak electromagnetic storm struck a clump of an indestructible, unknown substance. It was gifted to the Chapter Master of the Protectors from that time onwards, and still crackles with the energy that gave it form. Range: - / Strength: +1 / AP: 2 / Melee, Master-Crafted, Fleshbane, Haywire
[Tartaros Terminator Armour] Confers a 2+ Armour save and allows Adamas to perform a Sweeping Advance.
[Thunder Strike] If Adamas is deployed via Deep Strike, all models (ally and enemy) within 3" of his deployed location suffer an automatic S4 AP- Haywire hit.
For this fellow, I was thinking 240 points at MINIMUM. He could be more than that.
Thoughts?
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
I think he's a bit excessive... could do with some scaling back imho.
BAHRAH THE GRAND CHAMPION WS7 BS4 S4 T4 W2 I5 A4 LD10 S3+
Unit Type: Jump Infantry (Character)
Wargear: Pair of Power Swords, Power Armour, Jump Pack, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Crusader, Deflective Strike*
*Deflective Strike: When Bahrah rolls an Armour save of 6, he immediately makes a bonus Attack at the same Initiative step as the attacker who tried to wound him.
Well this is my first post here, and i have come up with an army of heroes. I apologize for the silliness in places but they are meant to be a bit crazy, so without further ado.
Name: The Skandaman.
WS4 BS4 S4 T5 WD6+2 I6 A4 ASv6+/ISV3+
Unit Type: Infantry.
Wargear: The Golden Blade---S User AP2 Special Rules: Melee, Fleshbane, Armourbane, Blade of Ancient Times.
Blade of Ancient Times: All successful invun saves to be re-rolled.
Dark Matter Cannon: S X AP- Special Rule: Assault D6, Fleshbane, Armourbane, (count strength as 6), Dark Matter, Armour Stripper
Dark Matter: All failed saves cause the model to be removed from play as they as sucked into a black hole.
Armour stripper: If the Armour save is passed then on a 3+, they lose their Armour save for the rest of the game.
Cloth Robes: Gives a 6+ Armour save.
Special Rules: Heavenly Protection: As the power of an unknown god protects him, he has a 3+ invun save.
Random Wounds: At the start of every battle, roll a D6 and add 2, this is his wound for all of the game.
Fearless, IC, Eternal Warrior.
I was thinking about 4-500 points for him, mainly due to the weapons. After I've done all the characters, I'll explain the lore behind the stuff.
Grand master Belarus
Ws 6
Bs 3
S 4
T 4
W 3
I 4
A 3
Ld 10
Sv: 2+, 3++
Wargear: displacer field, maul of absolution, lions wrath, frag/krak, terminator armour.
Special rules: feel no pain, inner circle, slayer of tyrants: precision strikes on 5+, must issue a.challenge.
All this for 200 pts.
I have used him a couple of times and he is quite balanced
Apollyon the Destroyer..........................315 points Like Abaddon, Apollyon was once a proud Space Marine, destroying the enemies of the Emperor as a member of the Luna Wolves, and quickly gained the nickname "the destroyer" for his uncanny ability to dispatch his foes. He remained staunchly loyal to the Imperium, forsaking his battle brothers and attempting to help the Loyalists. After the heresy, his connection to Horus and the Luna Wolves was his undoing, as he was stripped of all titles and awards, tortured, and imprisoned. He only barely escaped with his life and not much more, but was soon re-captured and lock away in a stasis pod for transport. However, the ship's warp jump fractured the ship, sucking out tons of cargo, Apollyon included. Thrown through the Warp, he exited the warp with the Space Hulk "Nero" and was picked up by the renegade Architects of Death, a former Space Marine chapter along with a company of Imperial Guard.
Since then, his skills have only increased, and the technology the Architects have recovered in their adventures has helped significantly.
WS 7 BS 4 S 4 T 4 W 3 I 6 A 3 Ld 10 Sv 5+ FOC:HQ Unit Type: Beast Composition: 1 (Unique)
Wargear: The Infinity Blade - This crystalline blade of unknown origin crackles with an unearthly energy, capable of sundering the thickest flesh and armor or disabling shields. At short ranges, the energy within may even lash out with devastating effect. This weapon uses the following profiles: R- S: User AP:2 Type: Melee, Disruption - In addition to having the Armorbane special rule, all successful invulnerable saves made against wounds taken by this weapon must be re-rolled. Furthermore, all models with a Toughness over 6 count their Toughness as 6 when taking wounds from this weapon. Shooting: R6" S:5 AP:2 Type: Assault 1, Disruption
Modified Flak armor: Made by Apollyon, this armor is tight-fitting and allows for complete freedom of movement. Along with multiple suspensor units hidden within the armor, this armor actually makes Apollyon lighter and more agile. This armor allows Apollyon to change his Unit Type to Beast and gives him a 4+ invulnerable save in close combat.
Special Rules: Furious Charge Fearless The Destroyer - Apollyon is well known for his many kills on the field, but mostly for his high-profile kills, making it a point to challenge only the strongest opponents he can find.Apollyon must challenge any HQ model he assaults. Furthermore he is allowed to do one of the following once per turn, chosen at the beginning of either the shooting or assault phase: Massacre- Apollyon changes his Strength to 3 and doubles the number of attacks on his profile. Murder- (This may only be used when in a challenge) Apollyon may only make 1 attack, but gains +1 Weapon Skill, Strength, Initiative, and the Infinity Blade gains the Instant Death Rule. Annihilate- (Shooting phase only) Apollyon unleashes the full power of the Infinity Blade upon his foes. This changes the shooting profile to: R18" S:7 AP:2 Type: Assault 1, Disruption, Beam - This functions exactly as a beam psychic shooting power, but no Leadership test is needed.
for Codex: Chaos Space Marines or Horus Heresy: Massacre (Night Lords Legion)
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv3+
Wargear: Power armor, frag and krak grenades, combi-plasma
Meteor Hammer: This is a melee weapon. Strength +2, Initiative +1, AP5, Two handed, Specialist Weapon, Concussion, Sweep Attack (may exchange attacks characteristics for a single attack per enemy model in base contact)
Special Rules: Independent Character, Fearless, Fear
Whirlwind of Death: Has D6 Hammer of Wrath hits, resolved at S6 AP5, when charging.
My only concern is that Parasitic Touch says 'for every one saved wound', which would be fairly powerful even on a 190 point character. If it is supposed to say 'unsaved wound' instead, I think it would be fine.
I would also like to see some sort of retinue that he can take. Maybe say 'He may take a retinue of 0 - 2 Plague Flies, which count as Chaos Spawn with the Mark of Nurgle and are jump infantry instead of beasts (costed at 10 points more per model than a normal Spawn with a MoN).
Whoops, nice catch on that. Also neat idea for the flies. I was personally waiting for the supposed Daemon Nurgle Flies to drop before I made up some entourage rules.
McNinja wrote: Apollyon the Destroyer
The Destroyer - Apollyon is well known for his many kills on the field, but mostly for his high-profile kills, making it a point to challenge only the strongest opponents he can find.Apollyon must challenge any HQ model he assaults. Furthermore he is allowed to do one of the following once per turn, chosen at the beginning of either the shooting or assault phase:
Massacre- Apollyon changes his Strength to 3 and doubles the number of attacks on his profile.
Murder- (This may only be used when in a challenge) Apollyon may only make 1 attack, but gains +1 Weapon Skill, Strength, Initiative, and the Infinity Blade gains the Instant Death Rule.
Annihilate- (Shooting phase only) Apollyon unleashes the full power of the Infinity Blade upon his foes. This changes the shooting profile to: R18" S:7 AP:2 Type: Assault 1, Disruption, Beam - This functions exactly as a beam psychic shooting power, but no Leadership test is needed.
Really interesting and balanced rules. In particular I like the Massacre rule.
Removing EW wouldn't fit as it's needed for the lore I've built up for the characters, anywho onto the next one.
Name: The Golden Phoenix.
WS6 BS5 S4 T5 W5 I7 A5 Ld10 Asv2+/InSv3+
Wargear:
The Blade of Goliath: The Legendary sword wielded by Goliath of Biblical Legends, then used by King David after he recovered it from the priests of Nob. This huge sword is built for one thing only taking heads. S Ux2 AP1 Special Rules: Melee, Armourbane, Instant Death, Giant Blade.
Giant Blade----This means the weapon has the Unwieldy special rule.
The Plasma-Bolter: An ancient heresy era gun crafted by the legendary Iron Hand called the Blacksmith. It fires shells of burning plasma. S6 AP4 Special Rules: Assault 2, Gets Hot, Armourbane.
Phoenix Armour: This magnificent Armour grants the wearer a 2+ armour save and 3+ Invulnerable save. Also, means the character acts like a Jump Infantry model, is immune to the Soulblaze special rule, flamer, plasma and melta weapons, but get hots can still wound her. On a charge the user can use her weapons at normal Initiative, but due to it's age, if an armour or invulnerable save is failed, then on a 4+ another wound is taken.
Special Rules:
Fearless, EW, Adamantium Will, Counter Attack, FNP(6+), Hammer of Wrath.
Reborn out of Fire: When she runs out of wounds, do not remove from play. In the next phase, roll a D6, then consult the following chart:
1-2: She is dead, remove from play.
3-4; She gets up but with 1 wound.
5-6: With blazing fire she gets up, makes a move up to 12inchs, which can be into combat, and regains D3+2 wounds.
Psyker (Mastery Level 1): She has a special psychic ability called Battle Meditation (Warp Charge 1).
Battle Meditation: If she does no actions from the controlling player's moving phase, to his next movement phase, then she can manipulate the battle to her sides favour. Roll for power at the start of the following movement phase, and all friendly models within 12 inches gain WS+1, BS+1, S+1, T+1, and A+1. they also gain fearless and grants Fear to all of the units. Also all enemies within 12 inches, must reroll EVERYTHING. They also must roll a dice to see how far they move, 2D6 if not an infantry model, and 2D6 for vehicles wishing to do Cruising speed, D6 for all other vehicles. Flying or Flying monstrous Creatures roll 3D6 for Zooming or Swooping. However if at any time, when charging the power or when the power is in play, she is assaulted or shot at, the power stops, and all models within 6 inches take a S4 AP- hit. If she fails the psychic test, then the feedback causes her to take D3 S6 AP2 hits. This is a one time only power.
The backstory is very simply, she is an ancient warrior from Earth who finds an ancient suit of Armour and can't get out of it for love nor money. I think the points for her, using Draigo as a base figure, about 800 points. If you have any q's about the Battle Med, please ask it took about 10 mins to work it out.
I made a topic for this guy before a saw this one My mistake.
Lieutenant Imhotep of the Shining Spectres 5th Company
Out of all the Shining Spectres Imhotep at most times was not a favourite in his superiors eyes this is because he does not attack his enemies first but tries to reason with them but this normally lead to him being attack or one of his men. Imhotep exiled himself when he saw corruption in his chapter when his commander wrongly ordered an attack on an Imperial Guard officer. This lead to those in the 5th Company who believed in Imhotep’s ideas of peace exiling themselves with him. Imhotep spent years in the search for his commander and just as he was about to give up hope when came across an Imperial Guard ship came into space, he immediately thought the worst but it wasn’t so. It was the Imperial Guard officer he encountered so many years ago MR Elusive Man he was quite curious of this encounter so he sent a message and the answer he got was join me and so they got into a conversation. The conclusion was a partnership between the two.
Imhotep WSBS S T W I A LDSV 6 5 4 4 3 5 3 10 3+
SPECIAL RULES: And They Shall Know No Fear, Combat Tactics, Independent Character, Preferred Enemy(Necrons) .
Blinding Light: While in battle Imhotep uses his Chapter’s gene curse and lights up to make his enemies blind with his chapter’s holy light. Imhotep gains 5+ inv save.
A Peaceful Approach: Imhotep prefers a more peaceful ways so he tries to reason with what he is fighting but when whatever he is fighting doesn’t see peace they see war. When Imhotep charges a unit they have to make an Ld test with 2D6 and if the unit fails the Ld test they will lose one attack to a minimum of one.
WARGEAR: power armour, plasma pistol, frag and krak grenades.
Blade of light
The Blade of light is a weapon given to all officers of the shining spectres as a sign of rank but they mere copies of the original which shines as bright as the sun in the spectres system. Each of the
Blades of light shine as bright as the souls which carry them and Imhotep’s blade shines very bright indeed.
The Blade of light is a power sword which makes models attacking Imhotep reroll their hits.
Star grenades
Star grenades contains a mere fraction of the energy of the spectres sun but even the small amount of energy in the grenades can explode with blinding light which can even affect a space marines advanced eyes.
Star grenades count as defensive grenades.
Haven't given much thought to the points but maybe 180-200 points.
Left Hand of the Pheonix wrote: Removing EW wouldn't fit as it's needed for the lore I've built up for the characters, anywho onto the next one.
Name: The Golden Phoenix.
WS6 BS5 S4 T5 W5 I7 A5 Ld10 Asv2+/InSv3+
Wargear:
The Blade of Goliath: The Legendary sword wielded by Goliath of Biblical Legends, then used by King David after he recovered it from the priests of Nob. This huge sword is built for one thing only taking heads. S Ux2 AP1 Special Rules: Melee, Armourbane, Instant Death, Giant Blade.
Giant Blade----This means the weapon has the Unwieldy special rule.
The Plasma-Bolter: An ancient heresy era gun crafted by the legendary Iron Hand called the Blacksmith. It fires shells of burning plasma. S6 AP4 Special Rules: Assault 2, Gets Hot, Armourbane.
Phoenix Armour: This magnificent Armour grants the wearer a 2+ armour save and 3+ Invulnerable save. Also, means the character acts like a Jump Infantry model, is immune to the Soulblaze special rule, flamer, plasma and melta weapons, but get hots can still wound her. On a charge the user can use her weapons at normal Initiative, but due to it's age, if an armour or invulnerable save is failed, then on a 4+ another wound is taken.
Special Rules:
Fearless, EW, Adamantium Will, Counter Attack, FNP(6+), Hammer of Wrath.
Reborn out of Fire: When she runs out of wounds, do not remove from play. In the next phase, roll a D6, then consult the following chart:
1-2: She is dead, remove from play.
3-4; She gets up but with 1 wound.
5-6: With blazing fire she gets up, makes a move up to 12inchs, which can be into combat, and regains D3+2 wounds.
Psyker (Mastery Level 1): She has a special psychic ability called Battle Meditation (Warp Charge 1).
Battle Meditation: If she does no actions from the controlling player's moving phase, to his next movement phase, then she can manipulate the battle to her sides favour. Roll for power at the start of the following movement phase, and all friendly models within 12 inches gain WS+1, BS+1, S+1, T+1, and A+1. they also gain fearless and grants Fear to all of the units. Also all enemies within 12 inches, must reroll EVERYTHING. They also must roll a dice to see how far they move, 2D6 if not an infantry model, and 2D6 for vehicles wishing to do Cruising speed, D6 for all other vehicles. Flying or Flying monstrous Creatures roll 3D6 for Zooming or Swooping. However if at any time, when charging the power or when the power is in play, she is assaulted or shot at, the power stops, and all models within 6 inches take a S4 AP- hit. If she fails the psychic test, then the feedback causes her to take D3 S6 AP2 hits. This is a one time only power.
The backstory is very simply, she is an ancient warrior from Earth who finds an ancient suit of Armour and can't get out of it for love nor money. I think the points for her, using Draigo as a base figure, about 800 points. If you have any q's about the Battle Med, please ask it took about 10 mins to work it out.
I can't stop laughing half way through any section of this. Throw some fleshbane and shred on to the sword and bolter just for good measure.
I did think of doing that, and in hindsight i should have just said unwieldy. As for Fleshbane on the sword, I had thought of that but, it didn't suit the lore behind the sword. For the gun, I didn't want to make it too powerful, just a stormbolter with a bit more power to rip through people.
Dios is unusual for a Space Marine in that he fulfils 2 roles: that of Captain and Chapter Champion. In this capacity, he operates both as his Chapter Master's bodyguard, and as a back up field commander.
190 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I6 A4 Ld10 Sv2+
Wargear: artificer armor, iron halo, plasma pistol, frag and krak grenades
The Iron Serpent: This is an unusual weapon, taking the form of a segmented adamantium whip. When activated, a powerful disruption field plays across it's body, and it can be altered from a flexible chain to a long rod in the blink of the eye. This weapon is AP3, has 2 modes, and attacks may be freely split amongst them. Flexible: Grants +2 attacks, and may reroll all failed to hit rolls. Inflexible: Grants +2 Strength, and may re-roll all failed to wound rolls.
Special Rules: Independent Character, ATSKNF, Combat Tactics
So I've built a Dreadknight and converted it with a Forge World Inquisition Rhino top hatch as a Storm Shield, and figured I'd write him a profile since he's such an outrageously cool looking model:
Elite
Varimathras the Banisher - 215 points WS- BS- S- T-- W - I - - A-- Ld-- Sv --6-- 4--- 6- 6-- 4- -4--- 3-- 10-- 2+
Ceramite Shieldwall - Formerly the top hatch of an Inquisition Rhino, the Tech Priests of Titan have fashioned a crude Doomfist mount and integrated a warpfield generator into the ceramite plating, allowing it to be wielded by a Dreadknight as an oversized battle shield. The Ceramite Shieldwall follows all of the normal rules for a Storm Shield, conveying a 3+ invulnerable save to Varimathras.
Special Rules:
The Aegis
And They Shall Know No Fear
Preferred Enemy (Daemons)
Psyker (Mastery Level 1)*
Deep Strike
Rampage
Psychic Powers:
Dark Excommunication
Hammerhand
*Varimathras can exchange one of his psychic powers for a single roll on either the Divination, Pyromancy or Telekinesis disciplines.
Dreadknight plus Nemesis Greatsword is 155 points, plus the special rules Rampage, Deep Strike and his Storm Shield, I figured I'd add another 60 points to his cost which I think is reasonable considering he can't take a teleporter or a ranged weapon, he's strictly a melee character.
All decent character I've seen, the Dreadknight one is really cool.
So, character no 3 of many. This one belongs to the Imperial Guard and I've used Marbo as a base figure, but he is a mix of Vindicare Assassin as well.
Name: Lieutenant Jack Goth "The Valhallan Sniper"
WS4 BS5 S3 T4 W4 I9 A3 Ld9 Asv5+/Insv5+
Wargear:
The "My Love". The most powerful sniper rifle in existence. Can kill anything with one shot, with it's adaptive bullets. Created eons ago by an unknown gunsmith, how it got to Jack's hands is a mystery, all is know, that he has killed 1000's with it. R 72 S X AP1 Special Rules: Assault 1, Adaptive Rounds, Instant Death.
Adaptive Rounds: All shots against non-vehicles wound on 2+, armour penetration rolls on 6d6+3.
The Shadow Blade: A long blade with an edge as sharp as diamonds. S User AP3 Special Rules: Melee, Fleshbane.
Meltabombs.
Flak Armour.
Special Rules:
Dead-eye: Jack can re-roll all failed to hit rolls in the shooting phase, and uses his own BS in overwatch, and he picks out his targets ala the Vindicare Assassin.
Shadow Walker: Jack does not deploy normally, instead if Night Fighting is in progress at the start of the battle, he is not deployed. Instead on the lifting of Night-fighting, he appears either with 6 inches of an enemy model, or in any terrain piece. He cannot charge when deployed like this. If night-fighting is not in progress, he is placed in a random terrain piece. This also grants him a 5+ invun save.
Valhallan Steel: This means that Jack can re-roll failed morale, pinning and leadership checks. It also grants him the stubborn USR.
Considering that Marbo is 65 points from memory, by my calcs I reckon he comes in around 300 points.
So, character no 3 of many. This one belongs to the Imperial Guard and I've used Marbo as a base figure, but he is a mix of Vindicare Assassin as well.
Name: Lieutenant Jack Goth "The Valhallan Sniper"
WS4 BS5 S3 T4 W4 I9 A3 Ld9 Asv5+/Insv5+
Wargear:
The "My Love". The most powerful sniper rifle in existence. Can kill anything with one shot, with it's adaptive bullets. Created eons ago by an unknown gunsmith, how it got to Jack's hands is a mystery, all is know, that he has killed 1000's with it. R 72 S X AP1 Special Rules: Assault 1, Adaptive Rounds, Instant Death.
Adaptive Rounds: All shots against non-vehicles wound on 2+, armour penetration rolls on 6d6+3.
The Shadow Blade: A long blade with an edge as sharp as diamonds. S User AP3 Special Rules: Melee, Fleshbane.
Meltabombs.
Flak Armour.
Special Rules:
Dead-eye: Jack can re-roll all failed to hit rolls in the shooting phase, and uses his own BS in overwatch, and he picks out his targets ala the Vindicare Assassin.
Shadow Walker: Jack does not deploy normally, instead if Night Fighting is in progress at the start of the battle, he is not deployed. Instead on the lifting of Night-fighting, he appears either with 6 inches of an enemy model, or in any terrain piece. He cannot charge when deployed like this. If night-fighting is not in progress, he is placed in a random terrain piece. This also grants him a 5+ invun save.
Valhallan Steel: This means that Jack can re-roll failed morale, pinning and leadership checks. It also grants him the stubborn USR.
Considering that Marbo is 65 points from memory, by my calcs I reckon he comes in around 300 points.
So basically, just to make sure I have this correct and im not mis-reading anything...
In the shooting phase, he can kill anything he hits (and he will hit with a re-rollable 2+). In assault, like any guard unit, he has issues. One question, why does he have T4 and 4W? Only characters I can find with those statistics have some sort of biotic modifications like Straken and Yarrick. Even Harker is only T3. Also, Initiative 9? Same deal, Marbo is only I5, Assassins are I7 and Death Cult Assassins are I6. I can kinda understand the reasons behind the 5+ invul, but that's not too big a deal.
At this phase, if you really wanted to play him and he was priced at the 300 points you give....sure, I would play it. 300 is a pretty big point sink for, arguably, something that won't last a turn past it's arrival. Even at T4 and 4W, it's not gonna take much to kill 'em. Even an assaulting squad of Marines could drag him down through attacks alone really
The point with him is that he sits on the back, shooting people, not getting into combat. The I9 is from the fact that he lives in the shadows, and that he has incredible reflexes. I was tempted to make him EW, but I thought then he would be OP. The shadow realm which is why he can deploy like that, has made him pre-naturally tougher that a normal guardsman. There is also stuff in the deeper lore, that he once well went somewhere not many people come back sane from, and it effected him in the physical realm.
Left Hand of the Pheonix wrote: The point with him is that he sits on the back, shooting people, not getting into combat. The I9 is from the fact that he lives in the shadows, and that he has incredible reflexes. I was tempted to make him EW, but I thought then he would be OP. The shadow realm which is why he can deploy like that, has made him pre-naturally tougher that a normal guardsman. There is also stuff in the deeper lore, that he once well went somewhere not many people come back sane from, and it effected him in the physical realm.
I9 is equivalent to the fastest Dark Eldar character ever.
For a human, even a massively fast 'regular' human... I5-I6 tops.
These characters so far have been massively OTT, even with the concept (which I do kind of like, a few massively powerful single model units)...
I'll give them a solid review in a bit.
Left Hand of the Pheonix wrote: The point with him is that he sits on the back, shooting people, not getting into combat. The I9 is from the fact that he lives in the shadows, and that he has incredible reflexes. I was tempted to make him EW, but I thought then he would be OP. The shadow realm which is why he can deploy like that, has made him pre-naturally tougher that a normal guardsman. There is also stuff in the deeper lore, that he once well went somewhere not many people come back sane from, and it effected him in the physical realm.
So, if he is supposed to sit in the back, why does he have a better powersword, the ability to start VERY close to enemies, 3 Attacks, and Initiative 9? It's just bumping up your points for things you should never be using.
As Ovion said, I9 is the fastest Dark Eldar character. Ever. EVER. That's way too OTT. Without biotics and mods, he should be I5 (around Marbo). I9 does not reflect incredible reflexes, I5 represents incredible reflexes. Anything above that comes from non-human stuff like the Dark Eldar.
If you want to use this Shadow Realm idea for the T4 and things, I would flesh out the fluff a bit more. It's REALLY badly explained at the moment, and by that I mean not at all hahahhahahaha. And yeah, no EW. EW should be reserved for very powerful Space Marines, Daemons/Chaos, and other "warp" afflicted individuals.
I think you are right about I9, perhaps I6, or I5. The powersword is only meant to be a last resort weapon, so if he is charged he can deal with any enemies that attack him, and if he is close to them, then he has a chance to defeat them.
Now the explanations are really complex, and I'll properly flesh it out after I've done a couple more characters. For example, Jack Goth,. the rumors state that he once went into the eye of terror and ignored everything in there, but that enhanced him massively.
The shadow realm idea is from that when in the eye of terror, Tzeentch showed him what he could have, and enhanced him with the shadow walking ability, but when Jack refused and the Chaos God tried to take it back, Jack legged it. I'm sorry but I haven't got the explanations fully down yet, but that's the start point for his stuff.
Actually made a Character (rather than just reviewing other peoples and updating my own crap to 6th). Reviving DOOMRIDER!
Spoiler:
FO: HQ Squad: DOOMRIDER Unit: DOOMRIDER, Points Per: 230, Models: 1*, Unit Type: Bike (Character), Jump, WS-6, BS-5, S-5, T-5, W-3, I-6, A-4, Ld-10, Sv-3+/5+*. Wargear: The Thunderhog ( TT: Twin-Linked Meltagun ) Boltpistol Doomriders Plasma Gun The Blade of Ormagöden Frag Grenades Krak Grenades
Special Rules: ( B: Hammer of Wrath ) ( B: Jink ) ( B: Relentless ) ( C: Precision Shots ) ( C: Precision Strikes ) ( J: Bulky ) ( J: Deep Strike ) Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) ( TT: Wheels of Fire ) ( TT: Steed of METAL ) ( SoM: Skilled Rider ) Champion of Chaos Daemon ( D: Fear ) ( D: 5+ Invulnerable Save ) The Eternal High ( THE Feel No Pain ) Mark of Slaanesh
The Thunderhog: The Thunderhog is Doomriders customised Bike, fueled by Cocaine with wheels of flame, and a Daemon in its own right, it's Doomriders faithful metal steed. The Thunderhog a Chaos Bike equipped with a Twin-Linked Meltagun and has the Wheels of Fire and Steed of METAL Special Rules.
The Blade of Ormagöden: The Blade of Ormagöden is Daemon Weapon gifted to Doomrider by Slaanesh itself. Forged from the power of Metal itself, it screams mighty battlecries and sings spectacular power ballads whenever it is drawn. The Blade of Ormagöden is Daemon Weapon with the following profile: Range-N/A, Str-User, AP-2, Type-Melee, Daemon Weapon.
Wheels of Fire: The Thunderhog moves can move as Jump Infantry.
Steed of METAL: Due to the partially sentient nature of Doomriders daemonic bike, he has the Skilled Rider Special Rule.
The Eternal High: The Doomrider is on a constant quest for the ultimate high, there's practically never a moment where his veins don't burn with truly excessive amounts of the galaxies most potent drugs. Because of this, Doomrider has the Feel No Pain Special Rule.
Points Breakdown:
Spoiler:
Lord - 65 +1S +10 +1T (Bike) +1A +10 +Chaos Bike +20 +TL Meltagun +15 +Plasmagun +15 +The Blade of Ormagöden +30 +Jump Pack +15 +Skilled Rider +10 +Daemon +15 +Feel No Pain +10 +Mark of Slaanesh +15
Next character time, this one is actually based on my Inquisitor for my Grey Knights, but I've improved her a bit. A bit of fluff first though, Amy was kidnapped by Dark Eldar pirates. As she was sent into the arena to fight, she picked up a mysterious sentient blade. It helped her escape, and eventually she met up with the Grey Knights and with them she hunts daemons. I am in the process of writing a story about her and that will have more detail about everything.
Name: Inquisitor of the Ordo Malleus Amy Deuss.
WS4 BS4 S3 T3 W3 I5 A3 Ld10 Asv3+/Insv 4+
Wargear:
The Daemonblade Barnabus: This is not a normal daemonblade. It is actually a blade forged by the legendary Iron Hand the Blacksmith. That same man was there on Istavaan V, during the dropsite massacre. After surviving, he came across a daemon and in his struggles, he bound the daemon to the blade. Unfortunately, his lust for vengeance nearly allowed the daemon to escape it binds, but before he entered the eye of terror on a mission of vengeance he threw it away. Amy picked it up when she entered the Wych cult arena, and it helped her escape. This follows the normal rules for daemonblade's but for one difference. Instead of rolling twice, you roll 4 times on the chart, re-rolling any copies.
Adapted Wych Cult armour. This gives her a 3+ armour save.
Frag and Krak Grenades, Force Weapon, pysk out grenades, rad grenades, pyschotroke grenades.
Special Rules:
IC, Fearless, Preferred Enemy (Dark Eldar and Daemons)
Daemonic Protection. The blade emits an aura that has kept her alive through many, many fights. This grants her a 4+ invun save.
"Daemon I unleash you" Once per game, she may unleash the daemon from the blade. His statline is WS6 BS4 S6 T6 WD3 I5 A5 Ld10 Asv 2+/Insv5+. He acts like a monstrous creature, apart from that if she dies, he also is removed from play. He will only grant VP's if he is killed, not if he is removed for amy's death. He has the Rampage and Eternal warrior special rules.
Pysker(Level 2) She can only take powers from telekenesis.
The character in games costs 78points for daemonblade, power armour, and pysker. I make it out she should be around 250points now
Again if you have any questions about the fluff behind the stuff, I'm all too willing to explain it. But for a quick explanation, when in the arena, she beat up Lelith Hesperax, due to the blade.
A Daemon in Commoragh would result in there being no possible way she'd get out of commoragh.
And a Daemon Blade wouldn't be allowed into the arenas. There's only really 1 solid rule in the Dark City - no Psykers or Daemons.
(Technically, don't look up if you want to live and assaulting Vect will ruin your day, but they're really 'unwritten' rules...)
To be honest, use this layout:
Unit (Under Review)
Well, I see I'm not the only one who runs that style Inquisitor. Glad to see another one.
Anyway, here' my thoughts for a character.
Grey Knights Viridiana Gyre was born, and orphaned, in the late portion of M41, on the planet Fenris. As a child she showed an incredible potential for thinking outside the box, and performing psychic feats. Rather than risk this potential falling into Chaos' hands, Inquisitor Acaelus Gyre of the Ordo Malleus adopted young Viridiana, and taught her everything he knew about being an Inquisitor. After he passed on, he left his Daemonblade, his work, and all he possesed to her care. To this day she continues his work with the dedication she has come to be known for.
Special Rules -Independent Character -Fenrisian Heritage -Stubborn -Psyker (Mastery Level 1)
Daemonblade of Kairos: A daemonblade entrusted to the Gyre family for generations, this daemonblade comes with the Familiar power for demonblades already selected, raising Viridiana's mastery level to 2, and making the blade a Force Sword. The second power is rolled for as usual, ignoring additional Familiar results.
Fenrisian Heritage: Despite her adoption, Viridiana still calls the planet Fenris home. It is where she feels most at ease, and it shows in her interactions with her people. Viridiana gains +1 Strength(already in her profile), and the Counter-attack Universal Special Rule. She may also take 0-2 Fenrisian Wolves from Codex: Space Wolves as Wargear.
Psyker: Viridiana Gyre may generate psychic powers from Pyromancy, or Divinaton disciplines.
So, character no 3 of many. This one belongs to the Imperial Guard and I've used Marbo as a base figure, but he is a mix of Vindicare Assassin as well.
Name: Lieutenant Jack Goth "The Valhallan Sniper"
WS4 BS5 S3 T4 W4 I9 A3 Ld9 Asv5+/Insv5+
Wargear:
The "My Love". The most powerful sniper rifle in existence. Can kill anything with one shot, with it's adaptive bullets. Created eons ago by an unknown gunsmith, how it got to Jack's hands is a mystery, all is know, that he has killed 1000's with it. R 72 S X AP1 Special Rules: Assault 1, Adaptive Rounds, Instant Death.
Adaptive Rounds: All shots against non-vehicles wound on 2+, armour penetration rolls on 6d6+3.
The Shadow Blade: A long blade with an edge as sharp as diamonds. S User AP3 Special Rules: Melee, Fleshbane.
Meltabombs.
Flak Armour.
Special Rules:
Dead-eye: Jack can re-roll all failed to hit rolls in the shooting phase, and uses his own BS in overwatch, and he picks out his targets ala the Vindicare Assassin.
Shadow Walker: Jack does not deploy normally, instead if Night Fighting is in progress at the start of the battle, he is not deployed. Instead on the lifting of Night-fighting, he appears either with 6 inches of an enemy model, or in any terrain piece. He cannot charge when deployed like this. If night-fighting is not in progress, he is placed in a random terrain piece. This also grants him a 5+ invun save.
Valhallan Steel: This means that Jack can re-roll failed morale, pinning and leadership checks. It also grants him the stubborn USR.
Considering that Marbo is 65 points from memory, by my calcs I reckon he comes in around 300 points.
Now while im a guardsmen at heart and take Marbo in all the hero arenas i play in agains opponents a lot better than him... If the best sniper rifle ever of all time ever existed, it would be in 1 of 2 places, locked away in an inquisitorial vault... Or possesed by a daemon, and since Evan Draigo couldn't ignore the warp I doubt this guardsman can ( unless he's secretly the emperor reincarnate! ) but even if he does have magic shadow powers i don't think he'd be faster then the shadow master Marbo, don't take this the wrong way because i like certain aspects of your character but if i where you i would just take marbos rules and modify them into the valhallen sniper you have in mind
Thank for the replies guy about the stuff. With Jack's rules I am in the process of changing his stuff and adapting the fluff for him and all the characters.
Now for the daemonblade and pysker on the dark city. Point one, it looks like a normal sword, acts like a normal sword and is a normal sword in the hands of anybody BUT her. The sword is somehow attuned to her. It was built for her hands, even though the guy was born 1000's of year before her. The point is that the dark eldar would not know it was a daemonblade. In anybody else's hands it was a normal weapon.
Next point, at the time she was in the dark city, she wasn't a pysker. It was only after she escaped the dark city, that she gained her abilities. Mainly due to the daemon's influence probably. So, the dark eldar wouldn't have known what she was until she escaped. It was just luck that the blade works for her.
What I'm going to do next is go back to my first characters and re do them the way i should have done with full background. I'll also nerf them all a bit to make them more useable.
But to make my point again, no-one knew it was a daemonblade, and even if you look at it now, it just looks like a normal sword. It just happens that a daemon lives inside it, and he likes sleeping and keeping quiet.
So I figured since I'm way, way to into my CSM right now I'd make a bunch of characters for the renegade warband I've created. I've figured that the CSM codex is actually a fairly decent method of also representing higher technology, perhaps MoN could be a tougher suit of armor or some sort of nanoskin, or MoS would be lighter-than-air combat suits or micro-suspensor technology.
Anywaffle, here goes
Samuel Jhonds, the Night................. 150 points
Spoiler:
WS..BS..S..T..W..I..A..Ld..Sv ..5.....4....4...4..2..6..3..10..4+
FOC:HQ Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Mark of Slaanesh, Cloak and Dagger - Lost artefacts of a bygone era, these two items, when used in tandem, unlock the power of darkness, creating a being of great power, made from pure shadow, able to slither unnaturally through the darkness. The Cloak grants Samuel the Shrouded special rule and a 5+ invulnerable save, and the Dagger is a power sword. However, whenever the Night Fighting rules are in play, Samuel may move as Jump Infantry, the Cloak grants a 3+ invulnerable save, and the Dagger gains the Fleshbane special rule. Samuel also has assault and defensive grenades.
Special Rules: Independent Character, Fearless, Infiltrate
Warlord Trait: Master of Deception
-------------------------------------------------------------------------------------------
Anar Araxis, the Bone Collector................. 190 points
Spoiler:
WS..BS..S..T..W..I..A..Ld..Sv ..5.....4....5...5..4..4..3..10..2+
FOC:HQ Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Fleshmetal, Mark of Nurgle, The Bone Collector - The Bone Collector, as Anar has come to call it, is a rather large scythe. Sheathed in a displacement field, this sort of weapon would usually be entirely unwieldy, but Anar has developed a unique fighting style specifically for his scythe. The only problem is, once he starts, he can't really stop without significantly slowing himself down. This is a close combat weapon that uses the following profile: R:- S:+1 AP:2 Melee, Two-Handed, Can't Stop Now - Anar's weapon is so large, and he swings it with such speed, that occasionally he hits his own men. Those that regularly serve with him know better than to get close to him, but the new guys... Anar's to-hit rolls of 1 strike a friendly model. Similarly, if a 1 is rolled when determinting Rampage attacks, that attack hits a friendly model automatically.
Special Rules: Independent Character, Fearless, Bulky, Rampage, Aura of Dark Glory
Warlord Trait: Lord of Terror
--------------------------------------------------------------------------------------------
Baharak O'sund, Master of Ordnance................. 205 points
Spoiler:
WS..BS..S..T..W..I..A..Ld..Sv ..4.....5....4...4..2..4..2..10..3+
FOC:HQ Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Power Armor, The Arsenal - Baharak carries with him a large container, filled to the brim with weapons.Ranging from the lowly laspistol to the crazy-awesome Vampire Slapper, this bigger-on-the-inside container has just about any weapon he could ever need. Baharak may choose any weapon listed in the Codex: Chaos Space Marine Ranged Weapon section on page 65, along with any shooting weapon listed on pages 414-416 in the Warhammer 40,000 rulebook. He may not use Ordnance weapons. Weapons that roll 2D6 for Strength Get Hot on an 11 or 12 (unless the full rules for those weapons are available), and weapons that are Strength X but are not poisoned or Sniper weapons count as having a Strength of 10. Any special rules listed for weapons cannot be used unless the player has access to those rules in their entirety.
Special Rules: Independent Character, Fearless, Aura of Dark Glory
Warlord Trait: Target Priority
Well as per before here is the redone characters done in a way that is more understandable and fluffy. Warning this will take some time.
Name: The Skandaman.
Spoiler:
Army: Grey Knights.(Inquisitor)
Back Ground: The Skandaman was just a young boy when he disappeared on a trip to the big city. The police said he just walked into a record store, but the truth was that he saw the Emperor. The Emperor told him that it was his duty to protect the lost primarchs who were returning and soon he would be sent to begin his duty. On the day of his 5th birthday, he slept and appeared on an unknown planet. While there he was mistaken for a trainee and began to get trained. Every night he fell asleep, he would appear there, and every time he slept at the facility, he awoke back home.
Eventually he fell in love with a girl, and in the end saved her. But she had a deep, dark secret. She was not just one of the most feared warriors, but she was something else. He now saw what she was and put his life on the line for her.
Now he seeks to look after her, and guide her to Terra. For every night, he falls asleep and finds her waiting for him. His beloved. He will pick up his blade and gun, and head off with her, until the day they are together on Terra.
The Golden Blade of Robute Guilliame:(Apologies for spelling of his surname) This magnificent Golden Blade was once wielded by the legendary Ultramarine Primarch. The legend goes that he found the main part of the blade sticking out from a rock once in Macragge. Noticing the sharpness of it, he created a hilt for it and began to use it. Shortly before the Emperor arrived though, he lost the blade when a warp-storm hit. He ordered all records of the blade to be purged. Eventually, it found it's way to the Skandaman, when he and the girl were escaping from a trap laid by Dark Eldar pirates. He found the blade and he and his beloved cut their way through. The blade has the following profile: S-U AP-2 Melee, Fleshbane, Robute's Blade: This means he can re-roll all failed to hit rolls in close combat.
The Dark Matter Manipulator: This ancient weapon from the days of dark technology was thought lost to all mankind and good riddance. It was a weapon that could destroy armies in one blast. It would use the dark matter all around us to deadly consequences. How it arrived in his hands is a mystery, one which he refuses to talk about. This weapon opens a black hole on, or near the enemy and sucks them in or just damages them badly. The gun has the following profile:
Range-72 S-X AP-2 Special Rules: Dark Matter: This weapon has different effects depending on who is attacked:
Single Models: Against single models it is Assault 1, Fleshbane, Instant Death, Armour Stripper(see end of effects)
Unit of 2 or more models: Does Assault 1, Large blast, Instant death, wounds on 3+, Armour Stripper.
Vehicles: Does Assault 1, Armour penetration of 4d6+3, Armour Stripper.
Armour Stripper: If it fails to wound, or invun rolls are passed, then on a 4+ any armour save is removed. Against vehicles, if they aren't destroyed, on a 4+, they lose D3 AV from all sides.
Due to the dark matter being all around us, he can re-roll to hit in shooting.
Cloth Armour. This set of simple robes, gives his a 6+ armour save.
Special Rules:
Fearless, EW, Mission from the Emperor, RAGE(Not BRB rage)
Mission from the Emperor: He is being guided by the Emperor on his journey, this gives him a 4+ re-rollable Invun save.
RAGE: Unknown to all, he has a deep, dark secret. When close to death, i.e. his last wound, he undergoes a transformation into a deadly rampaging beast. Immeadiatly on getting to his last wound, replace his with a different model to act as RAGE. RAGE is a Jump Monstrous Creature with the following stats:
WS-6 BS-1 S-10 T-6 W-4 I-1 A-6 Ld-10 Sv-2+
Special Rules: Rampaging Brute, Swiping blows, Fearless, Rage calm now. Preferred Enemy(Everything!), EW, FNP(6+)
Rampaging Brute: RAGE rolls 3d6 for charge, taking away the lowest. On a charge he get d6 extra attacks, and all enemy attacks are at Initiative minus 1.
Swiping Blows: His attacks are only AP4, but they cause Instant Death.
RAGE calm now: On loss of final wound, or end of game, he calms down and replace with Skandaman with last remaining wound.
Options: He can join up with the Golden Phoenix. If so, then they act as one unit. Rage can activate if the Golden Phoenix first goes down to her last wound. If so, RAGE will not leave her side, if she dies then he gains a new special rule: Avenger: He immediately attacks the killer, jumps to them if shooting at her, and does d6 automatic hits at S-10. If this kills the killer, remove RAGE with Skandaman, and he may not move from her body. On a 4+, he can resurrect her with 1W left, but RAGE cannot be used rest of the game. This roll is done at the start of every player turn.If she returns alive then they can move again.
Thanks for reading that guys. In a couple of days time, I'll post the updated Golden Phoenix rules with her updated fluff, but for more detail, I will post an entry in the 40k background area, under the personal fluff retcon area, which goes into the stuff about the spoiler in much more detail.
NeoAigaion wrote: Chapter Master Adamas, v4.0 (approx) - 200 Points WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Fulgurite Blade (Melee, User-Strength, AP2, Fleshbane)
- Lightning Talon (18" S7 AP5 Heavy 1 Shred Rending)
- Tartaros Terminator Armour (2+ Armour save, allowed to perform Sweeping Advances)
- Mantle of Storms (3+ Invulnerable save)
- Haywire Grenades
Special Rules:
- Independent Character
- And They Shall Know No Fear
- Combat Tactics
- Rites of Battle
I don't think that the lightning talon should have either shred or rending. The S7 means he's gonna wound most things on a 2+ anyway, unless the volkite charger also has shred and rending.
NeoAigaion wrote: Chapter Master Adamas, v4.0 (approx) - 200 Points WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Fulgurite Blade (Melee, User-Strength, AP2, Fleshbane)
- Lightning Talon (18" S7 AP5 Heavy 1 Shred Rending)
- Tartaros Terminator Armour (2+ Armour save, allowed to perform Sweeping Advances)
- Mantle of Storms (3+ Invulnerable save)
- Haywire Grenades
Special Rules:
- Independent Character
- And They Shall Know No Fear
- Combat Tactics
- Rites of Battle
I don't think that the lightning talon should have either shred or rending. The S7 means he's gonna wound most things on a 2+ anyway, unless the volkite charger also has shred and rending.
The Lightning Talon has the exact same stats as a Mechanicus Lightning Gun (Horus Heresy: Betrayal).
NeoAigaion wrote: Chapter Master Adamas, v4.0 (approx) - 200 Points WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Fulgurite Blade (Melee, User-Strength, AP2, Fleshbane)
- Lightning Talon (18" S7 AP5 Heavy 1 Shred Rending)
- Tartaros Terminator Armour (2+ Armour save, allowed to perform Sweeping Advances)
- Mantle of Storms (3+ Invulnerable save)
- Haywire Grenades
Special Rules:
- Independent Character
- And They Shall Know No Fear
- Combat Tactics
- Rites of Battle
I don't think that the lightning talon should have either shred or rending. The S7 means he's gonna wound most things on a 2+ anyway, unless the volkite charger also has shred and rending.
The Lightning Talon has the exact same stats as a Mechanicus Lightning Gun (Horus Heresy: Betrayal).
I figured. I don't have access to my HH book, so it's all good. Carry on, then.
Bobthehero wrote: Not sure about T4, I5 might be a bit high, but considering the beatdown he put on Obi Wan, its not outside the realm of possiblities.
also takes into account his jump pack giving him better mobility in a fight
CHIEF LIBRARIAN MARAAD (180 Points??)
WS5 BS4 S4 T4 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Force Halberd
- Terminator Armour
- Iron Halo
- Psychic Hood
Special Rules:
- Independent Character, And They Shall Know No Fear, Combat Tactics, Psyker Mastery 3, Adamantium Will
[Force Halberd]
Range: - / Str: User / AP: 3 / Melee, Force
* When charging an enemy in close-combat Maraad gains +1 Initiative.
PROTECTORATE CHAPTER - MASTER CHAPLAIN HAEDEAN (175 Points??) WS5 BS5 S4 T4 W3 I4 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Master-Crafted Gladius Arcanum
- Haedean's Wrath
- Terminator Armour
- Iron Halo
Special Rules:
- Independent Character, Combat Tactics, Honour of the Chapter, Liturgies of Battle
[Master-Crafted Gladius Arcanum] <-- the Protectorate Chapter have aversion to the Imperial Creed, thus they use blades instead of a Crozius Range: - / Str: User / AP: 4 / Melee, Master-Crafted
Lore: Rarest version of the LRBT, the STC was stolen from older xenos technology and gifted to the Inquisition, deeming it worthy of construction only in the most dire of situations. A single unit has been known to destroy entire armies without pause and route others by their menacing glow.
Points: 200
F: 14 S: 13 R: 11
Weapons: Twin Tesla Coils - S7 Ap2 Heavy 3 - Tesla, Shock*
*Shock: Any unit suffering a wound or glancing hit from the weapon are automatically pinned or count as stunned until the beginning of the next turn.
Only the most revered tank commanders are allowed the honor of driving such mechanical wonders. As such only those who have obtained the rank of, Knight Commander (or other equivalent) crew such glorious beasts. (counts as having Knight Commander Pask)
Power Overwhelming - The strange nature of the Tesla Coils protects the main gun in a plasma shield. To represent this, a "weapon destroyed" result merely subtracts the amount of attacks a tank can make by 1. If it reaches 0, the tank explodes and causes Shock to anyone within range.
This tank does not have defensive weapons.
It may however take capacitors which drastically improve the effect of the main battery. It may take up to 3 capacitors at 50 points each, one located where the heavy bolter would normally rest, the other two in place of side sponsors. They may be destroyed as an option from a "weapon destroyed" roll. Each capacitor adds 1 additional attack to the Tesla Coils, and so long as a single capacitor is alive, the weapon also uses the small blast template over the center of any model struck.
Left Hand of the Pheonix wrote: Well as per before here is the redone characters done in a way that is more understandable and fluffy. Warning this will take some time.
Name: The Skandaman.
Spoiler:
Army: Grey Knights.(Inquisitor)
Back Ground: The Skandaman was just a young boy when he disappeared on a trip to the big city. The police said he just walked into a record store, but the truth was that he saw the Emperor. The Emperor told him that it was his duty to protect the lost primarchs who were returning and soon he would be sent to begin his duty. On the day of his 5th birthday, he slept and appeared on an unknown planet. While there he was mistaken for a trainee and began to get trained. Every night he fell asleep, he would appear there, and every time he slept at the facility, he awoke back home.
Eventually he fell in love with a girl, and in the end saved her. But she had a deep, dark secret. She was not just one of the most feared warriors, but she was something else. He now saw what she was and put his life on the line for her.
Now he seeks to look after her, and guide her to Terra. For every night, he falls asleep and finds her waiting for him. His beloved. He will pick up his blade and gun, and head off with her, until the day they are together on Terra.
The Golden Blade of Robute Guilliame:(Apologies for spelling of his surname) This magnificent Golden Blade was once wielded by the legendary Ultramarine Primarch. The legend goes that he found the main part of the blade sticking out from a rock once in Macragge. Noticing the sharpness of it, he created a hilt for it and began to use it. Shortly before the Emperor arrived though, he lost the blade when a warp-storm hit. He ordered all records of the blade to be purged. Eventually, it found it's way to the Skandaman, when he and the girl were escaping from a trap laid by Dark Eldar pirates. He found the blade and he and his beloved cut their way through. The blade has the following profile: S-U AP-2 Melee, Fleshbane, Robute's Blade: This means he can re-roll all failed to hit rolls in close combat.
The Dark Matter Manipulator: This ancient weapon from the days of dark technology was thought lost to all mankind and good riddance. It was a weapon that could destroy armies in one blast. It would use the dark matter all around us to deadly consequences. How it arrived in his hands is a mystery, one which he refuses to talk about. This weapon opens a black hole on, or near the enemy and sucks them in or just damages them badly. The gun has the following profile:
Range-72 S-X AP-2 Special Rules: Dark Matter: This weapon has different effects depending on who is attacked:
Single Models: Against single models it is Assault 1, Fleshbane, Instant Death, Armour Stripper(see end of effects)
Unit of 2 or more models: Does Assault 1, Large blast, Instant death, wounds on 3+, Armour Stripper.
Vehicles: Does Assault 1, Armour penetration of 4d6+3, Armour Stripper.
Armour Stripper: If it fails to wound, or invun rolls are passed, then on a 4+ any armour save is removed. Against vehicles, if they aren't destroyed, on a 4+, they lose D3 AV from all sides.
Due to the dark matter being all around us, he can re-roll to hit in shooting.
Cloth Armour. This set of simple robes, gives his a 6+ armour save.
Special Rules:
Fearless, EW, Mission from the Emperor, RAGE(Not BRB rage)
Mission from the Emperor: He is being guided by the Emperor on his journey, this gives him a 4+ re-rollable Invun save.
RAGE: Unknown to all, he has a deep, dark secret. When close to death, i.e. his last wound, he undergoes a transformation into a deadly rampaging beast. Immeadiatly on getting to his last wound, replace his with a different model to act as RAGE. RAGE is a Jump Monstrous Creature with the following stats:
WS-6 BS-1 S-10 T-6 W-4 I-1 A-6 Ld-10 Sv-2+
Special Rules: Rampaging Brute, Swiping blows, Fearless, Rage calm now. Preferred Enemy(Everything!), EW, FNP(6+)
Rampaging Brute: RAGE rolls 3d6 for charge, taking away the lowest. On a charge he get d6 extra attacks, and all enemy attacks are at Initiative minus 1.
Swiping Blows: His attacks are only AP4, but they cause Instant Death.
RAGE calm now: On loss of final wound, or end of game, he calms down and replace with Skandaman with last remaining wound.
Options: He can join up with the Golden Phoenix. If so, then they act as one unit. Rage can activate if the Golden Phoenix first goes down to her last wound. If so, RAGE will not leave her side, if she dies then he gains a new special rule: Avenger: He immediately attacks the killer, jumps to them if shooting at her, and does d6 automatic hits at S-10. If this kills the killer, remove RAGE with Skandaman, and he may not move from her body. On a 4+, he can resurrect her with 1W left, but RAGE cannot be used rest of the game. This roll is done at the start of every player turn.If she returns alive then they can move again.
Thanks for reading that guys. In a couple of days time, I'll post the updated Golden Phoenix rules with her updated fluff, but for more detail, I will post an entry in the 40k background area, under the personal fluff retcon area, which goes into the stuff about the spoiler in much more detail.
Alrighty, let’s start with this one (figured I’d wait for your re-writes. Thankyou for using the template (or at least close enough), it makes life much easier and clearer. )
And so a review.
The background is... a little disjointed to be honest, but hey, I’m mostly here for the points and glaring fluff problems. I’ll leave the rest to others.
Being this thing will kill anything it looks at, is hard to hurt, if you do hurt it, it basically turns into a Daemon heavily kitted out Prince (then back to the original killy thing) 625 is about fair.
Thanks for the reply, I would agree with that. I was probably being a bit too optimistic with everything. Fluffwise, the next characters may make your head ache, but like i said, need time to get the fluff right.
Right so onto the next re-done character, and firstly this one is fluff heavy and it is based on a loooooonnnnngggg story idea i've had, but will never write as it is very complex and involves aspects from every tv, book and movie series ever. Btw this is a sort-of alternate universe which follows my belief that
Spoiler:
There never was a heresy, it was all a lie!
Name:Bastila Shan aka The Golden Phoenix.
Spoiler:
Army: Space Marines (Captain base unit)
Background: Bastila Shan was once just a warrior for an unknown order. She was just a warrior who fought in a war against evil, fell and was redeemed. She fell in love, and eventually retired a great warrior. But that is not the truth.
There are rumours that speak on her home planet of Talravin before she was born a ship crashed outside her home. When her mother, pregnant with her, touched it a surge of electricity flowed through her and entered the child. She then grew up to be a fine warrior within the order. Then she met him. A young man who always disappeared at night. She began to feel love for him, even though he was much younger than her. When she fell during the war, he came back and redeemed her. She loved him, but he had to go. Then came the day the God-Emperor of Mankind arrived.
He arrived like a king expecting to see her rule over a land, not a woman with a family. He told her that somehow she was something different. She was one of his children, the so-called Primarchs. God-like powers they were said to have, but she didn't believe it. She told him about his life, and as she finished he knew who she was. Without another word, he spirited her away to Terra. Even when he showed her everything, she didn't believe it. She couldn't. Then came the word, a threat of great evil on a small moon called Davin. He told her to go there and change the world.
She arrived in the midst of a warzone, with giant warriors fighting against mutants and entered a giant ship. She made her way through it and heard a noise. Two people were fighting. One was hideously mutated, while the other was a proud warrior, much taller than her, swinging a large mace. He was the warrior the Emperor told her to save: Horus Lupercal the Warmaster. She did as she was told. Using her innate ability of Battle Meditation she stopped a potential killing blow on the Warmaster, and allowed him to slay his opponent. He turned around and saw her. He marched up to her and said, "Who are you?"
"My name is Bastila Shan, and I'm here to help I think."
"Who sent you."
"Your father."
"Father? He knew of the attack?"
"Yes, he said a great tragedy could be avoided if you are saved from that poisoned blade."
"Why did he send you, not one of my brothers? After all you are just a woman."
"He thinks I'm one of you primarchs, but i don't believe him."
"One of the lost! No! That is impossible, it can't be can it?" He stood gobsmacked in front of her, and came to a sudden realisation. She was his sister, a primarch. He suddenly hugged her and nearly crushed her. "My sister! Oh what a great day, we have one more. But i must ask what was about to occur so bad, that He sent you?"
"He said something called the Primordial Annihilator was rising and was going to destroy us all. It was going to use you as a pawn to rule this land and destroy, but our father couldn't allow it, and so he sent me to stop it." He laughed so loud at this and said, "Me fall! I would never betray father! I am his most loyal son, I could never betray him!"
"A friend of mine who I thought was great once said that but he fell. But, I helped to save him and he saved many more. But with you, your fall would have huge ramifications, it would cause a war no-one would win and even some of your brothers would die, some by your hand." He collapsed at this, looked around himself and said, "Who was behind this plot."
"I don't know, the only thing father said was that the enemy was more powerful than anything."
"It matters not. We are now together and we shall make sure to do father proud." It was then that Horus's mournival arrived and he told them the joyous news. Two of them, Abbadon and Aximand, looked amazed, the other two more shock. Together they walked out into the bright sun.
When Erebus came to see what had occured, he was dismayed by the events. It was then Horus twigged who had been behind it. He swiftly killed Erebus and called for his brother Lorgar. When the Urizen arrived, Horus introduced their sister and confronted his brother. His brother broke down and told him the truth that they had fallen. But before Horus could say anything, Bastila said, "It isn't too late for redemption. Everyone can be saved, no matter the crime. All we can hope for is that we don't make the same mistakes." The urizen looked up and her and smiled. She was speaking the truth.
It was with that both the Sons of Horus and Word Bearers went to Terra and told the Emperor what had occured. She was praised and in front all her brothers she was named the Golden Phoenix, for the ancient beast that was re-incarnated out of fire, and granted an ancient sword, and magnificent armour. But no legion there was for her. She would go from place to place saving lives and helping her brothers.
Then came Isstavan and the revenge of the annihilator. With one fell swoop, it attacked all the legions, crushing them, critically wounding all the primarchs and sending her far away. When she awoke, a familiar face was in front of her. The boy she fell in love with. He said her father had sent her to bring her home. He wielded a golden blade and black gun. She knew what he said was the truth and together they headed off back to Terra. Every night he would vanish, and she would wait for him. Together they are approaching Terra, and together they shall bring her brothers back and destroy the evil that there is now.
The Sword of Goliath: This incredible sword was once used by legendary philistine Goliath, who was slain by the soon to be king David. When David was escaping from Saul's wrath, he collected the sword from the priests of Nob, and went off. Eventually, the sword was found by the Emperor who eventually gave it to her. The sword has the following profile:
S-Ux2 AP-2 Melee, Armourbane, Unwieldy, Instant Death.
The Plasma-Storm Bolter: This ancient weapon in built to her armour is a mixture of a plasma gun and storm bolter. It was created by the legendary Iron Hand Techmarine The Eternal Blacksmith. It would fire like a bolter but destroy armour like plasma. It had rounds that regenerated, and could destroy tanks with ease. The gun has the following profile:
Range-36 S-6 AP-3 Assault 4 Get Hot, Armourbane.
The Phoenix Armour: This ancient suit of armour which she can take on and off at will gives her the ability to travel huge distances thanks to the wings on the back. It allows her to move like a Jump Infantry model. It gives her a 2+ armour save, and 4+ invun save. It also grants her immunity to flamer or melta weapons, and if she is hit with one of those, on a 5+ she regains a lost wound. On a charge, she strikes at I10. It also grants FNP.
Frag and Krak grenades, Melta bombs.
Special Rules:
Fearless, EW, Hit and Run, Hammer of Wrath, Out of the Flames, Battle Meditation, Psyker (Level 4).
Out of the Flames: When she loses her final wound, roll a D3 and follow the chart below:
1:She is dead. Remove from play unless Skandaman on the table.
2:She rises again with 1 wound left.
3: She arises back with flames, regains d3+2 wounds, and makes a 2d6 move in any direction.
Psyker: She make take abilities from any discipline.
Battle Meditation: Warp Charge 4. This is both a blessing and malediction, but it cannot be stopped by Deny the Witch. In order to use it, she must do nothing the turn before. If she is interrupted by a ranged attack hitting her, or someone charging in, she take a S6 AP- hit. If she is left alone, and is successful for the casting, this ability affects all the board. All friendly models are allowed to re-roll everything. All enemy models and forced to re-roll any successful hits, wounds, armour saves, invun saves, charge ranges, cover saves, difficult and dangerous terrian tests. It also means that all friendly models roll an extra D3 to charge and enemies remove a D3 from charge. if she fails to cast it, she takes a S10 AP2 hit. If she is attacked while it is active, as it is deactivated all models with 24 inches of her, including her take a S5 AP3 hit for the psychic backlash. This ability may only be cast once per game, she must do nothing while casting it, and can do nothing while it is active. It only lasts one full turn, and if successful and she isn't interrupted she regains 1 wound.
Options: She can join up with the Skandaman. If so they act as one unit, but she can only move as fast as he can. She can only use Battle Meditation if before hand he rolls a 4+ and stops moving. If not then she cannot use it. Only if she is not resurrected by Out of the Flames will Skandaman gain Avenger.
Well there you have it. Sorry that the background is long but it has to be to explain the fluff. I will post something about my theory about the Dropsite massacre and the betrayal, but again I need to get it right. Next up The Valhallan Sniper.
Wargear:
Casull and Jackal: A pair of large handguns with the following profile: S:6 AP:3 Range: 12" Type: Pistol
Special Rules:
Mark of Khorne
Fearless
Champion of Chaos
Impossible Body of Blood: Ulle's body is capable of pulling itself back together even after the most grievous injuries, Reports have stated that he is even capable of morphing his body in hideous nightmarish forms and even breaking up into bat like creatures. And while normally appearing as normal, if not unusually tall man, his physical strength is fearsome to say the least. Ulle A. Kardt benefits from Eternal Warrior, Fear, Smash, and Feel No Pain (3+). he also counts as having assault and defensive grenades. Furthermore, If Ulle A. Kardt is removed as a casualty from the board, roll 2d6. If the sum is 8 or higher, Ulle A. Kardt returns to the board with D3 wounds. If a sum of 12 is obtained, he returns to the board with full wounds and an increase of 1 to his Blood Tally.
Blood Tally: Ulle A. Kardt is known to be empowered by Khorne for every worthy opponent he strikes down. For every character Ulle A. Kardt kills, he has a chance to be empowered further and further by the Blood God on a D6 roll of 4+.
0: Tally starts here, statline remains as is
1: S:7
2: S:8 A:4
3: S:9 A:4 I:8
4: S:9 A:4 I:8 FNP(2+)
5: S:9 A:4 I:8 FNP(2+) UNLEASH THE FAMILIARS: Ulle A. Kardt unleashes his familiars who were once worthy opponents that he had consumed. These count as Combat Familiars that unleash 2D6 S:4 AP:- attacks in close combat.
Ws - 4 Bs - 4 S - 3 T -3 W - 1 A - 1 I - 1 Ld - 9 Sv - 5+
10 models per unit.
Special Rules - Tank Hunters
May take the following weapon at 15 points per model:
Matryoshka Rocket Launchers - Heavy 1 2 Stage Rocket*
2 Stage Rocket: - 1st Stage - Krak Missile; measure and roll to hit as normal, If it fails, do nothing further. If the target is penetrated by the rocket (causes a wound or glancing hit) the projectile punches through and enters its second stage: 2nd Stage Frag Missile: the rocket will travel no more than 12 inches, continuing on in a straight line from the model who fired it before exploding. If it hits anything along the way, it automatically explodes. Tanks have two walls -The inside of all tank armor is considered equal to it's rear value.
(Still has all options as normal vets - but cannot choose any additional weapon types.)
Ws - 4 Bs - 4 S - 3 T -3 W - 1 A - 1 I - 1 Ld - 9 Sv - 5+
10 models per unit.
Special Rules - Tank Hunters
May take the following weapon at 15 points per model:
Matryoshka Rocket Launchers - Heavy 1 2 Stage Rocket*
2 Stage Rocket: - 1st Stage - Krak Missile; measure and roll to hit as normal, If it fails, do nothing further. If the target is penetrated by the rocket (causes a wound or glancing hit) the projectile punches through and enters its second stage: 2nd Stage Frag Missile: the rocket will travel no more than 12 inches, continuing on in a straight line from the model who fired it before exploding. If it hits anything along the way, it automatically explodes. Tanks have two walls -The inside of all tank armor is considered equal to it's rear value.
(Still has all options as normal vets - but cannot choose any additional weapon types.)
Quick skim, it looks nice, but this thread is for Unique Characters (Ex. Draigo, Imotekh, Mephiston, etc. are Unique Characters)
Equipment: Battle cannon, heavy bolter sponsons, lascannon, dozer blade, extra armor
Wargear: master-crafted power sword, bolt pistol, carapace armour, refractor field
Command Node: Gives a 12 inch bubble of Stubborn to friendly units from C:IG
Special Rules: Aura of Discipline
Dive me closer! I want to hit them with my sword!: Davos may charge into combat, despite being inside a Leman Russ battle tank. It inflicts 2D6 Hammer of Wrath hits at S6 when it charges. Davos may not be targeted until the Leman RUss is destroyed, after which he disembarks exactly like from a transport.
Equipment: Battle cannon, heavy bolter sponsons, lascannon, dozer blade, extra armor
Wargear: master-crafted power sword, bolt pistol, carapace armour, refractor field
Command Node: Gives a 12 inch bubble of Stubborn to friendly units from C:IG
Special Rules: Aura of Discipline
Dive me closer! I want to hit them with my sword!: Davos may charge into combat, despite being inside a Leman Russ battle tank. It inflicts 2D6 Hammer of Wrath hits at S6 when it charges. Davos may not be targeted until the Leman RUss is destroyed, after which he disembarks exactly like from a transport.
Why not just simply instead say "Commissioner Davos's Leman Russ is a Chariot that inflicts Hammer of Wrath hits at S6 instead of S4 in addition to its other types.
Wargear:
Casull and Jackal: A pair of large handguns with the following profile: S:6 AP:3 Range: 12" Type: Pistol
Special Rules:
Mark of Khorne
Fearless
Champion of Chaos
Impossible Body of Blood: Ulle's body is capable of pulling itself back together even after the most grievous injuries, Reports have stated that he is even capable of morphing his body in hideous nightmarish forms and even breaking up into bat like creatures. And while normally appearing as normal, if not unusually tall man, his physical strength is fearsome to say the least. Ulle A. Kardt benefits from Eternal Warrior, Fear, Smash, and Feel No Pain (3+). he also counts as having assault and defensive grenades. Furthermore, If Ulle A. Kardt is removed as a casualty from the board, roll 2d6. If the sum is 8 or higher, Ulle A. Kardt returns to the board with D3 wounds. If a sum of 12 is obtained, he returns to the board with full wounds and an increase of 1 to his Blood Tally.
Blood Tally: Ulle A. Kardt is known to be empowered by Khorne for every worthy opponent he strikes down. For every character Ulle A. Kardt kills, he has a chance to be empowered further and further by the Blood God on a D6 roll of 4+.
0: Tally starts here, statline remains as is
1: S:7
2: S:8 A:4
3: S:9 A:4 I:8
4: S:9 A:4 I:8 FNP(2+)
5: S:9 A:4 I:8 FNP(2+) UNLEASH THE FAMILIARS: Ulle A. Kardt unleashes his familiars who were once worthy opponents that he had consumed. These count as Combat Familiars that unleash 2D6 S:4 AP:- attacks in close combat.
This is at least 250 points. You're essentially paying for the Hulk, but he can fit in vehicles and lead squads. He also has a better version of Necron Reanimation Protocols, so that's another, what, 45 points? Yeah. 295 for a Mephiston-level character that can come back to life. And he has Eternal Warrior.
CalasTyphon216 wrote: Commissar Davos
Dive me closer! I want to hit them with my sword!: Davos may charge into combat, despite being inside a Leman Russ battle tank. It inflicts 2D6 Hammer of Wrath hits at S6 when it charges. Davos may not be targeted until the Leman RUss is destroyed, after which he disembarks exactly like from a transport.
Sergeant Thomas Galloway is a long serving member of the Dark Angels. After being inducted into the Inner Circle, he served valiantly, eventually rising to the position of Sergeant. Yet, he never rose farther. Although a good fighter and mentor, Galloway was never exactly an inquisitive man, and as he discovered more of the chapter's ancient secrets with each advance, he began to dread each new discovery more and more. He made an effort to refuse further promotion, arguing that he was not meant to know the true secrets of the chapter and that he served better where he was. Eventually the Inner Circle relented, still counting him as one of their own, but acknowledging that no new secrets would reach his ears.
To say that as a Deathwing Sergeant Galloway was successful would be an understatement. Over his years he lead his men in battle with few casualties, seeing many rise through his squad to become Sergeants and Masters in their own right. Unlike many of his peers, he lived to reach an advanced age, which was both a blessing and a curse. While revered as an hero and mentor, Galloway, 400, is beginning to feel time wear away at him. As such, he now spends less time in combat and more time training his battle brothers, focusing mainly on the instruction of Neophytes who had not yet earned the right to become combat scouts, and newly appointed members of the inner circle learning how to fight in massive Terminator armor. As a mentor, he has been seconded to many of the younger Unforgiven chapters to help them develop, and is currently deployed with the Storm Angels helping to grow their Deathwing. When he does take to the field, he creates an inspiring presence, enabling him to lead his battle brothers to great success.
Deathwing Sergeant Thomas Galloway is an upgrade character who replaces the Deathwing Sergeant in a Deathwing Terminator Squad.
Wargear:
Master-Crafted Power Sword
Storm Bolter
Terminator Armor
Special Rules: Timeless Experience, Advanced Age
Timeless Experience: Having fought for over 300 years, Galloway has fought many alien and traitor enemies and has bested them all. As long as a Squad contains Galloway, all members of that squad have Preferred Enemy (Everything).
Advanced Age: Galloway's age is starting to have a negative Impact on his physical abilites, and if he overexerts himself he will tire easily. A squad that includes Galloway can not run. Additionally, if Galloway has suffered a wound, he gets -1 to his WS, BS, I and A stats for the rest of the game.
Carnage Pattern Terminator Armour (2+ Armour save, allowed to perform Sweeping Advances)
Fist of Drakon : power fist with built in heavy flamer
The Ruin of Skaros: a close combat weapon . It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Shred and (instant death on 6+ to wound).
OnlyWar wrote: Sargeraes, Master of the Flames of War (200 pts
WS5 BS5 S4 T4 W3 I4 A3 LD10 SV2+
Carnage Pattern Terminator Armour (2+ Armour save, allowed to perform Sweeping Advances)
Fist of Drakon : power fist with built in heavy flamer
The Ruin of Skaros: a close combat weapon . It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Shred and (instant death on 6+ to wound).
Hammer of Wrath
Rampage
Independent Charachter
NOPE. That weapon has way too much. I was entirely on board with this dude up until I read it also has Rending, Shred, and Fleshbane. So basically, it's AP3, wounds on a 2+, gets to re-roll the few times it doesn't wound, has Rending, then instead of just a single auto-wound, you just die. You could just leave the +2S and AP3, and it'd be a fine weapon. Remove the riff-raff. You could also remove the +2S and have Shred. All of that together though is simply too much, he basically auto-wounds models with a 3+ save.
Characters for the fandex I'm making. Those who played Necromunda will know these guys (I've beefed him up a bit but also lessened a few of their stats)
Klovis, The Redeemer…200pts (unsure, maybe more) WSBS S T W I A LdSv 5 5 4 3 3 5 5 9 5+
UNIT TYPE: Infantry (Character, Unique) SPECIAL RULES: Shield of Faith (6+ Invunerable Save), Acts of Faith, Independent Character, Zealot (he and his squad gets Fearless & Hatred), Fear, Feel no Pain (6+), Crusader, Frenzy. Frenzy: At the start of every turn, Klovis, the Redeemer must take a leadership test. If failed, Klovis gains the Hammer of Wrath, Furious Charge and Rage special rules, but he (and his unit) must move towards, and assault, the closest enemy unit in line of sight. If he and his unit chooses to run in the shooting phase, it must be towards the closest enemy unit in line of sight. If he and his unit shoot in the shooting phase. it must be at the closest enemy unit in line of sight. WARGEAR: Flak armour, frag grenades, plasma pistol, flamer, close combat weapon, Holy Eviscerator, The Mortifier, Crown of Flames.
Holy Eviscerator Range StrAP Type - x2 2 Melee, Holy, Armourbane, Two-handed, Unwieldly Holy: Models with the Daemon special rule may not take invunerable saves againsted wounds caused by this weapon.
The Mortifier: Range StrAP Type - +2 4 Melee, Soul Blaze, Concussive
Crown of Flames: Any units that assault Klovis and his squad do not get the bonus attack(s) for charging. In addition, Klovis makes D6 Wall of Flame attacks with his flamer instead of the usual D3.
Spoiler:
Malakev, The Scribe…80pts(Unsure) WSBS S T W I A LdSv 3 3 3 3 3 3 2 8 5+
UNIT TYPE: Infantry (Character, Unique) SPECIAL RULES: Acts of Faith, Independent Character, Righteous Fury, Leader of Faith, Stubborn, Klovis’ Scribe Klovis’ Scribe: if Malakev is within 6” of Klovis, The Redeemer, he gains the fearless special rule. In addition, if Klovis, The Redeemer wins a challenge within 6” of Malakev, you gain a bonus VP. WARGEAR: Flak armour, frag grenades, Master-crafted Autopistol, Master-crafted Autogun, The Liber Excruciatus, Axe of the Righteous, The Liber Excruciatus: Malakev has a 4+ invulnerable save that cannot be modified or ignored by any special rules or wargear. All models in a unit Malakev has joined gain a 5+ invulnerable save until he is leaves them, or is slain. Axe of the Righteous: Range StrAP Type - +1 2 Melee
King Pariah wrote: Hahaha, It's just my attempt of sticking Alucard in 40k.
Dang, I knew that' name was weird for a reason. I do like it, it's just expensive.
Well, Alucard would most definitely be ridiculously expensive. A cheap Alucard would be insulting. To be honest, I thought he should have been at least 300 points, but I left that point cost off to see what others would say how much he should cost.
WS6 BS5 S4 T4 W3 I7 A3 LD19 SV4+
Unit Type: Infantry (Character)
Wargear:
Wych suit
the Blade of Corrmoragh ( a poisoned power weapon with built in splinter rifle)
Fleet, Power from Pain, Night Vision, Hit and Run, Daemon,
Right onto the next character then, and please beware, this again has a very long fluff bit, but I've revised it a bit, and nerfed him a lot.
Name: Jack Goth aka The Valhallan Sniper.
Spoiler:
Army: Imperial Guard.
Background: Jack Goth is a misnomer amongst the Valhallans. He doesn't follow orders, and he was never a conscript. All officers fear getting a look from him. They all know that even though he is on their side, he could kill any of them in a heartbeat.
The tale of Jack Goth begins not on Valhalla, but far from there. For he is older that anyone can imagine. He is cursed with the ability not to age. Ever since he reached the age of 30 he hasn't aged a day, physically or mentally. He was not born on Valhalla, but on Cadia, underneath the Eye of Terror. The legend goes that on the day of his birth, he was a very sickly child. He would have died if not for a mysterious stranger. The stranger said he could save the child if the mother gave the child to him in 5 years time. The mother agreed, and 5 years later the child was given away.
The stranger introduced himself as Fa'gin, envoy of Tzeentch. He said to the child he could have eternal life if he gave his life over to the Gods. The boy, oblivious, to the charm said no. So, the being waited and trained the boy. Every year he would ask the same question, and every year the same answer. But on Jack's 29th birthday, he said this in response, "Give me immortality in a years time, and I'll give you my answer." Fa'gin accepted the proposal, and on his 30th birthday as the spell was cast, Jack looked at the man, and chopped his head off with a sword he had been fashioning.
Suddenly a great sound went out, and before him stood the feared Lord of Change, Kairos Fateweaver. The two-headed monstrosity glared at him and said, "How dare you kill him! What gives you the right to take the gifts of my master and not give him anything back!" The man looked at the daemon and laughed. "You stole me from my family. Took me away from everyone who cares for me. I hate you daemon and all your kind. I am not like you! I will not work for you. Now, feth off." He swiftly turned and walked away. Kairos appeared in front of him and said, "Don't you know where you are boy, you are in the warp, there is no escape here."
"There's always a way out birdie-boy. After all you friend Fagin told me all your little tricks. You want me as one of your disciples. Well tough luck, I'm my own man." He looked around the arid landscape and said, "Az'ukar Fa'tak Br'ta Vi'ni." A pulse of energy flowed through him and he vanished into the ether. He had cast a powerful transportation spell, the same one Fa'gin used to get him there. Kairos screamed in agony and flew back to his master.
Jack reappeared on Cadia, but everything had changed. It was no longer an arid land, but a land full of huge spires and giant buildings. He shrugged his shoulders and walked around. Along the way he found a cave. Inside the cave was an old man. The man looked up and said, "You boy, you just came from the Eye, didn't you?"
"I did."
"Good, I've been expecting you. I have something that your father left for you, when he came to find you."
"You knew my father?"
"Why yes, he was a good man. It's in the box." Jack walked over to the box. It was an old wooden box with a simple padlock on the front, and an Imperial Eagle stamped on the front. he pulled out his sword and chopped the padlock off. He lifted the lid, and inside he found a sniper rifle, a long black cloak inlined with fur, some credits, a ticket to Valhalla and a datapad. He picked up the pad, read it and as he turned to the man to ask what it meant, the man was gone. He dropped the pad and crushed it underfoot. He picked up the items and headed off to the nearest starport. He took the next flight to Valhalla and vanished.
He eventually reached Valhalla and swiftly found himself in the midst of an ork attack. During the attack he used the sniper to kill a rampaging ork boss, with a shot to his face. The commanders looked at the man, and made him an officer, but Jack turned it down and said, "I don't want anyone under me, and above me. I'm fine just with me." He walked away and entered a tower, and started shooting again.
They said Jack is waiting for two travellers. A man and a woman. They said he is destined one day to go to Holy Terra. They say he can see everywhere on the field of battle. But, the only thing he says is "I'm just a man, who sits on a roof, killing things."
The "My Love" Sniper Rifle: This ancient rifle is a simple thing. It is just a long barrel, with a cartridge, and scope. But it is much more. All the way along it are imperial eagle, impressed on the side. The cartridges mysteriously refill without needing to pull them out. They are as affective against flesh as armour. But more talked about, is how Jack talks to it. The gun has the following profile: Range-48" S-X AP-2 Special Rule: Assault 1, Fleshbane, Armourbane (Count strength as 5), High powered scope-When firing this gun, Jack ignores Night Fighting and can shoot as normal.
The Shadow Sword: This is the sword that Jack made while in the warp. The legend goes that he made it out of mineral resources on the ground and melted it over a volcano. This magnificent sword can cut through even the hardest metals. It has the following profile: S-U AP-2 Melee, Fleshbane, Armourbane, Swift-Due to the lightness of the blade, even when charged Jack can gain an extra attack. On a charge he gets 2 attacks extra.
The Black Cloak: This long cloak, covers his entire body when he wishes to hide from danger. This is a camo cloak but it gives a boost of +2 to cover saves and a 4+ invun save.
Flak Armour, Frag, Krak and Blind grenades.
Special Rules:
Fleet, Stealth, Move through Cover, Hit and Run, Eyes of Fire, Preferred Enemy (Daemons), No Ordinary Man, Infiltrate, Scouts.
Eyes of Fire: Jack can re-roll all failed rolls to hit in shooting and close combat. He can use his own BS for snap shots and overwatch, and he can pick out his targets, but they aren't allowed Look out sir saves.
No Ordinary Man: Jack can re-roll any failed leadership or characteristic tests. He can choose what board edge he comes on if he outflanks, and he passes Deny the Witch on a 4+.
Thanks for reading it and please R and R it. i would recommend any feedback you've got about it.
Left Hand of the Pheonix wrote:Right so onto the next re-done character, and firstly this one is fluff heavy and it is based on a loooooonnnnngggg story idea i've had, but will never write as it is very complex and involves aspects from every tv, book and movie series ever. Btw this is a sort-of alternate universe which follows my belief that
Spoiler:
There never was a heresy, it was all a lie!
Name:Bastila Shan aka The Golden Phoenix.
Spoiler:
Army: Space Marines (Captain base unit)
Background: Bastila Shan was once just a warrior for an unknown order. She was just a warrior who fought in a war against evil, fell and was redeemed. She fell in love, and eventually retired a great warrior. But that is not the truth.
There are rumours that speak on her home planet of Talravin before she was born a ship crashed outside her home. When her mother, pregnant with her, touched it a surge of electricity flowed through her and entered the child. She then grew up to be a fine warrior within the order. Then she met him. A young man who always disappeared at night. She began to feel love for him, even though he was much younger than her. When she fell during the war, he came back and redeemed her. She loved him, but he had to go. Then came the day the God-Emperor of Mankind arrived.
He arrived like a king expecting to see her rule over a land, not a woman with a family. He told her that somehow she was something different. She was one of his children, the so-called Primarchs. God-like powers they were said to have, but she didn't believe it. She told him about his life, and as she finished he knew who she was. Without another word, he spirited her away to Terra. Even when he showed her everything, she didn't believe it. She couldn't. Then came the word, a threat of great evil on a small moon called Davin. He told her to go there and change the world.
She arrived in the midst of a warzone, with giant warriors fighting against mutants and entered a giant ship. She made her way through it and heard a noise. Two people were fighting. One was hideously mutated, while the other was a proud warrior, much taller than her, swinging a large mace. He was the warrior the Emperor told her to save: Horus Lupercal the Warmaster. She did as she was told. Using her innate ability of Battle Meditation she stopped a potential killing blow on the Warmaster, and allowed him to slay his opponent. He turned around and saw her. He marched up to her and said, "Who are you?"
"My name is Bastila Shan, and I'm here to help I think."
"Who sent you."
"Your father."
"Father? He knew of the attack?"
"Yes, he said a great tragedy could be avoided if you are saved from that poisoned blade."
"Why did he send you, not one of my brothers? After all you are just a woman."
"He thinks I'm one of you primarchs, but i don't believe him."
"One of the lost! No! That is impossible, it can't be can it?" He stood gobsmacked in front of her, and came to a sudden realisation. She was his sister, a primarch. He suddenly hugged her and nearly crushed her. "My sister! Oh what a great day, we have one more. But i must ask what was about to occur so bad, that He sent you?"
"He said something called the Primordial Annihilator was rising and was going to destroy us all. It was going to use you as a pawn to rule this land and destroy, but our father couldn't allow it, and so he sent me to stop it." He laughed so loud at this and said, "Me fall! I would never betray father! I am his most loyal son, I could never betray him!"
"A friend of mine who I thought was great once said that but he fell. But, I helped to save him and he saved many more. But with you, your fall would have huge ramifications, it would cause a war no-one would win and even some of your brothers would die, some by your hand." He collapsed at this, looked around himself and said, "Who was behind this plot."
"I don't know, the only thing father said was that the enemy was more powerful than anything."
"It matters not. We are now together and we shall make sure to do father proud." It was then that Horus's mournival arrived and he told them the joyous news. Two of them, Abbadon and Aximand, looked amazed, the other two more shock. Together they walked out into the bright sun.
When Erebus came to see what had occured, he was dismayed by the events. It was then Horus twigged who had been behind it. He swiftly killed Erebus and called for his brother Lorgar. When the Urizen arrived, Horus introduced their sister and confronted his brother. His brother broke down and told him the truth that they had fallen. But before Horus could say anything, Bastila said, "It isn't too late for redemption. Everyone can be saved, no matter the crime. All we can hope for is that we don't make the same mistakes." The urizen looked up and her and smiled. She was speaking the truth.
It was with that both the Sons of Horus and Word Bearers went to Terra and told the Emperor what had occured. She was praised and in front all her brothers she was named the Golden Phoenix, for the ancient beast that was re-incarnated out of fire, and granted an ancient sword, and magnificent armour. But no legion there was for her. She would go from place to place saving lives and helping her brothers.
Then came Isstavan and the revenge of the annihilator. With one fell swoop, it attacked all the legions, crushing them, critically wounding all the primarchs and sending her far away. When she awoke, a familiar face was in front of her. The boy she fell in love with. He said her father had sent her to bring her home. He wielded a golden blade and black gun. She knew what he said was the truth and together they headed off back to Terra. Every night he would vanish, and she would wait for him. Together they are approaching Terra, and together they shall bring her brothers back and destroy the evil that there is now.
The Sword of Goliath: This incredible sword was once used by legendary philistine Goliath, who was slain by the soon to be king David. When David was escaping from Saul's wrath, he collected the sword from the priests of Nob, and went off. Eventually, the sword was found by the Emperor who eventually gave it to her. The sword has the following profile:
S-Ux2 AP-2 Melee, Armourbane, Unwieldy, Instant Death.
The Plasma-Storm Bolter: This ancient weapon in built to her armour is a mixture of a plasma gun and storm bolter. It was created by the legendary Iron Hand Techmarine The Eternal Blacksmith. It would fire like a bolter but destroy armour like plasma. It had rounds that regenerated, and could destroy tanks with ease. The gun has the following profile:
Range-36 S-6 AP-3 Assault 4 Get Hot, Armourbane.
The Phoenix Armour: This ancient suit of armour which she can take on and off at will gives her the ability to travel huge distances thanks to the wings on the back. It allows her to move like a Jump Infantry model. It gives her a 2+ armour save, and 4+ invun save. It also grants her immunity to flamer or melta weapons, and if she is hit with one of those, on a 5+ she regains a lost wound. On a charge, she strikes at I10. It also grants FNP.
Frag and Krak grenades, Melta bombs.
Special Rules:
Fearless, EW, Hit and Run, Hammer of Wrath, Out of the Flames, Battle Meditation, Psyker (Level 4).
Out of the Flames: When she loses her final wound, roll a D3 and follow the chart below:
1:She is dead. Remove from play unless Skandaman on the table.
2:She rises again with 1 wound left.
3: She arises back with flames, regains d3+2 wounds, and makes a 2d6 move in any direction.
Psyker: She make take abilities from any discipline.
Battle Meditation: Warp Charge 4. This is both a blessing and malediction, but it cannot be stopped by Deny the Witch. In order to use it, she must do nothing the turn before. If she is interrupted by a ranged attack hitting her, or someone charging in, she take a S6 AP- hit. If she is left alone, and is successful for the casting, this ability affects all the board. All friendly models are allowed to re-roll everything. All enemy models and forced to re-roll any successful hits, wounds, armour saves, invun saves, charge ranges, cover saves, difficult and dangerous terrian tests. It also means that all friendly models roll an extra D3 to charge and enemies remove a D3 from charge. if she fails to cast it, she takes a S10 AP2 hit. If she is attacked while it is active, as it is deactivated all models with 24 inches of her, including her take a S5 AP3 hit for the psychic backlash. This ability may only be cast once per game, she must do nothing while casting it, and can do nothing while it is active. It only lasts one full turn, and if successful and she isn't interrupted she regains 1 wound.
Options: She can join up with the Skandaman. If so they act as one unit, but she can only move as fast as he can. She can only use Battle Meditation if before hand he rolls a 4+ and stops moving. If not then she cannot use it. Only if she is not resurrected by Out of the Flames will Skandaman gain Avenger.
Spoiler:
SM Captain - 100
+1WS +10
+1BS +10
+1S +10
+1T +10
+2W +20
+2A +20
+1Sv +15
+Jump +25
+The Sword of Goliath +40
+Plasma-Storm Bolter +80
+Phoenix Armour +50
+Melta Bombs +5
+Fearless +10
+Eternal Warrior +30
+Hit and Run +10
+Perm HoW +10
+Psyker Level 4 +100
+Out of the Flames +35
+All Disciplines +10
+Battle Malediction +200
Total: 800
Well there you have it. Sorry that the background is long but it has to be to explain the fluff. I will post something about my theory about the Dropsite massacre and the betrayal, but again I need to get it right. Next up The Valhallan Sniper.
Left Hand of the Pheonix wrote:Right onto the next character then, and please beware, this again has a very long fluff bit, but I've revised it a bit, and nerfed him a lot.
Name: Jack Goth aka The Valhallan Sniper.
Spoiler:
Army: Imperial Guard.
Background: Jack Goth is a misnomer amongst the Valhallans. He doesn't follow orders, and he was never a conscript. All officers fear getting a look from him. They all know that even though he is on their side, he could kill any of them in a heartbeat.
The tale of Jack Goth begins not on Valhalla, but far from there. For he is older that anyone can imagine. He is cursed with the ability not to age. Ever since he reached the age of 30 he hasn't aged a day, physically or mentally. He was not born on Valhalla, but on Cadia, underneath the Eye of Terror. The legend goes that on the day of his birth, he was a very sickly child. He would have died if not for a mysterious stranger. The stranger said he could save the child if the mother gave the child to him in 5 years time. The mother agreed, and 5 years later the child was given away.
The stranger introduced himself as Fa'gin, envoy of Tzeentch. He said to the child he could have eternal life if he gave his life over to the Gods. The boy, oblivious, to the charm said no. So, the being waited and trained the boy. Every year he would ask the same question, and every year the same answer. But on Jack's 29th birthday, he said this in response, "Give me immortality in a years time, and I'll give you my answer." Fa'gin accepted the proposal, and on his 30th birthday as the spell was cast, Jack looked at the man, and chopped his head off with a sword he had been fashioning.
Suddenly a great sound went out, and before him stood the feared Lord of Change, Kairos Fateweaver. The two-headed monstrosity glared at him and said, "How dare you kill him! What gives you the right to take the gifts of my master and not give him anything back!" The man looked at the daemon and laughed. "You stole me from my family. Took me away from everyone who cares for me. I hate you daemon and all your kind. I am not like you! I will not work for you. Now, feth off." He swiftly turned and walked away. Kairos appeared in front of him and said, "Don't you know where you are boy, you are in the warp, there is no escape here."
"There's always a way out birdie-boy. After all you friend Fagin told me all your little tricks. You want me as one of your disciples. Well tough luck, I'm my own man." He looked around the arid landscape and said, "Az'ukar Fa'tak Br'ta Vi'ni." A pulse of energy flowed through him and he vanished into the ether. He had cast a powerful transportation spell, the same one Fa'gin used to get him there. Kairos screamed in agony and flew back to his master.
Jack reappeared on Cadia, but everything had changed. It was no longer an arid land, but a land full of huge spires and giant buildings. He shrugged his shoulders and walked around. Along the way he found a cave. Inside the cave was an old man. The man looked up and said, "You boy, you just came from the Eye, didn't you?"
"I did."
"Good, I've been expecting you. I have something that your father left for you, when he came to find you."
"You knew my father?"
"Why yes, he was a good man. It's in the box." Jack walked over to the box. It was an old wooden box with a simple padlock on the front, and an Imperial Eagle stamped on the front. he pulled out his sword and chopped the padlock off. He lifted the lid, and inside he found a sniper rifle, a long black cloak inlined with fur, some credits, a ticket to Valhalla and a datapad. He picked up the pad, read it and as he turned to the man to ask what it meant, the man was gone. He dropped the pad and crushed it underfoot. He picked up the items and headed off to the nearest starport. He took the next flight to Valhalla and vanished.
He eventually reached Valhalla and swiftly found himself in the midst of an ork attack. During the attack he used the sniper to kill a rampaging ork boss, with a shot to his face. The commanders looked at the man, and made him an officer, but Jack turned it down and said, "I don't want anyone under me, and above me. I'm fine just with me." He walked away and entered a tower, and started shooting again.
They said Jack is waiting for two travellers. A man and a woman. They said he is destined one day to go to Holy Terra. They say he can see everywhere on the field of battle. But, the only thing he says is "I'm just a man, who sits on a roof, killing things."
The "My Love" Sniper Rifle: This ancient rifle is a simple thing. It is just a long barrel, with a cartridge, and scope. But it is much more. All the way along it are imperial eagle, impressed on the side. The cartridges mysteriously refill without needing to pull them out. They are as affective against flesh as armour. But more talked about, is how Jack talks to it. The gun has the following profile: Range-48" S-X AP-2 Special Rule: Assault 1, Fleshbane, Armourbane (Count strength as 5), High powered scope-When firing this gun, Jack ignores Night Fighting and can shoot as normal.
The Shadow Sword: This is the sword that Jack made while in the warp. The legend goes that he made it out of mineral resources on the ground and melted it over a volcano. This magnificent sword can cut through even the hardest metals. It has the following profile: S-U AP-2 Melee, Fleshbane, Armourbane, Swift-Due to the lightness of the blade, even when charged Jack can gain an extra attack. On a charge he gets 2 attacks extra.
The Black Cloak: This long cloak, covers his entire body when he wishes to hide from danger. This is a camo cloak but it gives a boost of +2 to cover saves and a 4+ invun save.
Flak Armour, Frag, Krak and Blind grenades.
Special Rules:
Fleet, Stealth, Move through Cover, Hit and Run, Eyes of Fire, Preferred Enemy (Daemons), No Ordinary Man, Infiltrate, Scouts.
Eyes of Fire: Jack can re-roll all failed rolls to hit in shooting and close combat. He can use his own BS for snap shots and overwatch, and he can pick out his targets, but they aren't allowed Look out sir saves.
No Ordinary Man: Jack can re-roll any failed leadership or characteristic tests. He can choose what board edge he comes on if he outflanks, and he passes Deny the Witch on a 4+.
Thanks for reading it and please R and R it. i would recommend any feedback you've got about it.
Spoiler:
Marbo - 65
+1S +10
+1T +10
+1W +10
+1A +10
+Blind Grenades +5
+My Love +60
+The Shadow Sword +50
+The Black Cloak +25
+Preferred Enemy +5
+Infiltrate +10
+Scouts +10
+Eyes of Fire +60
+No Ordinary Man +30
Total: 360
I'd honestly just make the rifle Str5, it's simpler.
Other than that - I'm not really going to comment on general balance, as.... well, I'll just cost em.
CHAPTER MASTER ADAMAS (version 5) WS6 BS5 S4 T4 W4 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Godslayer*, Storm Shield, Terminator Armour
Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle*
* Godslayer: A Thunderhammer with "Master-Crafted" and "Shred".
* Rites of Battle: All allied Space Marine units can use his Leadership value for Morale and Pinning tests, so long as Adamas remains alive.
MASTER CHAPLAIN HAEDEAN WS5 BS4 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Furious Wrath*, Malleus Arcanum*, Terminator Armour, Iron Halo
Special Rules: IC, Combat Tactics, Liturgies of Battle, Honour of the Chapter
* Furious Wrath: 24" S4 AP5 Assault 2 Shred Poisoned (2+)
* Malleus Arcanum: Melee Strength+2 AP4 Concussive
CHIEF LIBRARIAN MARAAD WS5 BS4 S4 T4 W3 I5 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Force Sword, Diamond Helm*, Terminator Armour
Special Rules: IC, ATSKNF, Combat Tactics, Psyker Mastery Level 3, Adamantium Will
Psychic Powers: Smite, Crush, Forewarning
* Diamond Helm: Counts-as a Psychic Hood that allows Maraad to ignore PotW on a double 6.
FORGE LORD DAELO WS4 BS5 S4 T4 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: The Destructor*, Phased Plasma Pistol*, Artificer Armour, Servo Harness, Frag and Krak Grenades
Special Rules: IC, Iron Will*, Combat Tactics, BotO, Bolster Defences, Lord of the Armoury
* The Destructor: Melee Strength+1 AP1 Master-Crafted Armourbane Unwieldy
* Phased Plasma Pistol: 12" S6 AP3 Assault 2
* Iron Will: Due to Daelo's brain being more cybernetic than biological, he benefits from "Fearless".
These numbers are my estimations for how much character should cost in points. Could be wrong of course, so feel free to help me out.
Adamas: 200
Haedean: 185
Maraad: 180
Daelo: 220
WS4 BS5 S4 T4 W2 I3 A2 LD9 SV3+
He is an upgrade for a Stormtrooper Sargeant
Wargear: Plasma Carbine, a pair of retractable power blades, cybernetic arms and torso, frag and krak grenades.
Special Rules: *Insert all Stormtrooper special rules here*
Plasma carbine: This is a rare weapon issued to a few decorated officers and elite troopers, the plasma core is far more stable than the standard plasma gun, but doesn't pack as much punch. Its a S4 AP2 18'' Assault 3 Weapon
Power blades: A pair of power sword.
Cybernetic arms and torso: +1 S/T as well as 3+.
He's wearing carapace armor as well, and the cybernetic torso technically give him a +1 to the 4+, but that would've been a bit complicated, so hey, straight up 3+. Now the plasma carbine doesn't fit too well with the lore, but in Starcraft 2, Riley got a rapid firing weapon that ignores armor and is short ranged.
50 pts? 60? I am thinking about a custom rules, but nothing comes up, leadership 9 fits him well, I am open to suggestions.
Right onto the next character. Firstly an introduction to her. This is the inquisitor that I am writing a novel about so most of the back story in detail is in there. I have tried to make the fluff, a bit more reasonable, but still not as crazy as before.
Name: Inquisitor Amy Deuss of the Ordo Malleus, the Wielder of the Dreadblade Barnabus, Slayer of the daemon Zal'ous and Bane of the Wych Cults of the dark city.
Spoiler:
Army: Grey Knights (Inquisitor base)
BG: Amy Deuss was never trained by any inquisitor, never even met an inquisitor, and didn't even though that there was an inquisition. But that all changed the day she ran away from home. She boarded a freighter and left home behind. On this same ship was the Inquisitor Amelia Dethuss, who just happened to be the exact double of Amy. During a Dark Eldar raid on the ship, the Inquisitor and her entourage were killed in front of Amy. In the Inquisitor's last moments, she gave the young girl her imperial rosette and told her to find the Inquisition and tell them of her death. It was as she gave her the rosette, that the Dark Eldar found her, and mistook her for an Inquisitor. They captured the young girl and took her to the Dark City.
It was while there that she was put into the Wych Cult Arena. Daily she was sent out there to fight with just a sword to protect herself, and daily she fought off her foes, until during a fight against a clawed fiend, she broke her blade. It was while searching for a new weapon she came across an ancient scimitar. It was long and had a gold streak down its sides. As she picked it up, a voice picked up and said, "Finally you picked me up." She shrieked and dropped the blade. "Would you kindly pick me up."
"What are you, a daemonblade?"
"Daemonblade! I am no such thing! I am a being who happens to be bound to a blade, but I am not a Daemon! They are small petty things compared to me. I am the great Baal, lord of destruction if you must know, and I have been in here for over 10,000 years. Damn that Iron Hand, he said he wanted help and I gave it to him. I could have helped him kill the Chaos threat, but no he would listen..."
"You talk a lot for an inanimate object."
"Hey let me finish. You need help. You see I've been watching you for the past year. You're good girl, real good, but you ain't no inquisitor that's for sure. You need my help, so I will let you use me to escape and from there we can work out a deal eh?"
"Fine, but don't try to possess me."
"Possess you? Not on your nelly." So, she reached down and picked up the blade. It hummed with energy as she swung it around. It was then she was called for.
How she escaped is down to who tells the tale. Guardsmen say she ran as soon as she got into the arena, and thanks to the blade no-one could catch her. Marines say she slaughtered all the Wyches and escaped that way. The Dark Eldar say she tricked her way out, and as for Amy all she says is that she had some other tricks up her sleeve. All that is important is that she escaped and sneaked aboard a Dark Eldar vessel. When it lauched a raid, she hopped out and began to make her way back. It was along the way she was picked up by a Grey Knight strike force led by Castellan Crowe. She was incarcerated on suspicion of killing a member of the Holy Inquisition and was taken back to Titan, but on the way something happened.
Again what happened next is down to conjecture, but the ending in all the stories is the same. She and Crowe entered Titan with an Iron Hand techmarine. With them they had a note from Supreme Grand Master Kaldor Draigo that she had been given a battlefield commission of Inquisitor. No-one was allowed to question it, and her and the blade were to be left alone. The rest of her tales are now folklore, like training her innate psychic abilities under Brother Librarian Arcturus Steele, or single-handedly staring down Skarband and making him run away, but these and many other are recorded elsewhere. All that needs to be said is that she still works for the Inquisition, working exclusively with the Grey Knights, searching for Daemonic influence and seeking to destroy the threat once and for all.
Wargear:
The Dreadblade Barnabus: This ancient blade is not a normal daemonblade. It is just a blade fashioned by the Iron Hand Techmarine, "The Eternal Blacksmith", to show up both Fulgrim and Ferrus Manus. This perfect blade was never used in battle until Istavaan V, when he was forced to. In the aftermath he walked around the devastation, and a being appeared in front of him. Calling itself "Baal" it offered him a deal: The being would bind itself to the blade, giving the wielder its power, and all the wielder must do is stay alive. The marine agreed to the deal, and the binding was done. After the battle of Terra, the Iron Hand began to chase Fulgrim into the warp for revenge of the death of his primarch. In order to stay pure, he threw the blade out of an airlock, leaving the being to shout accusations at him. Eventually the blade reached the Dark city. How it survived undetected is unknown, all the being says it that no-one ever used him, so he just slept, and that the Dark Eldar were so dumb that wouldn't see a daemon if one said hello to their faces. Eventually it ended up in Amy's hands and now she wields it. She discovered that Baal was an ancient Daemon from the old days of Earth, as Terra used to be known, and so to protect herself and the blade she called it Barnabus. The sword is a master-crafted daemonblade but for the following differences: It is a one-handed sword, that can be combined with any other melee weapon for an extra attack, and she can roll 3 times on the Daemonblade charts, re-rolling any duplicate results.
The Musket: This ancient Terran weapon is a Deuss family heirloom. It handed down parent to child until it reached Amy's hands. The legend goes that it was with this gun that Amy pointed it at the legendary Lelith Hesperax's head and threatened to kill her unless she was allowed out, but as anybody knows, that would be impossible. This small pistol has the following rules: Range-12" S-5 AP-2 Pistol, A danger to all, Rending, Shred, slow to reload.
A danger to all: Due to the unstable gunpowder used this gun could explode in her face. To represent this, on a roll of a 1or a 2 before rolling to hit, place the large blast template on her head. On a 4+, any model under the template takes a S5 AP- hit. Amy takes D6 S5 AP- hits.
Slow to reload: If this gun is used in the player's shooting phase it cannot be used in overwatch as it needs to be reloaded carefully.
Enhanced Wych cult Armour: When she was captured Amy was stripped of her clothes and forced into some simple armour. Using her smarts she used a broken power weapon and set up a simple force-field and created a field to enhance her strength. This piece of armour gives her a 3+ armour save and 5+ invun save.
Master Crafted Force Sword, Frag, Krak, Blind, Rad and Pysk-out grenades.
Special Rules:
IC, Stubborn, Preferred Enemy (Dark Eldar and Daemons), Daemonic Protection, Wych cult training, Hit and Run. Pysker (Mastery Level 2)
Daemonic Protection: Due to the blade's power, she can force all enemies to re-roll charge distances when within 6 inches of her.
Wych cult training: Due to her training in the arena, on rolls to hit and wound of a 1, she can re-roll them. She can also re-roll her Hit and run distances and charge distances. This also involves the boost to her WS, S, W, I and Attacks in the profile.
Amy takes her powers exclusively from Telekinesis discipline.
There you go guys, I hope that has answered questions about the blade, and how she escaped. I will eventually write her novel, and that will tell the story of how she goes from being a normal young girl to being a Inquisitor who is best mates with Garran Crowe. Next up, my attempt at everyone's favourite Archeologist......Indi...no wait Lara Croft!
I don't know the rules of warhammer 40k yet but I've been reading the books which I love and due to the Comic Store guys calling me Slaanesh I've sort of thrown myself into that...so when I do start playing - and I've already warned the guys there - that when I start playing everything is going to have a backstory filled with whips, tentacles and sadistic/hedonistic pleasures. And I'll probably play wearing a maid costume to top it all off
wargear: frag grenades, cameoline cloak (only his gives shrouded not stealth) , shuriken pistol, ccw, defensive grenades
Designated marksman rifle: RANGE 24" S x AP 6, rapid fire, sniper
runic bullets: When Osvald is shooting at infantry he rends on a 5 or 6 in addition, if he and squad remains stationary he may elect to either count his and his squad's weapons as twin linked for that turn or to fire one shot that rends on 2+
He may be chosen in codex IG or eldar as an Elites choice if he is in an IG army he may issue orders in an eldar army he may take exarch powers for the squad he joins
special rules: Fearless, infiltrate, independent character
Osvald was drafted into the imperial army at a young age and learned to fire all weapons with great accuracy, when defending his home city from a cultist attack he found a strange rifle bearing terran markings, it said "US Military 1942, M1 Garand," he never figured out what it meant but to this day it has been his weapon of choice. At first though it lacked stopping power and when chaos space marines attacked his city the rifle was ineffective until he learned to shoot through their visors. He became such a good shot that he was able to hold off dozens of marines on his own by sheer marksman ship and stealth. It turned out the attack had been to secure a foothold from which the chaos would launch an attack on a nearby eldar settlement which had been secret for years. The eldar were so greatful they revealed themselves to him and granted him a supply of runic ammunition for his rifle.
UNNAMED CHAPTER MASTER
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Relic Blade, Master-Crafted Lightning Claw, Tartaros Terminator Armour, Iron Halo
Special Rules: IC, ATSKNF, Combat Tactics
- Empowering Presence: He inspires his battle-brothers to great heights; both he and all allied marines within 12" become Fearless
- Weapon Mastery: He can divide his attacks in close-combat between his Relic Blade and Lightning Claw
First one...220 points?
UNNAMED CHIEF LIBRARIAN
WS5 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Terminator Armour, Storm Shield
- Godslayer: Master-Crafted Thunderhammer with the Force rule
Special Rules: IC, ATSKNF, Combat Tactics
- Defensive Mastery: He is Psyker Mastery Level 2, and knows both the Null Zone and Endurance psychic powers.
Wargear:
Artificer Armour
Storm Shield
Teleport Homer
SM Bike (with Plasma Talon)
Frag and Krak Grenades
Iron Halo
Chapter Relics:
Thundersong
Special Rules:
Inner Circle
Scouts
Skilled Rider
Independent Character
Hit and Run
Master of the Ravenwing
Thundersong: Thundersong is a special corvus hammer gifted to the Storm Angels after their founding. Unlike most Corvus Hammers, which are archaic weapons of steel, Thundersong has been upgraded with a power field generator allowing it to more easily cut through enemy armour. This has had the extra effect of causing each blow to cause electrical energy to arc to nearby enemies, creating a blinding clap of lightning that ravages the enemy.
Thundersong uses the following profile:
Range - Melee, S + 1, AP 3, Rending, Thunderclap
Thunderclap - At the beginning of the close combat phase each turn, all enemy models in base contact with Navarro suffer an automatic S5, AP - hit.
Master of the Ravenwing: Navarro is the current master of the Storm Angel's second company, and as a result is able to call upon a full Ravenwing contingent down in the hunt of the chapter's enemies. In any army that includes Navarro Truewind, Ravenwing Attack Squads are a troops choice instead of a fast attack choice. Note that this does not make the land speeder scoring.
for Codex: Chaos Space Marines or Horus Heresy: Massacre (Night Lords Legion)
HQ choice
135 points
Type: Infantry (character)
Composition: 1 (unique)
WS5 BS5 S4 T4 W2 I5 A3 Ld9 Sv3+
Wargear: power armor, bolter, bolt pistol, combat knife, frag and krak grenades, refractor field
Special Rules: Independent Character
Murderer, not a warrior: Sheng may not accept a challenge if another friendly character in the same combat is capable of doing so. Sheng may 'interfere' in challenges: when a challenge occurs in the same combat, Sheng may consolidate up to 3 inches in an attempt to reach the challengers. This is done in addition to his normal consolidation at initiative step. If he manages to move into base to base contact with the enemy challenger, he may make D3 attacks against the enemy challenger. Furthermore, all of Sheng's close combat attacks inflict Instant Death if he rolls a '6' to wound. This only works against targets on a 25 mm or 40 mm base.
OK, so it's not 100% in keeping with characters as it's a troop, but it's the only Ork thing I really have intention of doing.... So it's kind of unique. Incredibly childish idea born of an incredibly silly conversation. I present to you - Ork Fart Goblins!
Spoiler:
Army: Orks BG: Bloated creatures that exist to dispose of waste products, they themselves exude a noxious gas, pushed into combat by runtherders in specialist Azmat gear. Highly flammable.
FO: Troops Squad: Fart Goblins Unit: Fart Goblin, Points Per: 4, Models: 10-30, Unit Type: Infantry, WS-2, BS-2, S-2, T-2, W-1, I-2, A-1, Ld-5, Sv-. Wargear: Special Rules: It's a Grot's Life Extreme Flatulence Noxious Aura BOOM
Options: For every ten Fart Goblins you must take one Azmat Runtherd.
Extreme Flatulence: Fart Goblins are basically a massive gas filled stomach, when shocked, such as when poked with a sharp stick, will expell large amounts of noxious chemicals. Extreme Flatulence is a ranged weapon with the following profile: Range-Template, Str-X, AP-, Type-Assault 1, Poisoned (6+).
Noxious Aura: A cloud of the disgusting gasses surround the Fart Goblins at all times, due to constant small releases. Fart Goblins close combat attacks are treated as being Poisoned (6+). Furthermore, due to the disgusting nature of the cloud causing assaulting units to falter the charge, reduce all charge rolls against Fart Goblin units by 1" and Hammer of Wrath attacks hit at half strength.
BOOM: The gas produced by these disgusting creatures is incredibly volatile and flammable. At the end of a shooting phase that a unit of Fart Goblins is hit by a Plasma, Melta, Blast or Template type weapon, D6 Fart Goblins automatically die, and a wave of putrid fire washes outwards as the cloud ignites and all models in 2D6" of the Fart Goblin unit (excluding the Fart Goblins in the initial unit, but including the Azmat Runtherd) take a Str2, Poisoned (6+) hit. This counts as a Flamer type weapon if it hits any other units of Fart Goblins.
Azmat Gear: So terrible is the stench of these sorry creatures that specialist gear is required to be near large groups of them for extended periods of time without dying. Azmat Gear gives the wearer a 2+ Invulnerable save against Poisoned Attacks.
- updated. Extreme Flatulence template reduced from Poisoned 5+ to 6+. BOOM happens due to all template, blast, melta and plasma weapons instead of just Flamers, but only once per turn.
Came up with an interesting idea for creating unique CSM characters. For my first idea, I rolled on the Chaos Boon table four times, spending the appropriate cost of points(40). The altered stats are included in the profile.
Wargear: Jump Pack(wings), Sigil of Corruption, Power Sword, Bolt Pistol, Frag & Krak grenades,
Gift of Mutation x4
Special Rules: Champion of Chaos, Fearless, Independent Character, Vet of Long War
Gift of Mutation results:
1. Strength of the Berzerker (+1 Str)
2. Mechanoid (+1 to Armor Save)
3. Crystalline Body (+1 To)
4. Icy Aura (Enemy models in base contact with Khrozaph at the end of Init step 1 take a Str 4, Ap 5 hit.)
I'll come up with a back story for him later. For now, please point out any errors or the like if you want.
I came up with this Lord of Slaanesh but currently didnt make any fluff for him
Talion the Lord of Excess 250 points
WSBS S T W I A LDSv 7 5 4 4 3 6 4 10 2+
Wargear
The Armour of Excess, the Sword of Slaanesh frag and krak grenades slaanesh's siren Mark of Slaanesh
The Armour of Excess: This suit of Armour was gifted to Talion by Slaanesh himself it grants him a 2+ armour and 5+ invunrable
The Sword of Slaanesh. Granted to him by a Greater Daemon of Slaanesh it grants him +2 attacks and ignores armour saves
Slaanesh's Siren: Slaanesh's Siren has the following profile
Range Template S: 5 AP:3 Special Rules Torrent Rending
Captain Alexis Polus, Centurion of the 409th Company, Fleet Master of the Imperial Fists
195 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S5 T4 W4 I5 A4 Ld10 Sv2+
Wargear: bolter, bolt pistol, frag and krak grenades, melta bombs, power fist
Void-hardened power armour: Provides a 2+ armor save.
Boarding Shield: Provides a 5+ invulnerable save and the Wall of Steel special rule. May not run.
Special Rules: Independent Character, Stubborn, Eternal Warrior
Wall of Steel: If a unit with the Wall of Steel special rule are in base to base contact with each other, they gain +1 T. In addition, they ignore all Hammer of Wrath hits as long as the entire unit remains in base to base contact with at least 1 other model in the unit, or another model with the Wall of Steel special rule.
Breacher Battalion: Every model in the same detachment as Polux may take a Boarding Shield as long as they are in power armor or artificer armour for 5 points per model.
Khor Feron - Ravager of a thousand worlds
(Khorne Demon Prince)
Points: 300
During the Horus Heresy, Khor Feron, or Captain Avius of the Thousand Sons 8th Company, was one of the last to pledge allegiance to Warmaster Horus and the Chaos Gods. Following the invasion of the Space Wolves into Prospero, Avius' legion was destroyed defending the Sorcerous Spire, the 8th Copmpany's last fortress. Avius and his Second in Command, Sergeant Starjo were the last warriors left standing, engaged in combat by several Space Wolves. As the Sergeant fell, a psychic backlash resulting from the death of the 8th Company Psyker, Librarian Rejok, left the Space Wolves critically wounded and Avius, of whom had already suffered several grievous wounds was on the brink of death. It was at this moment that his salvation, a Herald of Khorne, arrived, promising that if he left Tzeentch, and the Thousand Sons, he would be granted immense power and immortality. Jumping at the chance with nothing to lose, he was teleported to the Realm of Chaos as an immortal Chaos Demon Prince. However, this Unholy Gift had not come without a price, and Khor Feron as he was now known, found himself in the grounds of an arena, where Khor Feron had to defend himself for millenia upon millenia from the unending tides of demons and tghe tormented ghost s of souls banished to the Realm of Chaos. An eternity of battle with the failure's of his past life tormenting this reincarnation of the once loyal warrior of the God-Emperor. Slowly, Khorne grew tired of consuming the slain souls of Khor Feron and bestowed upon Khor Feron a final gift, and sent on his eternity of slaughter and glory, the so called Crusade of Khor Feron.
Khor Feron was teleported to an unknown planet, upon which he razed to the ground, his rage and uncontrollable power itself able to destroy entire hive cities, the defenders unable to repel the Demon Prince. This immense raw Chaos power drew the Traitor legions of the now known Blood Crusader's Chapter, who immediately pledged allegiance to the Greater Demon. This gathering of Chaos inevitably drew the attention of the Grey Knights, who subsequently sent 3 companies of Grey Knights to combat this new threat. Here Feron's true test was presented in the form of Brother-Captain Razael, Captain of the 4th Brotherhood. The battle around them seemed to slow, the raw speed and power of these two combatants shunning the skills of Grey Knights, traitor legions and demons alike. For each blow Feron landed on the Captain, the Captain seemed to effortlessly shrug off and retaliate with a strike of his own, but even the strength and skill of the Captain could not pierce the Unholy Armour that protected this Champion of Khorne. As the battle progressed, it seemed that neither of the two bitter enemies could gain an advantage over the other, until Razael managed to use his psychic powers to finally disarm the Demon Prince, and strike a blow that could have shaken a Titan Warmachine. Howling in rage, Khor Feron fell back, a gaping wound in his deformed armour. It was then, when Khor Feron and the Blood Crusaders seemed defeated, that Khorne's final gift took its true form, transforming him into a powerful Greater Demon, the once fatal wound disappeared, and Khor Feron rose ever stronger, his rage released as a pure Chaos energy pulse, eliminating all Grey Knights except for Razael, who, now knowing his true fate, haphazardly charged the greater demon. The Captain had no chance, and Khor Feron crushed him underfoot.With the Grey Knight's defeated, the Crusade of Khor Feron, the destruction and pure chaos that would only end with the destruction of all Mankind, had truly begun.
Codex: Chaos Space Marines
WSBS S T W I A LDSv 8 6 6 6 3 5 5 10 3+
Unit type: HQ Troop type: Monstrous Creature (Character) (Unique)
Wargear:
Unholy Armour - Khor Feron has a 3+ Invulnerable save and gifts Khor Feron Eternal Warrior.
Khorne's Blade - This unholy blade is classifed as a power sword as described in the Warhammer 40 000 rulebook
Wings - Khorne Feron is a Flying Monstrous Creature as described in the Warhammer 40 000 rule-book
Special Rules:
Eternal Rage: Roll a D6 at the start of every turn. If the result is equal to or lower than the current turn, Khor Feron has furious charge but reduces his Weapon Skill and attacks to 4.
Hatred:Grey Knights
Demon Champion: Khor Feron allows one troop type from Codex: Chaos Demons to be included in the army. This unit is immeadiatley put into reserves for the first turn, and is deployed via normal deep strike rules as described in the Warhammer 40 000 rule book. This troop type does not take up a Force Organisation slot, however the points cost still counts towards the points limit of the game.
Demonic Rage: Every time Khor Feron kills a character model, roll a D3. Increase the strength and number of wounds Khor Feron currently has by the result.
Immense power:If Khor Feron kills the enemy Warlord, at the end of the game add 1 VP to the end result, however, if Khor Feron is killed by the enemy Warlord or HQ, the Demon Champion rule ceases to exist and the unit made possible by the Demon Champion special rule is cast back into the warp and destroyed, counting as another VP. Additionally, all units from Codex: Chaos Space Marines on Khor Feron's side (excluding models that don't have a leadership characteristic) must take a leadership test, and if failed, count as moving through difficult terrain for the remainder of the game.
Khorne's Gladiator: Khor Feron must be your Warlord.
rednecroncryptek wrote: Khor Feron - Ravager of a thousand worlds
(Khorne Demon Prince)
Points: 300
Codex: Chaos Space Marines
WSBS S T W I A LDSv 8 6 6 6 3 5 5 10 3+
Unit type: HQ Troop type: Monstrous Creature (Character) (Unique)
Wargear:
Unholy Armour - Khor Feron has a 3+ Invulnerable save and gifts Khor Feron Eternal Warrior.
Khorne's Blade - This unholy blade is classifed as a power sword as described in the Warhammer 40 000 rulebook
Wings - Khorne Feron is a Flying Monstrous Creature as described in the Warhammer 40 000 rule-book
Special Rules:
Eternal Rage: Roll a D6 at the start of every turn. If the result is equal to or lower than the current turn, Khor Feron has furious charge but reduces his Weapon Skill and attacks to 4.
Hatred:Grey Knights
Demon Champion: Khor Feron allows one troop type from Codex: Chaos Demons to be included in the army. This unit is immeadiatley put into reserves for the first turn, and is deployed via normal deep strike rules as described in the Warhammer 40 000 rule book. This troop type does not take up a Force Organisation slot, however the points cost still counts towards the points limit of the game.
Demonic Rage: Every time Khor Feron kills a character model, roll a D3. Increase the strength and number of wounds Khor Feron currently has by the result.
Immense power:If Khor Feron kills the enemy Warlord, at the end of the game add 1 VP to the end result, however, if Khor Feron is killed by the enemy Warlord or HQ, the Demon Champion rule ceases to exist and the unit made possible by the Demon Champion special rule is cast back into the warp and destroyed, counting as another VP. Additionally, all units from Codex: Chaos Space Marines on Khor Feron's side (excluding models that don't have a leadership characteristic) must take a leadership test, and if failed, count as moving through difficult terrain for the remainder of the game.
Khorne's Gladiator: Khor Feron must be your Warlord.
So its a Deamon prince of Khorne, wich doesn't have FC, but gains it on a random roll and thus ends with a WS value of 4, has a Weapon, that is completly useless to him, and if he gets killed, the whole army takes a LD test and he have to be the Warlord...
Thats the kind of special character that i wouldn't play even if you gave me 5k$...
rednecroncryptek wrote: Khor Feron - Ravager of a thousand worlds
(Khorne Demon Prince)
Points: 300
Codex: Chaos Space Marines
WSBS S T W I A LDSv 8 6 6 6 3 5 5 10 3+
Unit type: HQ Troop type: Monstrous Creature (Character) (Unique)
Wargear:
Unholy Armour - Khor Feron has a 3+ Invulnerable save and gifts Khor Feron Eternal Warrior.
Khorne's Blade - This unholy blade is classifed as a power sword as described in the Warhammer 40 000 rulebook
Wings - Khorne Feron is a Flying Monstrous Creature as described in the Warhammer 40 000 rule-book
Special Rules:
Eternal Rage: Roll a D6 at the start of every turn. If the result is equal to or lower than the current turn, Khor Feron has furious charge but reduces his Weapon Skill and attacks to 4.
Hatred:Grey Knights
Demon Champion: Khor Feron allows one troop type from Codex: Chaos Demons to be included in the army. This unit is immeadiatley put into reserves for the first turn, and is deployed via normal deep strike rules as described in the Warhammer 40 000 rule book. This troop type does not take up a Force Organisation slot, however the points cost still counts towards the points limit of the game.
Demonic Rage: Every time Khor Feron kills a character model, roll a D3. Increase the strength and number of wounds Khor Feron currently has by the result.
Immense power:If Khor Feron kills the enemy Warlord, at the end of the game add 1 VP to the end result, however, if Khor Feron is killed by the enemy Warlord or HQ, the Demon Champion rule ceases to exist and the unit made possible by the Demon Champion special rule is cast back into the warp and destroyed, counting as another VP. Additionally, all units from Codex: Chaos Space Marines on Khor Feron's side (excluding models that don't have a leadership characteristic) must take a leadership test, and if failed, count as moving through difficult terrain for the remainder of the game.
Khorne's Gladiator: Khor Feron must be your Warlord.
So its a Deamon prince of Khorne, wich doesn't have FC, but gains it on a random roll and thus ends with a WS value of 4, has a Weapon, that is completly useless to him, and if he gets killed, the whole army takes a LD test and he have to be the Warlord...
Thats the kind of special character that i wouldn't play even if you gave me 5k$...
Yea I see the problem there... there's a load of mistakes, I mostly did it for the background story if I ever go Chaos Space Marines
i do new characters for a living. Brace yourselves
Shas'o Shardstorm - 250 points
a young warrior for his rank of shas'o, shardstorm has lead a relentless assault on the orks settled in the eastern fringe. his fanatical loyalty to the greater good often leads him to conduct daring and testing raids upon his enemies, often against his ethereal's orders. Since his victory against the freebooters hanging around pech, he has chased them into the Cerbura sector to their port world of sikkle, where on the way his ethereal council was slain by chaos forces. undaunted, he progressed into the sector without guidance: the ethereals on T'au fear another commander will fall like farsight did. But shardstorms expertise in jungle environs plus his unshakeable loyalty seem to keep him in check.
wargear - command issue plasma rifle, positional relay, airbursting frag projecter, hard wired target lock, hard wired multi tracker, stimulant injector, 2 shield drones.
Special rules - master of the field - at the start of the game, nominate one unit in your army that is not a battlesuit. this unit may infiltrate.
cobalt eye - whenever shardstorm uses his positional relay, the unit deployed gets plus 1 bs for that turn. any unit within 6" of shardstorm also gets this bonus.
fanatic - should shardstorm lose his final wound, roll a d6. on a 5+ he regenerates all of his wounds, regardless of the shot fired at him. This rule can only be used once per game.
unsupported - shardstorm may not take a bodyguard.
path of the d'yanoi - all units in shardstorms army gain +1 to their save while in jungle or swamp terrain.
command issue rifle - shardstorm may fire this as normal, or fire a single high powered shot. profile - st: 9 ap: 1 assault 1, range 12"
bs - 6 ws - 4 s - 5 t - 4 w - 3 i - 4 a - 3 ld - 10 sv - 3+
stay tuned people - i have about 7 more special characters. will release them 1 day at a time. please leave comments.
Automatically Appended Next Post: one more cos i'm in a good mood
Kaptain Blacktoof - 175 points
a freebooter boss settled in the port world of sikkle on the eastern fringe, blacktoof has pilliaged tau convoys and chaos fleets in the sector, accumulating a nice stock of shootas and teef. the inquisition has been searching for him for centuries, but for exactly what no one knows. it is rumoured by many across the galaxy that he was paid by the imperium to kill horus, but such rumours naturally cannot be trusted. whqt is for sure is that he is a truely fearsome fighter. his choppa has shed the blood of daemons, captains, governers and even more. he loves warp travel, just so he can wreak carnage among the carnage wreakers. he has never launched a waaagh! but imperial reports suggest that he has siezed a powerful artefact and is using it for his fiendish plans. the imperium has detected increased cybernetic readings in the cerbura sector, and is at this moment investigating in force. in the meantime blacktoof gets paid by many to do their dirty work, his shoota and his sense of humor seeing him through countless battles without a scratch.
bs - 2 ws - 6 s - 5 t - 5 w - 4 i - 4 a - 5 ld - 9 sv - 3+
wargear - Kaptain's apparel, supa dupa shoota, black toof, big choppa, stikkbombz, cybork parts.
speshul rulez - kaptain's apparel - this badass kit is a pure display of blacktoofs successes. enemy units lose 1 leadership for assault results with blavktoof unless they have fearless or and they shall know no fear. fellow orks gain plus 1 leadership when they are within line of sight of blacktoof.
supa dupa shoota - st - 5 ap - 4 assault 3
blacktoofs big choppa is also rending and ap 4
black toof - this tooth of pure carbon gives blacktoof +1 attack
a young warrior for his rank of shas'o, shardstorm has lead a relentless assault on the orks settled in the eastern fringe. his fanatical loyalty to the greater good often leads him to conduct daring and testing raids upon his enemies, often against his ethereal's orders. Since his victory against the freebooters hanging around pech, he has chased them into the Cerbura sector to their port world of sikkle, where on the way his ethereal council was slain by chaos forces. undaunted, he progressed into the sector without guidance: the ethereals on T'au fear another commander will fall like farsight did. But shardstorms expertise in jungle environs plus his unshakeable loyalty seem to keep him in check.
wargear - command issue plasma rifle, positional relay, airbursting frag projecter, hard wired target lock, hard wired multi tracker, stimulant injector, 2 shield drones.
Special rules - master of the field - at the start of the game, nominate one unit in your army that is not a battlesuit. this unit may infiltrate.
cobalt eye - whenever shardstorm uses his positional relay, the unit deployed gets plus 1 bs for that turn. any unit within 6" of shardstorm also gets this bonus.
fanatic - should shardstorm lose his final wound, roll a d6. on a 5+ he regenerates all of his wounds, regardless of the shot fired at him. This rule can only be used once per game.
unsupported - shardstorm may not take a bodyguard.
path of the d'yanoi - all units in shardstorms army gain +1 to their save while in jungle or swamp terrain.
command issue rifle - shardstorm may fire this as normal, or fire a single high powered shot. profile - st: 9 ap: 1 assault 1, range 12"
bs - 6 ws - 4 s - 5 t - 4 w - 3 i - 4 a - 3 ld - 10 sv - 3+
Backstory: Questionable. A commander that routinely goes against orders in a society known for it's strict military background. Basically Farsight's story without the renegade part.
Command issue rifle- switches from plasma rifle into a fusion blaster. I'd just make it a different weapon all together. Maybe a mix between a burst cannon and plasma rifle.
Cobalt eye- Make it so it only affects units targeting the same unit as him.
Fanatic- Lose this. Way too insane. It's EW + all his wounds back on a 1/3 chance.
Unsupported- No real reason why he shouldn't/couldn't take a bodyguard. Nothing in the fluff given really states why he would do this either.
Path of the d'yanoi- Really really need to specify cover save. Or shield drones will get a 2+/3++ when attached to suits. Also need to specify if this works with Kroot.
Target Lock- Completely silly on him. He's not an IC with the drones, so he can't join a unit. The drones are unarmed and so he can't shoot at a different target than his unit.
Suggestions: He's actually a bit undercosted at 250 with Fanatic and all of his army wide buffs. If you made the changes above, he'd actually be a bit over costed at 250. If you're big on having him be a solo commander, then you could give him some special drones with some special weaponry.
plasma rifle - Never liked fusion blasters. A plasma rifle is better if you know how to use it.
backstory - I wanted a commander that stood out but not in a bad way. He's not from vior'la, so this is one. The ethereals often dislike his disobedience, but think the reward is worth it for the greater good. A bit of anticipation also makes people like his character: will he become renegade?
cobalt eye - like this idea. Isn't feedback useful?
fanatic - will tone down to 2 wounds, or it will just be feel no pain.
unsupported - stops him from using them as a shield.
Only thing Id suggest on Blacktoof is he seems to be expensive for a semi-MC.
Does the blacktoof give him 6 attacks or is it accounted for in his stats?
Kaptain's apparel should just cause fear and maybe let units use his leadership in a 12" bubble.
But he does seem a bit expensive and doesn't really seem to offer anything special.
Can i please get help doing a point cost evaluation for this character? i am fairly bad with point ideas for named characters.
Big Mek Krankee Gearz Cost: XXXXX
WSBS S T W I A LDSV 4----3---4-4--3-3-3--8-4+
Force Org Manipulation: Killa Kanz are now a troop choice along with being a heavy support choice Deff Dreads are now a elite choice along with being a heavy support choice
Wargear: Power Klaw Big Shoota Meka Wrench Eavy Armor Kustom Force Field
Special Rules: Waghhhh Mob rule Meks Tool's
Emmmproovv'd Aurrmorr - At the cost of 10pts per Killa Kan and 30pts per deff dread, Gearz can upgrade their front and side av value by 1, however, his view on the rear is if deyz behind you git, you deadz cuz you didn't kill em! and thus the rear armor value stays the same.
With the power klaw Gearz wields he uses it to carry is super over sized wrench that has a motor to torque the clamps shut, his Meka Wrench can be used in melee as a generic power sword forgoing the power klaw.
Additional Wargear: Attack Squigg - 15pts Ammo runts - 3pts per (max 3) grot oilers - 3 pts per (max 3) boss pole - 5pts
Savageconvoy wrote: Only thing Id suggest on Blacktoof is he seems to be expensive for a semi-MC.
Does the blacktoof give him 6 attacks or is it accounted for in his stats?
Kaptain's apparel should just cause fear and maybe let units use his leadership in a 12" bubble.
But he does seem a bit expensive and doesn't really seem to offer anything special.
Thanks for this. The blacktoof is included in his profile. I thought it would be OP otherwise. I changed his point value because people were complaining at my club when I tested him.
the rules above have been tested. However, I have not tested this one:
Cyborks - all orks in Blacktoofs army may become cyborks at 5p per model.
wargear - shoota, cybork body
speshul rulez - fearless, crusader, feel no pain.
warp speshulist - blacktoof denies the witch on a 3+. Blacktoof and his unit also have hatred: forces of chaos (i.e. chaos marines, daemons).
Previous blacktoof rules
relic kloak - 3+ invun
big battery klaw - take a test whenever blacktoof charges. on a 2+ he strikes at his own initiative. he fails the assault on a 1.
you seem to be good at suggestions convoy. what would you change, or would you even take some to make up his point value? really appreciate your help.
Well I decided after long thought to continue with my characters and here is a special one. For all who don't know, today is the rumoured made-up birthday of this person. So these are my rules for, and drumroll please....
Name: Lara Croft aka The Tomb Raider!
Spoiler:
Army: Imperial Guard (Company Commander)
BG: Do you really need to ask? But, for fluffiness, she is the legendary Lara Croft, finder of the scion of atlantis, finder of the dagger of Xian, wielder of Excalibur and Thor's Hammer, and every boy's wet dream.She can traverse any terrain smarter that anybody she knows. A famed explorer and adventurer, and a bit of a hero, but mainly a very, very hot woman. If you want to know her background, just play her games.
FO: HQ Unit Type: Infantry (Character)
Points: 400pts (no upgrades)
WS-5 BS-5 S-3 T-4 W-4 I-5 A-2 LD9 Sv-6+/4+
Wargear:
Twin Pistols: These are her iconic weapons used for countless years. The twin desert eagles have unparalleled stopping power and seem to have endless ammunition.
Range-24 S-4 AP-4 Assault 2D6, OOA, Fleshbane, Armourbane
OOA: On any roll of a double when rolling to shoot, she had to reload the gun and cannot fire it in the next shooting phase. But it can fire in overwatch with D6 shots, to show a half empty gun firing off shots.
Can choose one of:
Shotgun: This is a smaller, more powerful variant of the normal shotgun, with a more deadly ability to rip apart flesh.
Range-12 S-5 AP-3 Spread out! Shred Fleshbane. Slow to reload.
Spread Out: If used, first pick a unit. Then roll a D3, this is the number of shells fired out. Then roll a D6 for every shell fired. This is the number of hit they take.
Slow to Reload: This gun cannot be used in overwatch if used in the previous shooting phase.
M-16 Assault Rifle: Unlike the big roaring boltgun and the blipping lasgun, this streamlined gun, fires armour-pentrating rounds that can rip through the strongest armour.
Range-36 S-6 AP-2 Assault 3D6, OOA, Fleshbane, Armourbane, Rapid reload.
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
Grenade Launcher: This small weapon fires powerful frag grenades that can rip apart anything.
Range-48 S-7 AP-1 Heavy-1 Large Blast, Armourbane, Bounce.
Bounce: When using this gun, first place a dice anywhere within range of the gun. Then roll an artillery dice and scatter dice. If a misfire is rolled it explodes in her hands causing D6 S4 AP- hits. If not move it the distance of the artillery dice, if a hit is rolled, then it explodes where it is. Anything under the whole, take D6 hit, while anything partially under takes only a S4 hit. All vehicles are hit on the rear armour to represent the explosion hitting the soft underbelly armour.
Grenades: These small grenades Lara can use in combat to defend herself. S-5 AP-2 Get away, Armourbane
Get Away: If Lara hits with the grenades roll a D6, on a 3+ she avoids the backlash of the explosion. On a 1 or a 2 she takes D3 S5 AP2 hits.
Cloth Armour: This gives her a 6+ armour save.
Special Rules:
Stubborn, Hit and Run, Stealth, Beauty, Hard to Kill, Agile as a fox.
Beauty: Due to her extreme good looks, all enemies are at -1 to hit in shooting and close combat.
Hard to Kill: This grants her EW, a FNP roll of 4+ she can ALWAYS use (even against attacks that cause Instant Death), and a 4+ cover save, which she can always use.
Agile as a fox: Due to her expertise around old ruins, Lara moves normally inside difficult and dangerous terrain, and does not need to take falling damage from buildings. This also grants her Hit and Run, and Scouts. She also gets +1 to her cover save if inside any piece of terrain.
Options:
She is always armed with the twin pistols, grenades and cloth armour. She can then take one of the following:
Shotgun----30pts
M-16 Assault Rifle---50pts
Grenade Launcher---50pts
Well there you go, I hope you like it, please if you have any problems with anything please tell me. I've tried following her character from the games the best, and given her the weapons that she would normally use. She also did take a while to work out the statline and weapons for, so please R and R, and I'll answer as many questions as you have got.
WS 6, BS 6, S 3, T 3, W 2, I 5, A 3, Ld 9, Sv 4+
Unit: Jump Infantry, Independent Character
Wargear: Ghostplate armor, Shadowfield, plasma grenades, Heat Lance, splinter pistol, power weapon
Special Rules: Fleet, Power from Pain, Night Vision, Hit and Run
Death Comes on Black Wings... (Any Scourge unit in Kelvaris' army, including the Iron Eagle himself, may be kept in Reserves and deployed by Deep Strike, whether or not the scenario permits it. If you choose to do so, half of your Scourge units (round up) will come in on turn one, roll for the rest normally)
Moving Fire (Kelvaris and any Scourge unit to which he is attached may chose to count as Jet Packs instead of Jump Infantry. This choice must be made at the beginning of the Dark Eldar player's turn, and cannot be changed until the start of the player's next turn)
Lord of the Spires (Scourges count as Troops in a Dark Eldar army including Kelvaris)
EDIT: On my logic here:
I started with Sathonyx as a baseline; the stats are the same except for -1 I for Kelvaris (because Scourges have lower I than Hellions). Sathonyx gives his unit Stealth, rerolls distance for Hit and Run, gets +2 Strength on the charge, and gives you a better chance of getting your choice of deployment zone; Kelvaris lets his unit move as Jet Packs and gives Scourges Deathwing Assault. Kelvaris isn't that much more powerful; he's a little less of a multiplier on his attached unit, but he's got a better army-wide rule, bringing him up to 125 (now +20pts over Sathonyx) seems reasonable, though.
I like this guy! I had planned to write rules for the Mad Archon from Path of the Renegade (I forget his name) that liked to hang out with scourges and he would have had similar rules to these (especially taking Scourges as Troops). I think he is pretty balanced and really opens up a new kind of Dark Eldar army (one that is fast and shooty but without many vehicles perhaps?
I mean you could take this guy and Sathonyx together and have both Scourges and Hellions as Troops, freeing up your FA slots for Reavers and Beasts, then take Wracks as Elites in Venoms and maybe either Ravagers or Razorwings/Voidravens as HS to provide the anti tank. That could be a very interesting army imo!
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
artillery dice
First, it's not a clip, it's a magazine, I don't care how often the two are mistaken, get it right. Freaking Dead Space 3 failed so hard at this basic concept it was ridiculous. Second, what the heck is an artillery dice. It isn't used in 40k. Also, no grenade launcher misfires and explodes. the grenades aren't actually armed until they leave the barrel.
Left Hand of the Pheonix wrote: Twin Pistols: These are her iconic weapons used for countless years. The twin desert eagles have unparalleled stopping power and seem to have endless ammunition.
Range-24 S-4 AP-4 Assault 2D6, OOA, Fleshbane, Armourbane
OOA: On any roll of a double when rolling to shoot, she had to reload the gun and cannot fire it in the next shooting phase. But it can fire in overwatch with D6 shots, to show a half empty gun firing off shots.
I really don't understand why she can get 12 shots out of her pistols, I hope it's just 12 and not 2d6 per pistol. She is just a standard human firing a standard gun with a bullet that is much weaker than a standard bolter round. So really she should only have 2 bolt pistols. Give her some special ammo like sternguard and that should be fine, but she should not have armourbane or fleshbane.
Left Hand of the Pheonix wrote: Shotgun: This is a smaller, more powerful variant of the normal shotgun, with a more deadly ability to rip apart flesh.
Range-12 S-5 AP-3 Spread out! Shred Fleshbane. Slow to reload.
Spread Out: If used, first pick a unit. Then roll a D3, this is the number of shells fired out. Then roll a D6 for every shell fired. This is the number of hit they take.
Slow to Reload: This gun cannot be used in overwatch if used in the previous shooting phase.
That's not how shotguns work at all. You have something more akin to a machine gun grenade launcher. The ability to get 1-18 S5 AP3 hits is way too much for a simple human shotgun, which again is more powerful than the space marine counterpart. Shred and fleshbane are really out of place on this weapon and make it way too powerful for a standard human.
M-16 Assault Rifle: Unlike the big roaring boltgun and the blipping lasgun, this streamlined gun, fires armour-pentrating rounds that can rip through the strongest armour.
Range-36 S-6 AP-2 Assault 3D6, OOA, Fleshbane, Armourbane, Rapid reload.
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
Again, you're giving something an insane shot count when standard game weapons are assault 1 or rapidfire. The standard rifle round is also stronger than a heavy bolter, has the penetration value of plasma, and has armourbane like a melta gun. It really just seems like you're sticking modern names onto something that would be too powerful even in a 40K setting. Again, standard human firing something that's way stronger than a Space Marine Heavybolter.
Grenade Launcher: This small weapon fires powerful frag grenades that can rip apart anything.
Range-48 S-7 AP-1 Heavy-1 Large Blast, Armourbane, Bounce.
Bounce: When using this gun, first place a dice anywhere within range of the gun. Then roll an artillery dice and scatter dice. If a misfire is rolled it explodes in her hands causing D6 S4 AP- hits. If not move it the distance of the artillery dice, if a hit is rolled, then it explodes where it is. Anything under the whole, take D6 hit, while anything partially under takes only a S4 hit. All vehicles are hit on the rear armour to represent the explosion hitting the soft underbelly armour.
The bounce roll should probably only be a scatter roll, so 2d6 and the scatter die. But the grenades are just way too insane. S7, AP1, and Armourbane? This things basically a railgun at this point, but with a small blast template. Also 48" range may be a bit too much.
Special Rules:
Stubborn, Hit and Run, Stealth, Beauty, Hard to Kill, Agile as a fox.
Beauty: Due to her extreme good looks, all enemies are at -1 to hit in shooting and close combat.
Hard to Kill: This grants her EW, a FNP roll of 4+ she can ALWAYS use (even against attacks that cause Instant Death), and a 4+ cover save, which she can always use.
Agile as a fox: Due to her expertise around old ruins, Lara moves normally inside difficult and dangerous terrain, and does not need to take falling damage from buildings. This also grants her Hit and Run, and Scouts. She also gets +1 to her cover save if inside any piece of terrain.
Stubborn, hit and run, and agile as a fox are fine.
Beauty: Really hard to even justify this. Orks are asexual, Kroot can't determine human gender, Nids would devour her without a thought, and so on. It also makes her way too durable for just a standard human.
Hard to Kill: EW on a standard human? Already makes me want to say no, but throw in a super FNP on top of that and it's a solid deal breaker.
I like that you have a lot of ideas for characters and equipment, but you need to tone them down. Most of the original characters you've made are so OTT it's hard to even gauge them. Not everything needs fleshbane and armourbane and not everything needs to be a beast both in shooting and CC. I guess the problem is that you're making characters to fill the 400+ point range. Try making a character in the 100-175 point range and work from there.
General Annoyance wrote:can I ask why Lara Croft is in 40k? Use your imagination and come up with your own character
There's nothing wrong with taking inspiration from other things, or melding things you like.
My main problem is when it's carried across poorly, not taking into account the relative tech levels / strengths of the different universes and is ridiculously OTT and unbalanced like done below.
And now for a concise review.
Current costing:
Spoiler:
Company Commander - 30
+1WS +10
+1BS +10
+1S +10
+1W +10
+2I +20
-1A -10
+Twin Pistols +50
+Grenades +5
+Stubborn +10
+Hit and Run +10
+Stealth +10
+Beauty +10
+Eternal Warrior +30
+Improved Feel No Pain (4+) +30
+4+* +25
+Scouts +10
+Ignore Terrain and falling +15
+1 to cover in terrain +5
Total: 290
That feels low, so make it 300 for anything I've missed.
Shotgun should be at least 50
M-16 AR at least 100
Grenade Launcher should be at least 100
Left Hand of the Pheonix wrote:Well I decided after long thought to continue with my characters and here is a special one. For all who don't know, today is the rumoured made-up birthday of this person. So these are my rules for, and drumroll please....
Name: Lara Croft aka The Tomb Raider!
Spoiler:
Army: Imperial Guard (Company Commander)
BG: Do you really need to ask? But, for fluffiness, she is the legendary Lara Croft, finder of the scion of atlantis, finder of the dagger of Xian, wielder of Excalibur and Thor's Hammer, and every boy's wet dream.She can traverse any terrain smarter that anybody she knows. A famed explorer and adventurer, and a bit of a hero, but mainly a very, very hot woman. If you want to know her background, just play her games.
Personally, I never found her what I'd call 'my wet dream'.
FO: HQ Unit Type: Infantry (Character)
Points: 400pts (no upgrades)
WS-5 BS-5 S-3 T-4 W-4 I-5 A-2 LD9 Sv-6+/4+
This statline is OTT for what it is. She's quick and skilled, but still a regular person.
WS5, BS5, S/T/W 3, A2, Ld9, Sv6+ is fine.
Wargear:
Twin Pistols: These are her iconic weapons used for countless years. The twin desert eagles have unparalleled stopping power and seem to have endless ammunition.
Range-24 S-4 AP-4 Assault 2D6, OOA, Fleshbane, Armourbane
OOA: On any roll of a double when rolling to shoot, she had to reload the gun and cannot fire it in the next shooting phase. But it can fire in overwatch with D6 shots, to show a half empty gun firing off shots.
Deagles would be around Str3, AP4, Pistol. Bear in mind that Str4 is RPGs, monomolecular edged blades from rifles and super boosted mega humans punching.
As it is, this is an average of 7 shots (with a potential 12), always wounds on a 2+ and has an average penetrarion result of 11.
Deagles do not blow up tanks.
Can choose one of:
Shotgun: This is a smaller, more powerful variant of the normal shotgun, with a more deadly ability to rip apart flesh.
Range-12 S-5 AP-3 Spread out! Shred Fleshbane. Slow to reload.
Spread Out: If used, first pick a unit. Then roll a D3, this is the number of shells fired out. Then roll a D6 for every shell fired. This is the number of hit they take.
Slow to Reload: This gun cannot be used in overwatch if used in the previous shooting phase.
The biggest, strongest shotgun I know of in the game is Str4, AP4.
Buckshot is not AP3, and again, average 7 shots (up to 12) always wounding on a 2+ is too much.
An old school Pump Action, even improved should only be 12", Str4, AP- (maybe AP6) Assault 2. Maybe Assault 3.
M-16 Assault Rifle: Unlike the big roaring boltgun and the blipping lasgun, this streamlined gun, fires armour-pentrating rounds that can rip through the strongest armour.
Range-36 S-6 AP-2 Assault 3D6, OOA, Fleshbane, Armourbane, Rapid reload.
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
Again, massively overpowered for what it is.
A Lasgun/Autogun is equivalent to a modern Assault Rifle like the M16.
That's 24", Str3 AP-, Rapid fire.
With dedicated armour piercing ammo, I'd say Str3, AP3.
What you have is an average Assault 11 (max 18) gun, with a 36" range, that's AP2. It's basically 6 +1 strength Disintegrator Cannons strapped together.
OH, and it's always wounding on a 2+, and will roll on average 13 to pen.
Should really be 24", Str3, AP3, Rapid Fire.
Grenade Launcher: This small weapon fires powerful frag grenades that can rip apart anything.
Range-48 S-7 AP-1 Heavy-1 Large Blast, Armourbane, Bounce.
Bounce: When using this gun, first place a dice anywhere within range of the gun. Then roll an artillery dice and scatter dice. If a misfire is rolled it explodes in her hands causing D6 S4 AP- hits. If not move it the distance of the artillery dice, if a hit is rolled, then it explodes where it is. Anything under the whole, take D6 hit, while anything partially under takes only a S4 hit. All vehicles are hit on the rear armour to represent the explosion hitting the soft underbelly armour.
Awesome, a bigger Battle Cannon that the one mounted on things like Main Battle Tanks and Defilers, in a grenade launcher carried by a small woman. I'm not even going to comment on most of this.
A grenade launcher should be
Frag - 24" Str 3, AP6, Assault 1 Blast,
Krak - 24" Str6, AP4, Assault 1
Grenades: These small grenades Lara can use in combat to defend herself. S-5 AP-2 Get away, Armourbane
Get Away: If Lara hits with the grenades roll a D6, on a 3+ she avoids the backlash of the explosion. On a 1 or a 2 she takes D3 S5 AP2 hits.
Basically Meltabombs.. but can be used anytime
Cloth Armour: This gives her a 6+ armour save.
Special Rules:
Stubborn, Hit and Run, Stealth, Beauty, Hard to Kill, Agile as a fox.
Beauty: Due to her extreme good looks, all enemies are at -1 to hit in shooting and close combat.
lol. Not really no.
Hard to Kill: This grants her EW, a FNP roll of 4+ she can ALWAYS use (even against attacks that cause Instant Death), and a 4+ cover save, which she can always use.
Awesome, so it's basically an invun save, BUT WAIT, stealth makes it a 3+, then if she's in terrain, it becomes a 2+!
On top of that, she has a +1 FnP that is never negated, and is immune to instant death.
Agile as a fox: Due to her expertise around old ruins, Lara moves normally inside difficult and dangerous terrain, and does not need to take falling damage from buildings. This also grants her Hit and Run, and Scouts. She also gets +1 to her cover save if inside any piece of terrain.
Options:
She is always armed with the twin pistols, grenades and cloth armour. She can then take one of the following:
Shotgun----30pts
M-16 Assault Rifle---50pts
Grenade Launcher---50pts
Well there you go, I hope you like it, please if you have any problems with anything please tell me. I've tried following her character from the games the best, and given her the weapons that she would normally use. She also did take a while to work out the statline and weapons for, so please R and R, and I'll answer as many questions as you have got.
Massively OTT, no bearing on what the relative strengths are, and just all round too much.
A more realistic Lara Craft would really be something along the lines of:
Lara Croft
Spoiler:
Army: Imperial Guard
BG: Lara Croft was born to a particularly wealthy member of the nobility on the planet Wimbledon to Lord Richard Croft.
Lord Crofts fortune had come from searching rare and powerful artifacts which he then sold on to collectors, or the inquisition as appropriate.
For the first years of her life she was pampered and raised as an aristocrat, until a shuttle she was on with her mother crashed into the mountains of her world.
While she was rescued from the peaks weeks later, her mother was lost in the snow covered slopes and never found,
Her father went mad, setting off into the wilderness to find his wife, leaving his now teenage daughter behind, and he was never seen again.
Abandoned by her father, now orphaned, the young Croft joined the local officers college, seeking to escape the planet and find her own adventure among the stars.
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Stubborn
Hit and Run
Stealth
Shrouded
Dodge (4+*)
Move Through Cover
Med Pack
( MP: It Will Not Die)
Options:
May take one of the following:
Assault Shotgun +10
M16 with Armour Piercing Ammunition +10
Grenade Launcher +10
Desert Eagle with Armour Piercing Ammunition:
These heavy pistols are ancient family heirlooms and boast improved stopping power, loaded with armour piercing rounds, they are able to punch through most infantry armour with ease.
It is a ranged weapon with the following profile:
Range-12", Str-3, AP-3, Type-Pistol.
Assault Shotgun:
A special shotgun designed for rapid fire, allowing numerous shells to be loosed in quick succession.
It is a ranged weapon with the following profile:
Range-12", Str-3, AP-6, Type-Assault 3.
M16 with Armour Piercing Ammunition:
This Assault Rifle is relatively light weight with reasonable stopping power, loaded with armour piercing rounds, it is able to punch through most infantry armour with ease.
It is a ranged weapon with the following profile:
Range-24", Str-3, AP-3, Type-Rapid Fire.
Grenade Launcher:
A standard issue Grenade Launcher.
It is a ranged weapon with the following profiles:
Frag - Range-24", Str-3, AP-6, Type-Assault 1, Blast.
Krak - Range-24", Str-6, AP-4, Type-Assault 1.
Dodge (4+*):
Agile and adept at avoiding harm, Lara Croft has a 4+ Invulnerable Save in Close Combat.
Med Pack:
Lara Croft has an impressively stocked med pack, loaded with the finest healing chemicals available to the Imperium.
The Med Pack confers the It Will Not Die rule to Lara Croft and any unit she joins.
I can see where you are coming from with all the stuff. I think I got carried away with the firepower and tried to take it from the games a lot. Thar's why I gave her EW and FNP, as she can really take some damage in them. The weapons I did go mad on so I apologise for that stuff. What I was trying to do was put across that her guns can have limited ammunition so she has to reload it on occasions. Be thankful, I also didn't give her having normal BS during Overwatch, but that felt too OP.
The special rules I did take from the games again, as she is exceptionally mobile, but i'll take the comments and the next character I'll do will be a bit less....crazy. I hope
Vesuvius Urquhart Bio:(I would appreciate it if you read this bio; it's partially inspired by one of my favourite characters from a book. I don't want to give away any spoilers, but I've been slightly liberal with the 40k fluff; I think you'll appreciate it though. ) The Tyrant's system, and in particular Badab Primaris, could not be sustained and governed without the help of the Imperium. Unfortunately, as relations between Lugft Huron and the High Lords of Terra soured, access to the machinery of the imperial bureaucracy dried up to. The Tyrant found himself having to rely upon local warlords, pirates, cultists, minor aristocracy and all manner of heretics. Yet, in order to legitimize these actors in the eyes of the populace the Tyrant required a skilled political operator; someone utterly ruthless, someone without morals, someone truly Machiavellian. The Tyrant didn't have to look for long... because Vesuvius Urquhart came to him.
Vesuvius was a lawyer on Badab Primaris before his debut onto the political stage. Devious, cunning and relentless Vesuvius protected the interests of the minor aristocracy and the few economic entities that had survived the Tyrant's economic planning. With each passing year Vesuvius grew in his knowledge of the scandals of the aristocracy; when his opportunity to stand for a governor post arose he seized it. The three other candidates dropped; the first was wracked by scandal, the second was arrested by the Tyrant's vastly altered Arbites, and the final was found in a courtyard of the Palace of Thorns having fallen a considerable distance from a rooftop garden.
With supplies from the Imperium dwindling and the Tyrant becoming ever more reclusive the situation began to look ever more grim. Alas, the Tyrant requested the presence of Governor Junkers for a meeting. The Tyrant had decided to unify the rogue factions into a reserve army to be legitimized and controlled by a new Ministerial position, the General Secretary of Badab. However, it was not to be, for Junkers disappeared without a trace. And through whispers in dark corridors and nefarious plotting in committee rooms it was Vesuvius Urquhart who rose to assume the post of General Secretary of Badab.
As the Badab War took a turn for the worse the Tyrant became ever the recluse. Records say he sat alone in his study for days on end. But those records aren't true, for the Tyrant was consulting with his most trusted advisor, Urquhart. What was discussed in their meetings remains unknown, consumed by the hungry mouths of time and war. Yet time did not kill the rumours; rumours of consultations about using dark forces.
As the Badab War drew to a close Urquhart began to become more and more reclusive. He was a frail old man of sixty nine by the war's end. Almost the only time he was seen in public was when he stood beside the Tyrant at speeches and ceremonies. Before the end of the Badab War it is said that Francais Urquhart disappeared, decades of scouring the billions of bodies yielded no match.
Records survive which show a phenomenal closeness between Lugft Huron and Vesuvius Urquhart; in fact, during their last few days together the Tyrant had taken to giving him a sort of nickname... Hamadrya.
Force Organisation: HQ Choice for the Tyrant's Legion (Imperial Armour 9) Unit Type: Infantry (Character) Points: 70 pts WS-2 BS-2 S-3 T-3 W-2 I-3 A-1 LD-9 Sv--
Wargear: Refractor Field (5+ Invulnerable Save) Laspistol
Special Rules Field Commander: When within 18" of Vesuvius Urquhart all non-space marine infantry units may use his leadership for morale tests. The Darkness Within: Vesuvius counts as a Level 1 Psyker with a random psychic power each turn. (See Huron Blackheart from Chaos Space Marine codex for an idea of how this works.) However, if he rolls doubles or a 7 on his Psychic Test his model is immediately removed from play. The Corruption Without: If Lugft Huron is on the field and Vesuvius is removed from play due to "The Darkness Within" rule, then the following movement phase after Vesuvius is removed from play Lugft Huron becomes a Level 1 Psyker with access to random psychic powers each turn (See Huron Blackheart from Chaos Space Marine codex for an idea of how this works.)
Options: May be accompanied by up to two Retaliator Bodyguards. +15 points per model.
Marsden wrote: Vesuvius Urquhart Bio:(I would appreciate it if you read this bio; it's partially inspired by one of my favourite characters from a book. I don't want to give away any spoilers, but I've been slightly liberal with the 40k fluff; I think you'll appreciate it though. ) The Tyrant's system, and in particular Badab Primaris, could not be sustained and governed without the help of the Imperium. Unfortunately, as relations between Lugft Huron and the High Lords of Terra soured, access to the machinery of the imperial bureaucracy dried up to. The Tyrant found himself having to rely upon local warlords, pirates, cultists, minor aristocracy and all manner of heretics. Yet, in order to legitimize these actors in the eyes of the populace the Tyrant required a skilled political operator; someone utterly ruthless, someone without morals, someone truly Machiavellian. The Tyrant didn't have to look for long... because Vesuvius Urquhart came to him.
Vesuvius was a lawyer on Badab Primaris before his debut onto the political stage. Devious, cunning and relentless Vesuvius protected the interests of the minor aristocracy and the few economic entities that had survived the Tyrant's economic planning. With each passing year Vesuvius grew in his knowledge of the scandals of the aristocracy; when his opportunity to stand for a governor post arose he seized it. The three other candidates dropped; the first was wracked by scandal, the second was arrested by the Tyrant's vastly altered Arbites, and the final was found in a courtyard of the Palace of Thorns having fallen a considerable distance from a rooftop garden.
With supplies from the Imperium dwindling and the Tyrant becoming ever more reclusive the situation began to look ever more grim. Alas, the Tyrant requested the presence of Governor Junkers for a meeting. The Tyrant had decided to unify the rogue factions into a reserve army to be legitimized and controlled by a new Ministerial position, the General Secretary of Badab. However, it was not to be, for Junkers disappeared without a trace. And through whispers in dark corridors and nefarious plotting in committee rooms it was Vesuvius Urquhart who rose to assume the post of General Secretary of Badab.
As the Badab War took a turn for the worse the Tyrant became ever the recluse. Records say he sat alone in his study for days on end. But those records aren't true, for the Tyrant was consulting with his most trusted advisor, Urquhart. What was discussed in their meetings remains unknown, consumed by the hungry mouths of time and war. Yet time did not kill the rumours; rumours of consultations about using dark forces.
As the Badab War drew to a close Urquhart began to become more and more reclusive. He was a frail old man of sixty nine by the war's end. Almost the only time he was seen in public was when he stood beside the Tyrant at speeches and ceremonies. Before the end of the Badab War it is said that Francais Urquhart disappeared, decades of scouring the billions of bodies yielded no match.
Records survive which show a phenomenal closeness between Lugft Huron and Vesuvius Urquhart; in fact, during their last few days together the Tyrant had taken to giving him a sort of nickname... Hamadrya.
Tyrant's Legion
Force Organisation:HQ Unit Type: Infantry (Character)
Points: 70 pts
WS-2 BS-2 S-3 T-3 W-2 I-3 A-1 LD-9 Sv--
Wargear: Refractor Field (5+ Save)
Laspistol
Special Rules Field Commander: When within 18" of Vesuvius Urquhart all non-space marine infantry units may use his leadership for morale tests.
The Darkness Within: Vesuvius counts as a Level 1 Psyker with a random psychic power each turn. (See Huron Blackheart from Chaos Space Marine codex for an idea of how this works.) However, if he rolls doubles or a 7 on his Psychic Test his model is immediately removed from play.
The Corruption Without: If Lugft Huron is on the field and Vesuvius is removed from play due to "The Darkness Within" rule, then the following movement phase after Vesuvius is removed from play Lugft Huron becomes a Level 1 Psyker with access to random psychic powers each turn (See Huron Blackheart from Chaos Space Marine codex for an idea of how this works.)
Options:
May be accompanied by up to two Retaliator Bodyguards. +15 points per model.
Am I allowed to post rules for existing 40k characters that didn't already have them? I've written Codex: Relictors and would like to share the two uniques I set up in that codex.
LlamaAgility wrote: Am I allowed to post rules for existing 40k characters that didn't already have them? I've written Codex: Relictors and would like to share the two uniques I set up in that codex.
Yip! As far as I am aware you are!
I'd love to see the codex! I think it should probably go in its own thread though, instead of in this Unique Characters thread,
Ok so this character is for my Custom Successor Chapter of the Blood Angels the Blood Paladins
Chapter Master Garville Skilanti Grandmaster of the Blood Paladins
WSBS S T W I A LdSv 7 5 4 4 3 6 4 10 2+
Special Rules:
And They Shall Know No Fear Independant Character Lord of the Blood Paladins Honoured Duelist Eternal Warrior
Lord of the Blood Paladins: Garville is the master of the Chapter and as such he can call the power of any company he wishes to aid him. As such up to 2 Terminator Squads/ Terminator Assault Squads/ Stern Guard Squads/ Vanguard Veteran Squads may be taken as troops. As these are the finest veterans of the chapter they have learnt to control the Red Thirst and so as such do not need to roll for Red Thirst
Honoured Dueleist: Garville must always issue and accept challenges however in challenges he must always re roll failed to hit and wound rolls.
Wargear
Artificer Armour
Storm Shield
Frag and Krak Grenades
The Emporers Wrath
The Emporers Wrath is a master Crafted Thunder Hammer, in addition Garville can swap all of his attacks for a single attack at S10 which has the Instant Death special rule.
Originality/Uniqueness I understand the largest group of 40k players are the Space Marines; but even with this taken into consideration I think there are far too many clones of uber-killy storm shield/thunder hammer/eternal warrior commanders.
Best Aspects: +You created your own custom successor chapter.
Areas for Improvement: -Lacks grimdark background fluff to bring the character to life. -Seems to be a clone of every other Space Marine uber-killy commander. -The rules do not seem to convey an interesting and in-depth character. (I think Honoured Duelist could work great if you come up with some background fluff! )
Balance/Overpowered: I think this character is slightly overpowered.
Best Aspects: +By forcing him to accept all challenges you limit his abilities. +Swapping all attacks for a single S10 attack seems to be fairly balanced.
Areas for Improvement: -The WS 7, I 6 and A 4 all seem very high; even for a Space Marine Chapter Master. Granted, the Initiative value will rarely come into play given that Thunder Hammers strike at Initiative Step 1. I think WS 6, I 4 and A 3 would be much more reasonable. -Does the S10 strike really need to cause instant death? Would D3 wounds perhaps be a better option? -The "Lord of the Blood Paladins" is potentially overpowered allowing up to two squads of elite choices to become scoring units; in addition to losing the Red Thirst rule.
Completeness: The character you have created has no glaring holes in his rules.
Best Aspects: +All wargear is present. (including grenades which are commonly forgotten in character creation.) +Special rules are, for the most part well written.
Areas for Improvement: -I might be wrong, but I thought Chapter Masters have access to Orbital Bombardments. Have you opted to not include an orbital bombardment in his special rules?
Captaintyrius wrote: Ok so this character is for my Custom Successor Chapter of the Blood Angels the Blood Paladins
Chapter Master Garville Skilanti Grandmaster of the Blood Paladins
WSBS S T W I A LdSv 7 5 4 4 3 6 4 10 2+
Special Rules:
And They Shall Know No Fear Independant Character Lord of the Blood Paladins Honoured Duelist Eternal Warrior
Lord of the Blood Paladins: Garville is the master of the Chapter and as such he can call the power of any company he wishes to aid him. As such up to 2 Terminator Squads/ Terminator Assault Squads/ Stern Guard Squads/ Vanguard Veteran Squads may be taken as troops. As these are the finest veterans of the chapter they have learnt to control the Red Thirst and so as such do not need to roll for Red Thirst
Honoured Dueleist: Garville must always issue and accept challenges however in challenges he must always re roll failed to hit and wound rolls.
Wargear
Artificer Armour
Storm Shield
Frag and Krak Grenades
The Emporers Wrath
The Emporers Wrath is a master Crafted Thunder Hammer, in addition Garville can swap all of his attacks for a single attack at S10 which has the Instant Death special rule.
275 points
Thoughts on him?
1. Loose eternal warrior. One of the few signs that GW's development department isn't staffed by complete morons (complete being the key term here) is that they've stopped handing out EW like it is candy on Halloween. EW is and should be reserved for literally the toughest of the tough in the galaxy. The chapter master of a successor chapter should not have it unless you have an extremely good reason, for both fluff and balance reasons.
2. Drop his stat-line down to a normal chapter master's. So WS6, I5, A3.
3. Lord of the Blood Paladins: This needs to be reworked. Desperately. Its basically a better version of the GK Grand Master's Grand Strategy Rule (because lets face it, who uses it for anything other than making something score). I would say choose 1 of the types you listed and have it make them troops (or to be safer, probably just make them scoring). I'd probably go with making Vanguard Vets scoring, as it would be the most interesting and probably the most balanced choice. I'd also drop the Red Thirst clause. There is no reason that this guys buddies are going to be any more immune to the red thirst than the first company of the Blood Angels (which is to say not very).
4. Honoured Duelist: I'd strongly consider dropping the "PE when in challenges" thing just because it has anti-synergy with the master crafted hammer. Instead, I would maybe have it be "~ must always issue and accept a challenge if possible. Additionally, while fighting a challenge, ~ gets +1 Attack".
So with these changes, I would probably cost him at...210 to 230 points.
LlamaAgility wrote: Am I allowed to post rules for existing 40k characters that didn't already have them? I've written Codex: Relictors and would like to share the two uniques I set up in that codex.
Yip! As far as I am aware you are!
I'd love to see the codex! I think it should probably go in its own thread though, instead of in this Unique Characters thread,
It is already in its own thread. I'd just be posting the uniques here too, so some people would come see it.
Automatically Appended Next Post: Librarian DeCario(195pts)
Spoiler:
WS......BS......S.....T.....W.....I......A...Ld.....Sv ...5.........4.......4.....4......3.....5.....3...10.....2+/5++
Unit Type:
Infantry(Character)
Compulsion:
DeCario
Wargear:
Terminator Armor
Power Fist
Force Sword
Psychic Hood
Special Rules:
ATSKNF Psyker(Mastery 2)
(DeCario may generate his powers from any of the disciplines allowed for the Relictors, but one of them MUST be from the Relictors Discipline, also he may not generate powers from any of the chaos disciplines.)
Independent Character
Options:
Decario may replace his Force Weapon with The Excoriator's Blade for 30pts.
The Excoriator's Blade:(8 corruption, 30pts, can be taken by DeCario)
A blade once wielded by the the mighty champion of Tzeenzch known as The Excoriator. The soul of a Greater Daemon has been sealed inside, making the blade capable of cutting through even the thickest of armors...
Rng....S....AP....type
.N/A....+1....2....melee, specialist weapon, greater daemonic essence
Greater Daemonic Essence: To represent the Greater Daemon sealed inside the Excoriator's blade, any successful invulnerable saves made against this weapon must be re-rolled..
Wargear:
Power Armor
Iron Halo
Bolt Pistol
Frag&Krak grenades
Mark of Slaanesh(included in profile)
Special Rules:
ATSKNF Master of the Conclave*
*Master of the Conclave:
Artekus is the chapter master of the Relictors and the leader of the inner circle of the chapter, only known as the Conclave.
To represent this, Conclave command squads can be taken as Elites choices, and they also count as scoring. Artekus may also be accomanied by the most elite veterans of the Conclave, he may be accompanied by a Conclave Command Squad, just like a captain. Every model in this squad(except independent characters hat have joined it) gains +1WS.
The Screaming Flail(15 corruption, 25pts) (If Bardane is in the army, he must take the weapon):
A chaotic flail, imbued by Slaanesh with the essence of an unknown force. It's three flail-ends are all made out of humane faces that constantly whisper in Artekus's Mind and corrupt him with the word of Slaanesh.
Rng.....S.....AP.....type
.N/A...user....2......melee, concussive, strikedown, daemon weapon
*Daemon weapon: The user gains +D6 attacks in every assault phase. These are determined in the beginning of the fight sub-phase. If a "one" is rolled when determining the amount of attacks, the user takes a wound without armor saves allowed and does not gain bonus attacks from the weapon.
I didn't include any fluff here, and minimal in the codex because I added a copypaste(yeah, a lame solution I know) from 40k wiki to the Word formatted version I'm working on.
I'd appreciate some feedback, as the thread is dying off and it is hard to see what I should do with the dex anymore.
http://www.dakkadakka.com/dakkaforum/posts/list/505926.page for the whole thing
I didn't include any fluff here, and minimal in the codex because I added a copypaste(yeah, a lame solution I know) from 40k wiki to the Word formatted version I'm working on.
I'd appreciate some feedback, as the thread is dying off and it is hard to see what I should do with the dex anymore.
http://www.dakkadakka.com/dakkaforum/posts/list/505926.page for the whole thing
Thanks, I'll check this out in an hour or so and give you some feedback!
Windfury Tunic: Grants Move through cover, and stealth.
Fists of Psy! - Ayut's attacks are have the Force special rule.
Special Rules
Pysker - Mastery Level 3
Unrivaled Martial Skill: In close combat Ayut always hits on a 2+ and cannot be struck unless by a roll of 6.
Psychic Powers
Aquillian Assault - Ayut gains D6+1 Strength until the end of his turn.
Hydra's Lash - Ayut gains D6+1 Attacks until the end of his turn.
Stance of Serenity - Until the beginning of his next turn, any unit wishing to shoot at Ayut must use the night fighting rules. While in effect: Ayut gains a 4+ invulnerable save.
Valkyrie's Voracity - Ayut counts as jump infantry until the end of his turn.
Windfury Tunic: Grants Move through cover, and stealth.
Fists of Psy! - Ayut's attacks are have the Force special rule.
Special Rules
Pysker - Mastery Level 3
Unrivaled Martial Skill: In close combat Ayut always hits on a 2+ and cannot be struck unless by a roll of 6.
Psychic Powers
Aquillian Assault - Ayut gains D6+1 Strength until the end of his turn.
Hydra's Lash - Ayut gains D6+1 Attacks until the end of his turn.
Stance of Serenity - Until the beginning of his next turn, any unit wishing to shoot at Ayut must use the night fighting rules. While in effect: Ayut gains a 4+ invulnerable save.
Valkyrie's Voracity - Ayut counts as jump infantry until the end of his turn.
Even for a W2, tT3, Sv- model the "Unrivaled Martial Skill" -rule is TOO OTT. Hitting at 6+ is only 1/6. I'd say make it like 5+.
I didn't include any fluff here, and minimal in the codex because I added a copypaste(yeah, a lame solution I know) from 40k wiki to the Word formatted version I'm working on.
I'd appreciate some feedback, as the thread is dying off and it is hard to see what I should do with the dex anymore.
http://www.dakkadakka.com/dakkaforum/posts/list/505926.page for the whole thing
Thanks, I'll check this out in an hour or so and give you some feedback!
Looking forward to reading this!
No, thank YOU. The codex is approximately ready, as far as I'm concerned.
Thanks for the replies The statline came up while I was comparing Kharn the betrayer to blood angels close combat characters so his statline kinda ended up all over the place. Honoured duelist was influenced by Lucius the Eternals special rule about being in challenges. As Lucius was the only other character in the game who really seemed to be a duelist I took inspiration from that. Thunder Hammer Storm shield was purely for I love Thunder Hammers and Storm Shields. I agree that maybe he should only make Vanguard Veterans troops (actually it could be quite interesting). Overall I think il change the Honoured duelist to must accept and issue challenges and while in a challenge gains +1 attack He will also have a normal chapter masters statline. Also ive removed Eternal Warrior from him
Captain Mikael is somewhat of a rarity amongst Astartes leaders. Commanding 2nd Company of the Knights of Blood, he is a mediocre swordsman and an average shot. He strengths lie not in physical prowess, but in his incredible tactical and strategical insights. Usually leading his men from the relative safety of a command vehicle, his adaptive, fluid and unpredictable stratagems have won him many notable victories.
Codex: Space Marines
Points: 175
Type: Infantry (character)
Composition: 1 (unique)
WS4 BS4 S4 T4 W3 I4 A2 Ld10 Sv2+
Wargear: Artificer armor, bolt pistol, power sword, frag and krak grenades, iron halo
Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics
Tactical Uplinks: All friendly Space Marine units on the tabletop, except for Grey Knights and Chaos Marines, benefit from Ld10.
Command Vehicle: Mikael must select a Command Squad, and he must begin the game attached to it. For no reason may he leave the command squad. He may select either a rhino or a land raider as a dedicated transport. He and his command squad must begin the game inside whichever vehicle is selected; they may not leave it until it is destroyed. If the Command Vehicle is destroyed, Mikael immediately loses the Tactical Uplinks special rule.
Command Uplinks and sensors: Whichever vehicle Mikael is in must take Command Uplinks and sensors. This gives Mikael Orbital Bombardment, as detailed in the entry for Chapter Masters; in addition, once per friendly turn, the vehicle may nominate 1 enemy unit within 48 inches. That unit must re-roll all successful cover saves for the duration of that turn. The Command Uplinks and sensors are equipment, not weapons, and therefore cannot be destroyed.
Captain Mikael is somewhat of a rarity amongst Astartes leaders. Commanding 2nd Company of the Knights of Blood, he is a mediocre swordsman and an average shot. He strengths lie not in physical prowess, but in his incredible tactical and strategical insights. Usually leading his men from the relative safety of a command vehicle, his adaptive, fluid and unpredictable stratagems have won him many notable victories.
Codex: Space Marines
Points: 175
Type: Infantry (character)
Composition: 1 (unique)
WS4 BS4 S4 T4 W3 I4 A2 Ld10 Sv2+
Wargear: Artificer armor, bolt pistol, power sword, frag and krak grenades, iron halo
Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics
Tactical Uplinks: All friendly Space Marine units on the tabletop, except for Grey Knights and Chaos Marines, benefit from Ld10.
Command Vehicle: Mikael must select a Command Squad, and he must begin the game attached to it. For no reason may he leave the command squad. He may select either a rhino or a land raider as a dedicated transport. He and his command squad must begin the game inside whichever vehicle is selected; they may not leave it until it is destroyed. If the Command Vehicle is destroyed, Mikael immediately loses the Tactical Uplinks special rule.
Command Uplinks and sensors: Whichever vehicle Mikael is in must take Command Uplinks and sensors. This gives Mikael Orbital Bombardment, as detailed in the entry for Chapter Masters; in addition, once per friendly turn, the vehicle may nominate 1 enemy unit within 48 inches. That unit must re-roll all successful cover saves for the duration of that turn. The Command Uplinks and sensors are equipment, not weapons, and therefore cannot be destroyed.
I understand he's a mediocre swordsman, but being made a captain is not that easy, being tactical is good but I don't think he'd make it to captain, if he's not a good fighter. I recommend making him WS5. Especially with that price tg, it wouldn't be a game-braking change. Besides, for a captain that would be quite mediocre.
Brother champion Ven of the Knights of Stern Formerly of the Black Templars.
During the liberation of Triox the Black Templars along with several regiments of vallhalans were tasked with recapatuing the city. But the unit of vallhalans that were with then Emperor's Champion Ven were corrpted by chaos. The traitor guard rescued the traitor govoner that allowed the world to fall to chaos presumebly killing Ven with a mine. By the time Ven came to the follow up elements of the Knights of Stern were inside the city and found. His armour burned and blasted beyond recognition and repair Ven was initiated into the Knights of Stern's 8th company. Quickly he became a sargent in the assault company due to his expert sword skills. On the way back from a campaign he requested to be left on Vulkan to forge new wargear and join the Salamanders 7th company. Presuming that this was his origional chapter the captain of the 8th company let his go. On Vulkan he created new wargear for himself the Black Blade and the Trickster's Agies both tools of a finnesed swords man and reforged his old Black Templar armour. After years of campaigning with the Salamanders word reached him of the destruction of the Knights of Stern's armour depot destroying all of the chapter's tank and rendering them incapable of producing more. Ven acted quickly negotiating with the Eagle Warriors chapter to secure new tanks and the Salamanders for new foundries. With that he retured to the Knights of Stern and became company champion of the 3rd company.
Brother Champion Ven
Unit type Independent Character
WS7, BS4, S4, T4, W3, I5, A3, LD10, SV+2
Wargear
Champions Mantle
Suit of artificier armour that grants a 6+ invulnerable save
The Black Blade
A master crafted power sword
The Trikster's Agies
Storm shield that negates the firs attack against Ven due to it's deceptive appearence.
Special Rules
The enemies strength
If a enemy unit engages Ven in close combat with higher initiative, Ven recieves the unit's strength. However if a unit engages Ven with a higher Stength then Ven hits first. This rule applies for the first two rounds of combat.
Warrior diplomat
Whichever army Ven is in can take an extra 50pts of allies from another army. This army has to be a battle brother army.
dark1250 wrote: Brother champion Ven of the Knights of Stern Formerly of the Black Templars.
During the liberation of Triox the Black Templars along with several regiments of vallhalans were tasked with recapatuing the city. But the unit of vallhalans that were with then Emperor's Champion Ven were corrpted by chaos. The traitor guard rescued the traitor govoner that allowed the world to fall to chaos presumebly killing Ven with a mine. By the time Ven came to the follow up elements of the Knights of Stern were inside the city and found. His armour burned and blasted beyond recognition and repair Ven was initiated into the Knights of Stern's 8th company. Quickly he became a sargent in the assault company due to his expert sword skills. On the way back from a campaign he requested to be left on Vulkan to forge new wargear and join the Salamanders 7th company. Presuming that this was his origional chapter the captain of the 8th company let his go. On Vulkan he created new wargear for himself the Black Blade and the Trickster's Agies both tools of a finnesed swords man and reforged his old Black Templar armour. After years of campaigning with the Salamanders word reached him of the destruction of the Knights of Stern's armour depot destroying all of the chapter's tank and rendering them incapable of producing more. Ven acted quickly negotiating with the Eagle Warriors chapter to secure new tanks and the Salamanders for new foundries. With that he retured to the Knights of Stern and became company champion of the 3rd company.
Brother Champion Ven
Unit type Independent Character
WS7, BS4, S4, T4, W3, I5, A3, LD10, SV+2
Wargear
Champions Mantle
Suit of artificier armour that grants a 6+ invulnerable save
The Black Blade
A master crafted power sword
The Trikster's Agies
Storm shield that negates the firs attack against Ven due to it's deceptive appearence.
Special Rules
The enemies strength
If a enemy unit engages Ven in close combat with higher initiative, Ven recieves the unit's strength. However if a unit engages Ven with a higher Stength then Ven hits first. This rule applies for the first two rounds of combat.
Warrior diplomat
Whichever army Ven is in can take an extra 50pts of allies from another army. This army has to be a battle brother army.
I like it. Very interesting. The only question I have is about the warrior Diplomat special rule; what does it exactly mean? Allies right now are limited to 1 HQ, 2 Troops, and one Elite, FA, and HS slot apiece. Would the extra 50 points mean he can take an extra 50 points in any slot? Or is the extra 50 points of allies outside of the point limit, meaning he can techincally take 1550 points, for instance? I would re-write that rule so it makes more sense, or explain what you had in mind.
Malek is the 3rd highest ranking officer of 1st Company, behind his Captain Sevatar and the Commander of the Atramentar. On the battlefield, he functions as a senior front line leader. After the death of his captain and the dissolution of the 1st, Malek joined 10th Company as bodyguard to first Malcharion then Vandred.
Type: Infantry (character)
Points: 65
Composition: 1 (unique): replaces a Chaos Terminator Aspiring Champion.
WS5 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+
Wargear: Terminator armor, pair of lightning claws, teleport homer
Special Rules: Veterans of the Long War, Champion of Chaos, Furious Charge
Inspiring Presence: All friendly models from Codex: Chaos Space Marines within 12 inches of Malek can reroll all failed Ld tests
Malek is the 3rd highest ranking officer of 1st Company, behind his Captain Sevatar and the Commander of the Atramentar. On the battlefield, he functions as a senior front line leader. After the death of his captain and the dissolution of the 1st, Malek joined 10th Company as bodyguard to first Malcharion then Vandred.
Type: Infantry (character)
Points: 65
Composition: 1 (unique): replaces a Chaos Terminator Aspiring Champion.
WS5 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+
Wargear: Terminator armor, pair of lightning claws, teleport homer
Special Rules: Veterans of the Long War, Champion of Chaos, Furious Charge
Inspiring Presence: All friendly models from Codex: Chaos Space Marines within 12 inches of Malek can reroll all failed Ld tests
How much is a normal Chaos TDA champ? Is the 65pts counted ON the champ's cost or not? If yes, halve the price. If the regular price is not payed at least add up the wargear cost and then add some more.
Special Rules:
- IC, ATSKNF, Combat Tactics, Adamantium Will
255 points??
Since the dude doesn't even have 4 attacks, I'd not price him that high. A 170pts character(specialized in character removal though), like Arjac would whoop the floors with him. Maybe something like... 200 or so? And why do all fan characters have to have EW? I'd like some special rules too.
Wargear:
"Axe of the Damned"
- A master crafted, two-handed power axe deemed too cumbersome for any marine, except Scaevola. Confers +3 strength against vehicles in close combat. Unweildy, rending.
Bolt pistol
Artificer armor
Jump pack
Death mask
Iron Halo
Special rules
Feel no pain
Independent character
Death oratory: Speaking only of destruction-- Scaevola's long-serving history in the death company is enough to drive the Blood Angels to madness. Choose one unit during deployment. The Captain has talked to them prior to the battle -- they succumb to the Red Thirst on anything except a roll of 6. He must begin the battle in this unit.
Mad fury: Captain Scaevola, and the unit he joins gain the 'Preferred enemy' special rule.
Unbridled rage: Scaevola has the 'rage' universal special rule. In addition, his unquenchable thirst for combat cannot be restrained. The Captain, and any unit he join are unable to travel in a transport, instead electing to run full-speed across the battlefield.
Backstory
It's rumored that the once-promising Captain Scaevola is the only member of the Death Company ever to return after being visited by High Chaplain Astorath. He Chaplain believes the luck Scaevola has shown in battle favors him with the emperor, and is loathed to put him to death. As such, he's held in the tower of the lost, and only dispatched in the most grave, and dangerous of battles.
Scaevola never saw battle in the crimson armor of the assault marines, instead falling victim to the red thirst prior to his first campaign. Some believe he's favored within the chapter, showing an unmatched level of attunement with the primarch, others fear Scaevola's ability to drive marines into rage, threatening the future of the Blood Angels.
He wears a special set of artificer armor normally reserved for the Sanguinary Guard. The pure, white wings honoring Sanguinius have been replaced with skeletal, bone armatures that jut from the ebony armor. He throws himself into battle, always leading doomed units into battle.
Wargear:
"Axe of the Damned"
- A master crafted, two-handed power axe deemed too cumbersome for any marine, except Scaevola. Confers +3 strength against vehicles in close combat. Unweildy, rending.
Bolt pistol
Artificer armor
Jump pack
Death mask
Iron Halo
Special rules
Feel no pain
Independent character
Death oratory: Speaking only of destruction-- Scaevola's long-serving history in the death company is enough to drive the Blood Angels to madness. Choose one unit during deployment. The Captain has talked to them prior to the battle -- they succumb to the Red Thirst on anything except a roll of 6. He must begin the battle in this unit.
Mad fury: Captain Scaevola, and the unit he joins gain the 'Preferred enemy' special rule.
Unbridled rage: Scaevola has the 'rage' universal special rule. In addition, his unquenchable thirst for combat cannot be restrained. The Captain, and any unit he join are unable to travel in a transport, instead electing to run full-speed across the battlefield.
Backstory
It's rumored that the once-promising Captain Scaevola is the only member of the Death Company ever to return after being visited by High Chaplain Astorath. He Chaplain believes the luck Scaevola has shown in battle favors him with the emperor, and is loathed to put him to death. As such, he's held in the tower of the lost, and only dispatched in the most grave, and dangerous of battles.
Scaevola never saw battle in the crimson armor of the assault marines, instead falling victim to the red thirst prior to his first campaign. Some believe he's favored within the chapter, showing an unmatched level of attunement with the primarch, others fear Scaevola's ability to drive marines into rage, threatening the future of the Blood Angels.
He wears a special set of artificer armor normally reserved for the Sanguinary Guard. The pure, white wings honoring Sanguinius have been replaced with skeletal, bone armatures that jut from the ebony armor. He throws himself into battle, always leading doomed units into battle.
Since this one is DC, I understand. But why must every fan character have feel no pain?
(Changed his name, so it sounded a bit more defferent, yet alot more similar )
-still working on his background-
Points: 225
Ws-6 Bs-5 S-4 T-4 W-3 I-6 A-3 Ld-10 Sv-3+
Type Infantry(Character)
Unit Composition: 1 (Unique)
Wargear: Power Armour, Frag Grenades, Krak Grenades, Sigil of Corruption, Duellist's Buckler, Banshee's Wail, Pleasure's Embrace
Duellist's Buckler: A small, light shield that is usually held in one's fist, unless you wear a sturdy suit of power or tactical dreadnought armour; then it is attached to ones wrist. Its size makes it inefficient at stopping ranged attacks, but in melee it is more than capable of deflecting a blow Against attacks with the melee special rule, a model armed with a Duellist's Buckler gain +1 to their armour and invulnerable saves
Pleasure's Embrace: This daemon-forged whip contains the essence of 6 daemonettes. To be caught in one of its 6 lashes is to experience an overload of the senses. Woe be told the unfortunate one you gets entangled in all 6 writhing lashes... Pleasure's Embrace has the following profile:
Range - Str User AP 3 Type Melee, Shred, Rending, Concussive, Blind, Daemon Weapon
Banshee's Wail: This daemon-infused noise weapon assails not the mortal senses of the body, but the actual soul itself...
Range Template Str 4 AP 3 Type Assault 1, Soul Blaze
Special Rules: Champion of Chaos, Fearless, Mark of Slaanesh, Veterans of the Long War, Independent Character, Hatred (Khorne), Duellist's Wrath
Duellist's Wrath: Lusius is able to re-roll all to wound rolls when he is in a challenge
Warlord Trait: Exalted Champion
Lord of Decadence: Noise Marines are troop choices in a Primary Detachment that includes Lusius.
(his name is pronounces loo-see-us, by the way, not loo-sh-us, it is a real name )
-still working on his background-
Points: 225
Ws-6
Bs-5
S-4
T-4
W-3
I-6
A-3
Ld-10
Sv-3+
Type Infantry(Character)
Unit Composition: 1 (Unique)
Wargear:
Power Armour, Frag Grenades, Krak Grenades, Sigil of Corruption, Duellist's Buckler, Banshee's Wail, Pleasure's Embrace
Duellist's Buckler:
A small, light shield that is usually held in one's fist, unless you wear a sturdy suit of power or tactical dreadnought armour; then it is attached to ones wrist. Its size makes it inefficient at stopping ranged attacks, but in melee it is more than capable of deflecting a blow Against attacks with the melee special rule, a model armed with a Duellist's Buckler gain +1 to their armour and invulnerable saves
Pleasure's Embrace:
This daemon-forged whip contains the essence of 6 daemonettes. To be caught in one of its 6 lashes is to experience an overload of the senses. Woe be told the unfortunate one you gets entangled in all 6 writhing lashes... Pleasure's Embrace has the following profile:
Range - Str User AP 3 Type Melee, Shred, Rending, Concussive, Blind, Daemon Weapon
Banshee's Wail:
This daemon-infused noise weapon assails not the mortal senses of the body, but the actual soul itself...
Range Template Str 4 AP 3 Type Assault 1, Soul Blaze
Special Rules:
Champion of Chaos, Fearless, Mark of Slaanesh, Veterans of the Long War, Independent Character, Hatred (Khorne), Duellist's Wrath
Duellist's Wrath:
Lusius is able to re-roll all to wound rolls when he is in a challenge
Warlord Trait:
Exalted Champion
Lord of Decadence: Noise Marines are troop choices in a Primary Detachment that includes Lusius.
I like it, but isn't he a bit like Lucius the Eternal... I mean, he's so alike. Even almost the same name.
Senneth Sithrasion is in all essence the usual Archon of the Dark Eldar. He's cruel, violent, sadistic, evil, arrogant and prideful. He considers all other beings inferior to himself... save for one.
It was during a raid on a little Imperial backwater of a planet where Senneth fell afoul of the Farseer Nikeas. The powerful Saim-Hann Farseer confronted Senneth at the triumph of the raid, where the Archon and his entourage were pillaging the Imperial palace. Nikeas revealed that she had lured the Archon and his Kabal there to eliminate them and thus save her Craftworld from an attack by them in the near future. Furious, and hearing the sounds of the ambushers being ambushed above him, Senneth attacked her, only to be foiled as the Farseer seemingly vanished into thin air, eluding his vengeance, for now.
His Kabal shattered, and only a few hundred Warriors remaining at his command, Senneth renamed his force the Bloody Vengeance and set out to chase down Nikeas and pay her back. Thus, he has taken upon the aspect of an assassin, a hunter in the darkness. Now, Saim-Hann is hearing whispers on the wind of the name Senneth Sithrasion, and they are only just realising that they might have simply exchanged one doom, for another...
WS7 BS7 S3 T3 W3 I7 A4 Ld10 Sv5+
Points Cost: 170
Wargear
Kabalite armour, plasma grenades, haywire grenades, splinter pistol
Shadowstrike: Senneth wields a blade made of solidified smoke. It is an AP3 melee weapon with the Rending special rule. In addition, any model that suffers an unsaved Wound from Shadowstrike has -1 Attacks and Weapon Skill for the next assault phase.
Venomtouch: A modified venom blade, Senneth wields this weapon alongside Shadowstrike. It is a Poisoned (2+) melee weapon. In addition, any model that suffers an unsaved Wound from Venomtouch suffers an extra D3 Poisoned 4+ AP- hits at the start of the next assault phase.
Senneth may wield either of these weapons separately, following their normal rules, or together, making his attacks Poisoned 3+ and AP3, as well as conferring both secondary bonuses from his weapons. He will not gain +1 Attacks for two close combat weapons, though.
Special Rules
Power from Pain, Fleet, Night Vision,, Independant Character, Hatred (Eldar)
Bloody Vengeance: If an army includes Senneth, it may not take another Archon or Succubus (including special character versions of these). In addition, Kabalite Trueborn, Razorwing Jetfighters and Voidraven Bombers are a 0-1 choice. In exchange for this, all friendly Dark Eldar units with the Fleet special rule may move an extra inch in the shooting phase and assault after running.
Under Cover of Night: Perfecting the role of assassin, an army including Senneth automatically forces Night Fighting on the first turn.
Lord of Assassins: If in a challenge, Senneth may reroll any failed to Hit and to Wound results. In addition, for any challenge Senneth wins, he gains +1 Attacks during the next round of combat. This effect does stack, so if Senneth wins two challenges in a row, he will have +2 Attacks for the next round of combat! In addition to this, all successful to Hit rolls against him must be re-rolled.
Venerable Capitan Drakassi.............................................................300
WS 6
BS 4
S 6(8)
F 13
S 12
R 10
I 5
A 4
HP 4
Unit Type: Walker
Wargear:
Searchlight
Smoke Launcher
The Iron Carapace
Weapons:
Master-crafted relic blade (+2 strength ap2 fleshbane)
Dreadnought Talon (+1 attack Included)
2x Heavy Flamers
Special Rules:
Blood frenzy: for every successful attack made Drakassi makes another attack (no Blood Frenzy on Blood Frenzy attacks)
Red Vision: Drakassi is nigh-blinded by fury and therefore if engaged in a melee containing any units from his own army on a roll of 4+ he attacks his own troops with half(rounded up) of his attacks.
Fleet
Venerable: (As in C:SM)
Hatred: CSM Relic of the Chapter: When destroyed leave Drakassi on the table. He then becomes an extra objective for the controlling players’ side.
Capitan of the Ice Drakes 4th Company during their campaign around the Eye of Terror, liberating dozens of worlds from chaos control. It was during a ground assault on a corrupted Hiveworld in the Nemesis sub-sector that their strike cruiser Divine Redemption was shot out of low orbit, and all remaining munitions and marines were evacuated via Drop Pod. Stuck fighting a groundwar without hope of reinforcement the company fought on all the harder against the cultists. It was during this campaign that Capitan Drakassi was felled by an ambush. His soldiers fought to reclaim his body, finding him in a comatose state activated by his sus-an membrane. Working feverishly for days the company apothecary was unable to bring him out of it. The company techmarine was the one who finally came up with the idea of interring him in the chapters most ancient relic, the Iron Carapace, a Dreadnought carapace designed to wreck havoc in close quarters. Upon his interment he resumed command of the company in these most dire of situations, though he leads with vengeance and hatred against his enemies, recklessly attacking anything within arms reach.
Automatically Appended Next Post: Got another one for you:
Mal'in, Chosen of Malice and chapter master of the Consecrators chapter
HQ for any C:SM or C:CSM as he is excommunicate traitorous but fights in the emperors name to this day.
WS 6
BS 5
S 4
T 4
Wo 4
I 6
Ld 10
Sv: 2+/3++
Wargear:
Mace of Malice (+2 strength Ap 3 unwieldy)
Shield of Fury (counts-as storm shield compacted into a combat shield with some archaic knowledge from centuries ago.)
Nitrogen-cooled Plasma Pistol (Rg:12" S6 AP2)
Mark of Malal (Hatred: Chaos)
Special Rules:
ATSKNF Champion of Malal: Mal'in must accept any challenge and must issue a challenge whenever fighting forces of chaos
Whirlwind of fury: Mal'in fights with blinding speed and efficiency. Whenever he kills a combatant in Close Combat he gets an extra attack in that attack phase.
Fearless
Excommunicate Traitorous: May not fight alongside any C:SM chapters loyal to the Emperor, as they consider him to be chaos filth.
Unknown points
Based around the Forgotten Chaos God Malal or Malice, who exists to oppose the will of the other gods of chaos and was dropped whenever GW took over the franchise, the Consecrators like the number 11 and blood rituals including cannibalism and human sacrifice. Came to blows and bested some SoB over these rituals and where therefore excommunicated.
(his name is pronounces loo-see-us, by the way, not loo-sh-us, it is a real name )
-still working on his background-
Points: 225
Ws-6
Bs-5
S-4
T-4
W-3
I-6
A-3
Ld-10
Sv-3+
Type Infantry(Character)
Unit Composition: 1 (Unique)
Wargear:
Power Armour, Frag Grenades, Krak Grenades, Sigil of Corruption, Duellist's Buckler, Banshee's Wail, Pleasure's Embrace
Duellist's Buckler:
A small, light shield that is usually held in one's fist, unless you wear a sturdy suit of power or tactical dreadnought armour; then it is attached to ones wrist. Its size makes it inefficient at stopping ranged attacks, but in melee it is more than capable of deflecting a blow Against attacks with the melee special rule, a model armed with a Duellist's Buckler gain +1 to their armour and invulnerable saves
Pleasure's Embrace:
This daemon-forged whip contains the essence of 6 daemonettes. To be caught in one of its 6 lashes is to experience an overload of the senses. Woe be told the unfortunate one you gets entangled in all 6 writhing lashes... Pleasure's Embrace has the following profile:
Range - Str User AP 3 Type Melee, Shred, Rending, Concussive, Blind, Daemon Weapon
Banshee's Wail:
This daemon-infused noise weapon assails not the mortal senses of the body, but the actual soul itself...
Range Template Str 4 AP 3 Type Assault 1, Soul Blaze
Special Rules:
Champion of Chaos, Fearless, Mark of Slaanesh, Veterans of the Long War, Independent Character, Hatred (Khorne), Duellist's Wrath
Duellist's Wrath:
Lusius is able to re-roll all to wound rolls when he is in a challenge
Warlord Trait:
Exalted Champion
Lord of Decadence: Noise Marines are troop choices in a Primary Detachment that includes Lusius.
I like it, but isn't he a bit like Lucius the Eternal... I mean, he's so alike. Even almost the same name.
He is, a bit. Lusius's fluff (that I've competed) also has him being part of the Emperor's Children's Gladiatorial matches.
And I tried to get a better name, but I loved Lucius so much, so I used the closest name to it, Lusius.
Came up with some more characters for my Ice Drakes 4th company lemmie know what you all think!
Spoiler:
Chaplain Ant’en……………………………..135
Ws 5
Bs 4
S 5
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/4++
Wargear:
Righteous Fury: Counts at a master-crafted Crozius Arcanum
Bolt pistol
Rosarius
Jump Pack
Cybernetic Torso: Grants +1 strength
Frag/krak grenades
Power armor
Special rules:
Independent character, ATSKNF, Honor of the chapter, fearless, liturgies of battle
Chplain Ant’en was attacked to the Ice Drakes 4th company during their tour in the Nemesis sub-sector, and was onboard the Divine Redemption when it was destroyed by a Chaos Space Marine strike cruiser in a surprise attack. He ordered the immediate evacuation of every able-bodied marine and all ammunition stores onboard. He then led the ground charge of the new reinforcements, attached to the 4ths assault squad Vent’o. Decades ago on his first campaign as a chaplain around the Eye, the chaplain took a direct hit from an armor-piercing rocket while defending a hive world in the Sentinel sector, which destroyed most of his torso. Ant’en refused to go down so easily however, and rose, inspiring those around him with his righteous fury. He took untold number of cultists before finally falling to his wounds. Still, he was too stubborn to die and demanded to fight on. The company techmarines completely rebuilt his upper torso and most of both arms, making him stronger and more resilient, and his spirit has become stronger.
Epistolary Librarian Nanto……………………………215
Ws 5
Bs 4
S 4
T 4
I 4
W 2
A 2
Ld 10
Sv 2+/3++
Wargear:
Terminator armor
Storm Shield
Force sword
Psychic hood
Psychic Shade: grants mastery level 3 and cannot be killed and must always be as close to Nanto as possible. For game purposes move him the minimum distance away for purposes of CC.
Special Rules: ATSKNF, IC, CT, Psyker, Bulky.
Epistolary Nanto was a part of Capitan Drakassi’s counsel during the campaign around the Eye, as well as a squad of 1st company Terminators. They had been teleported planetside during the battle in the Nemesis subsector, and had been in the thick of the fight, slaughtering cultists, renegade guardsmen and Chaos Marines with unending terror. It was only upon the Chaos retreat that they were made known of the fate of the 4th’s strike cruiser. Try as he might, Nanto was unable to telepathically send a message to Chief Librarian of the Ice Drakes, so he sent out a Psychic Scream, hoping anybody would hear and come to aid. He also attempted to open a Gate of Infinity to the Fortress-ship of the Ice drakes. He never made it, the warp was able to push in and collapse the Gate, and Nanto only just escaped with his life. However the journey was not for naught. During his time in the warp Nanto saved the soul of a long-forgotten Psyker who has forever since watched over Nanto, boosting his Psychic Prowess.
Veteran Sgt. Dak………………………………..+20 pts (replaces term. Sargent)
Ws 4
Bs 4
S 4
T 4
W 2
I 4
A 2/3
Ld 9
Sv 2+/5++
Wargear
Terminator Armor
Twin lightning claws
Special Rules: ATSKNF, CS, CT, Bulky
Sgt. Dak was assighed to the 1st company 2nd Terminator squad, a designated assault squad, which was later assigned to be Epistolary Nanto’s retinue. A long-time veteran he has learned to take brutal punishment and keep moving under any circumstances.
Veteran Sgt. Ven’to…………………………………………..+40 pts (Replaces assault sgt.)
Ws 5
Bs 4
S 4
T 4
W 1
I 4
A 2/3
Ld 9
Sv 3
Wargear:
Frag/krak grenades
Power armor
Inferno Pistol (6”, s8 ap1, melta)
Power Sword
Melta bombs
Jump pack
A veteran of untold campaigns, Ven’to has bested thousands of opponents in combat and his skill with a blade rivals even that of a space marine Capitan. He leads his assault squad into the heart of battle and strikes with unmatched fury. He was recruited alongside Ant’en, later to become the company Chaplain, and they are often found sparring and sharing in rituals when not fighting alongside one-another on the battlefield.
Thatguyhsagun wrote: Came up with some more characters for my Ice Drakes 4th company lemmie know what you all think!
Spoiler:
Chaplain Ant’en……………………………..135
Ws 5
Bs 4
S 5
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/4++
Wargear:
Righteous Fury: Counts at a master-crafted Crozius Arcanum
Bolt pistol
Rosarius
Jump Pack
Cybernetic Torso: Grants +1 strength
Frag/krak grenades
Power armor
Special rules:
Independent character, ATSKNF, Honor of the chapter, fearless, liturgies of battle
Chplain Ant’en was attacked to the Ice Drakes 4th company during their tour in the Nemesis sub-sector, and was onboard the Divine Redemption when it was destroyed by a Chaos Space Marine strike cruiser in a surprise attack. He ordered the immediate evacuation of every able-bodied marine and all ammunition stores onboard. He then led the ground charge of the new reinforcements, attached to the 4ths assault squad Vent’o. Decades ago on his first campaign as a chaplain around the Eye, the chaplain took a direct hit from an armor-piercing rocket while defending a hive world in the Sentinel sector, which destroyed most of his torso. Ant’en refused to go down so easily however, and rose, inspiring those around him with his righteous fury. He took untold number of cultists before finally falling to his wounds. Still, he was too stubborn to die and demanded to fight on. The company techmarines completely rebuilt his upper torso and most of both arms, making him stronger and more resilient, and his spirit has become stronger.
Epistolary Librarian Nanto……………………………215
Ws 5
Bs 4
S 4
T 4
I 4
W 2
A 2
Ld 10
Sv 2+/3++
Wargear:
Terminator armor
Storm Shield
Force sword
Psychic hood
Psychic Shade: grants mastery level 3 and cannot be killed and must always be as close to Nanto as possible. For game purposes move him the minimum distance away for purposes of CC.
Special Rules: ATSKNF, IC, CT, Psyker, Bulky.
Epistolary Nanto was a part of Capitan Drakassi’s counsel during the campaign around the Eye, as well as a squad of 1st company Terminators. They had been teleported planetside during the battle in the Nemesis subsector, and had been in the thick of the fight, slaughtering cultists, renegade guardsmen and Chaos Marines with unending terror. It was only upon the Chaos retreat that they were made known of the fate of the 4th’s strike cruiser. Try as he might, Nanto was unable to telepathically send a message to Chief Librarian of the Ice Drakes, so he sent out a Psychic Scream, hoping anybody would hear and come to aid. He also attempted to open a Gate of Infinity to the Fortress-ship of the Ice drakes. He never made it, the warp was able to push in and collapse the Gate, and Nanto only just escaped with his life. However the journey was not for naught. During his time in the warp Nanto saved the soul of a long-forgotten Psyker who has forever since watched over Nanto, boosting his Psychic Prowess.
Veteran Sgt. Dak………………………………..+20 pts (replaces term. Sargent)
Ws 4
Bs 4
S 4
T 4
W 2
I 4
A 2/3
Ld 9
Sv 2+/5++
Wargear
Terminator Armor
Twin lightning claws
Special Rules: ATSKNF, CS, CT, Bulky
Sgt. Dak was assighed to the 1st company 2nd Terminator squad, a designated assault squad, which was later assigned to be Epistolary Nanto’s retinue. A long-time veteran he has learned to take brutal punishment and keep moving under any circumstances.
Veteran Sgt. Ven’to…………………………………………..+40 pts (Replaces assault sgt.)
Ws 5
Bs 4
S 4
T 4
W 1
I 4
A 2/3
Ld 9
Sv 3
Wargear:
Frag/krak grenades
Power armor
Inferno Pistol (6”, s8 ap1, melta)
Power Sword
Melta bombs
Jump pack
A veteran of untold campaigns, Ven’to has bested thousands of opponents in combat and his skill with a blade rivals even that of a space marine Capitan. He leads his assault squad into the heart of battle and strikes with unmatched fury. He was recruited alongside Ant’en, later to become the company Chaplain, and they are often found sparring and sharing in rituals when not fighting alongside one-another on the battlefield.
Thatguyhsagun wrote: Came up with some more characters for my Ice Drakes 4th company lemmie know what you all think!
Spoiler:
Chaplain Ant’en……………………………..135
Ws 5
Bs 4
S 5
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/4++
Wargear:
Righteous Fury: Counts at a master-crafted Crozius Arcanum
Bolt pistol
Rosarius
Jump Pack
Cybernetic Torso: Grants +1 strength
Frag/krak grenades
Power armor
Special rules:
Independent character, ATSKNF, Honor of the chapter, fearless, liturgies of battle
Chplain Ant’en was attacked to the Ice Drakes 4th company during their tour in the Nemesis sub-sector, and was onboard the Divine Redemption when it was destroyed by a Chaos Space Marine strike cruiser in a surprise attack. He ordered the immediate evacuation of every able-bodied marine and all ammunition stores onboard. He then led the ground charge of the new reinforcements, attached to the 4ths assault squad Vent’o. Decades ago on his first campaign as a chaplain around the Eye, the chaplain took a direct hit from an armor-piercing rocket while defending a hive world in the Sentinel sector, which destroyed most of his torso. Ant’en refused to go down so easily however, and rose, inspiring those around him with his righteous fury. He took untold number of cultists before finally falling to his wounds. Still, he was too stubborn to die and demanded to fight on. The company techmarines completely rebuilt his upper torso and most of both arms, making him stronger and more resilient, and his spirit has become stronger.
Epistolary Librarian Nanto……………………………215
Ws 5
Bs 4
S 4
T 4
I 4
W 2
A 2
Ld 10
Sv 2+/3++
Wargear:
Terminator armor
Storm Shield
Force sword
Psychic hood
Psychic Shade: grants mastery level 3 and cannot be killed and must always be as close to Nanto as possible. For game purposes move him the minimum distance away for purposes of CC.
Special Rules: ATSKNF, IC, CT, Psyker, Bulky.
Epistolary Nanto was a part of Capitan Drakassi’s counsel during the campaign around the Eye, as well as a squad of 1st company Terminators. They had been teleported planetside during the battle in the Nemesis subsector, and had been in the thick of the fight, slaughtering cultists, renegade guardsmen and Chaos Marines with unending terror. It was only upon the Chaos retreat that they were made known of the fate of the 4th’s strike cruiser. Try as he might, Nanto was unable to telepathically send a message to Chief Librarian of the Ice Drakes, so he sent out a Psychic Scream, hoping anybody would hear and come to aid. He also attempted to open a Gate of Infinity to the Fortress-ship of the Ice drakes. He never made it, the warp was able to push in and collapse the Gate, and Nanto only just escaped with his life. However the journey was not for naught. During his time in the warp Nanto saved the soul of a long-forgotten Psyker who has forever since watched over Nanto, boosting his Psychic Prowess.
Veteran Sgt. Dak………………………………..+20 pts (replaces term. Sargent)
Ws 4
Bs 4
S 4
T 4
W 2
I 4
A 2/3
Ld 9
Sv 2+/5++
Wargear
Terminator Armor
Twin lightning claws
Special Rules: ATSKNF, CS, CT, Bulky
Sgt. Dak was assighed to the 1st company 2nd Terminator squad, a designated assault squad, which was later assigned to be Epistolary Nanto’s retinue. A long-time veteran he has learned to take brutal punishment and keep moving under any circumstances.
Veteran Sgt. Ven’to…………………………………………..+40 pts (Replaces assault sgt.)
Ws 5
Bs 4
S 4
T 4
W 1
I 4
A 2/3
Ld 9
Sv 3
Wargear:
Frag/krak grenades
Power armor
Inferno Pistol (6”, s8 ap1, melta)
Power Sword
Melta bombs
Jump pack
A veteran of untold campaigns, Ven’to has bested thousands of opponents in combat and his skill with a blade rivals even that of a space marine Capitan. He leads his assault squad into the heart of battle and strikes with unmatched fury. He was recruited alongside Ant’en, later to become the company Chaplain, and they are often found sparring and sharing in rituals when not fighting alongside one-another on the battlefield.
Nice work, for what I read.
thanks! I just moved and around here everyone has backstory and converted models so I decided to give it a go
Capitan Drakassi (pre-internment)………………………….215
Ws 6
Bs 5
S 4
T 4
W 4
I 5
A 3
Ld 10
Sv 2+/4++
Wargear:
Terminator Armor
Fist of Flame: This ancient relic consists of an arm-mounted heavy flamer similar to the Gauntlet of the Forge used by Vulkan He’stan.
Relic Lightning Claw: Master-crafted lightning claw
Mag-loc storm bolter: can be used in place of flamer.
Iron Halo
Special Rules: ATSKNF, IC, CT, Bulky
Everlasting Flame: The promethium specially refined to be used within the Fist of Flame sticks to any surface it contacts. Any model that takes a wound from the Fist of Flame continues burning, and must make a save every further turn until a 6 is rolled, at which time the flame burns out or is otherwise quenched.
My joke character:
Can only be used in games of 3k points or more
The Dude.......................1300
Troops choice for any C:SM army
ws 8
bs 8
s 8
t 8
w 8
I 8
a 8
ld 10
sv 2+/3++
Wargear:
The dudes bold pistol (S7 AP 3 assault 2d6 24")
The dude chainsword (Armorbane, fleshbane, rending, 2d6 to Armor penetration)
Dude armor (FNP, EW, 3++)
Dude Grenades: s 6 ap 4 small blast assault 1d6 12"
Anti-armor dude grenades: S10 ap 1 assault 1d6 12"
Rocket Boots: counts as jump pack
Special Rules:
Ew, FNP, Hit-and-run, Fleet
Army of One: The Dude will never die until the mission is completed. As long as there is one objective unclaimed by his side roll a d6 when The Dude is killed. On a 1-2 nothing happens. 3-4 he comes back with half his wounds. 5+ he comes back with half his wounds and instantly charges the nearest enemy unit within 12". This can only be used once.
Ever Powerful: The Dude will always strike first, and all attacks ignore armor and invulnerable saves.
Always gets the girl: The Dude always gets the girl. as long as he is within 6" of an objective he auto passes all Ld Checks.
Like a Boss: The dude can fire his pistol twice at a unit up to 12" away
Cool Guys Don't Look at Explosions: When the dude throws a grenade or destroys a vehicle he automatically runs 2d6" in the opposite direction
Kill 'em All: Every kill The Dude makes he gets another attack/shot.
Trollz for the Troll godz: roll a d6 at the start of the game, and the following happens to your army:
1: Cherry bombs: 2d6 s7 ap4 small blasts go off in your ranks and do not scatter (Placed by enemy)
2: I've got your gear!!: All IC's on the owners side not attached to a squad must chase after The Dude until they make it to base contact with him, and count as being armed with fists (S: as user, AP-) until they take their gear back
3: friendly fire doesn't count! 15 basic marines from any squad make an armor save (Chosen by the enemy) as the dude fires upon his own side.
4: Bucket o' water: All vehicles lose 1 HP unless they are "amphibious"
5: Sabotage: The entire army is delayed by a gremlin set off in the armory, and only the dude may be deployed everything else is removed and placed in reserve.
6: Poppin' caps: The dude was too busy to pull a prank, maybe next game
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Acting Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 5 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine) I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind), Boundless Wisdom
Wargear Spear of Sunderment, Frag grenades, krak grenades
Spear of Sunderment The spear of Sunderment is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of Fortitude "The amulet of fortitude is a rare Eldar Artifact that would normaly made a fullblood eldar Eternal, however Sarah is only a halfblood, so she cannot channel the amulets true power"
The Amulet of Fortitude give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile [i]"Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature" Agile confers a 4+ invunerable against everything, exept a 6+ invunerable save against blast/template weapons. Agile also give Sarah the Jink 5+ Special rule.
Maybe jink is abit overkill?
Boundless Wisdom At the start of the game, after deployment, roll a D6 and confer to the following Chart:
Sarah and her unit gets the following universal special rule:
1-2 = Move though Cover
2-4 = Counterattack
5-5 = Havent figured this one out jet
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
(im sorry for my bad english, im tired and not good at spelling..)
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 6 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine). Gave her abit higher Initiative (because she is agile, due to her half eldar nature). I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind)
Wargear Spear of ******** (dunno what to name it), Frag grenades, krak grenades
Spear of ********* The spear of ****** is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of ******** The Amulet of ***** give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature Agile confers a 3+ invunerable against everything, exept a 5+ invunerable save against blast/template weapons. Agile also give Sarah the move though cover and counterattack special rule.
Im thinking about making the Invosave 4+ instead and giving her the Jink special rule instead. Also, maybe Counterattack is abit exessive (shes getting alot of special rules :/)
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
Becuase the is half eldar, shes pretty damn intelectual. maybe giving her a Tactic wise rule?
(im sorry for my bad english, im tired and not good at spelling..)
Regards Serth
Points wise I'd be fine with around 200-215 ish, that 3++ is going to be used quite a bit with a 5+ sv, but you dropped the toUghness/strength as well as the sv, but to be honest at I 6 ws 7 s 5 this thing is a melee machine. Hell I'll bet even St. Celestine wouldn't wanna get in a cat fight with her but stupid puns aside, I like the half-Eldar deal and would love to see the fluff as to how she was allowed to take over the entire dark angles company. Maybe call it the Spear of Sunderment? Amulet of fortitude? Maybe give her the Chapter (or in this case company) tactics rule 'Boundless Wisdom' that allows her units to take a specialization (tank hunters, infiltrators ect.) on the roll of a D6 before game, or just make all infantry units count as scoring (but for that up the cost, I'd love it if I could sit my fexes on an objective and just watch someone attempt to move them off) and on the whole 4++ thing, might be a good idea, the GK assassins have super reflexes and only get a 4++, and the death-cults only a 5++ so it would make more sense. Maybe even make her a psychic level 1, with a power to boost a squads effectiveness, because every bolter shot counts (or in her case every stab in the chest). Hope my babbling helped you in some way
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 6 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine). Gave her abit higher Initiative (because she is agile, due to her half eldar nature). I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind)
Wargear Spear of ******** (dunno what to name it), Frag grenades, krak grenades
Spear of ********* The spear of ****** is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of ******** The Amulet of ***** give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature Agile confers a 3+ invunerable against everything, exept a 5+ invunerable save against blast/template weapons. Agile also give Sarah the move though cover and counterattack special rule.
Im thinking about making the Invosave 4+ instead and giving her the Jink special rule instead. Also, maybe Counterattack is abit exessive (shes getting alot of special rules :/)
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
Becuase the is half eldar, shes pretty damn intelectual. maybe giving her a Tactic wise rule?
(im sorry for my bad english, im tired and not good at spelling..)
Regards Serth
I don't know a single way this could ever be allowed in the fluff in any circumstances ever. If you want to use it, you have to 100% ignore all DA fluff. They are space marines, so the only way a female would be part of them was if she was an inquisitor joining on a campaign. In addition to that she is HALF-ELDAR! The DA are the most xenophobic chapter in almost the entire Imperium. Someone who is half-xeno half-man would NEVER be allowed in, and would be slaughtered if he so far as looked at the Dark Angels chapter.
Iron Halo.Master Crafted Artificer Armor. Power Sword.and Storm-shield, Frag Grenades, Melta-Bombs, Bolter
Special Rules: Independent Character, Lord of Iron, Iron Doctrine(gives all troop and elite unites in your army Ranks of Iron) Stubborn, Eternal Warrior, Arsenal of Iron( allows your tactical marines to replace their bolters with combat shields and chainswords)
Ranks of Iron: as long as each model in a unit with the Ranks of Iron special rule are in base to base contact with at least one other model, they gain +1 T and are fearless. in addition, as long as at least one model in the unit has the Lord of Iron special rule, all models have an 3+ invulnrable save and feel no pain
Lord of Iron- can be given to any vet. sargeant or squad leader for 15 points
Iron Halo.Master Crafted Artificer Armor. Power Sword.and Storm-shield, Frag Grenades, Melta-Bombs, Bolter
Special Rules: Independent Character, Lord of Iron, Iron Doctrine(gives all troop and elite unites in your army Ranks of Iron) Stubborn, Eternal Warrior, Arsenal of Iron( allows your tactical marines to replace their bolters with combat shields and chainswords)
Ranks of Iron: as long as each model in a unit with the Ranks of Iron special rule are in base to base contact with at least one other model, they gain +1 T and are fearless. in addition, as long as at least one model in the unit has the Lord of Iron special rule, all models have an 3+ invulnrable save and feel no pain
Lord of Iron- can be given to any vet. sargeant or squad leader for 15 points
just... no. 3+/3++ marines for 15 pts? or a 5++ in place of a bolter? the combat shield thing, maybe at 10 ppm, but not for free. Sure less ranged punch but a tactical marine who eats that lascannon shot is absurdly OPimho. Lord of Iron is wayyyy underpriced. Vanguard vets get a storm shield for +15 pts, that's the 3++ and another 5-10 for fnp per unit. Not 15 pts for 10 space marines that are as bad as termies. aside from the Lord of Iron and the Arsenal of Iron (id make it at least a 5 ppm upgrade) the character looks pretty good, drop a wound, drop EW (lets face it unless a demolisher drops on the thing hes safe) up the initiative to 5 for a base Capitan, id say wrap it in a neat bow and price it around 220, maybe drop the SS because you already have a Lord of Iron that gives you a 3++ and FnP (makes sense on a captain, not on a dude with a bolter) if you keep lord of iron as an upgrade for sgts only id agree with the +15 pts, but otherwise at least a +15 ppm if its for an entire unit. double the price per marine but if I could get away with it I would go for it.
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 6 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine). Gave her abit higher Initiative (because she is agile, due to her half eldar nature). I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind)
Wargear Spear of ******** (dunno what to name it), Frag grenades, krak grenades
Spear of ********* The spear of ****** is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of ******** The Amulet of ***** give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature Agile confers a 3+ invunerable against everything, exept a 5+ invunerable save against blast/template weapons. Agile also give Sarah the move though cover and counterattack special rule.
Im thinking about making the Invosave 4+ instead and giving her the Jink special rule instead. Also, maybe Counterattack is abit exessive (shes getting alot of special rules :/)
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
Becuase the is half eldar, shes pretty damn intelectual. maybe giving her a Tactic wise rule?
(im sorry for my bad english, im tired and not good at spelling..)
Regards Serth
I don't know a single way this could ever be allowed in the fluff in any circumstances ever. If you want to use it, you have to 100% ignore all DA fluff. They are space marines, so the only way a female would be part of them was if she was an inquisitor joining on a campaign. In addition to that she is HALF-ELDAR! The DA are the most xenophobic chapter in almost the entire Imperium. Someone who is half-xeno half-man would NEVER be allowed in, and would be slaughtered if he so far as looked at the Dark Angels chapter.
Ordo Hereticus Inquisitor attached to the DA to help search for the fallen. Nailed it.
Thanks alot for the feedback Thatguyhsagun and LlamaAgility! I really appreciate it
i updated my old post, take a look!
so here is what i have done!
I made her "acting company Master""
Lowered her Initiative to 5 (like a normal Company Master)
Added the "boundless wisdom" special rule.
Removed Move though cover and counterattack special rule and added Jink 5+ (to much?) from Agile.
I lowered the Invosave from Agile to 4+/6+
i also named the spear Spear of Sunderment, and the Amulet to amulet of fortitude. (ty Thatguyhsagun!)
I have not come very far fluff wise other than lowering her to "acting company master" and decided she will not be a member of the inner circle.
What do guys think?
I am aware that making her eldar/human is abit odd but i really wanna try making it work fluffwise. There is a actually GW record of this. here is a pic from an old warhammer rulebook (from roguetrader i think):
like LlamaAgility said fluffwise the DA would kill her on sight, maybe make her an inquisitor using the advanced eldar psychic prowess to hunt out the echos of the Fallen so they can be "acquired for retribution," it would make more sense that way. otherwise the DE would be all KILL THE XENOS STABBY STABBY DAKKA DAKKA! on her
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 6 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine). Gave her abit higher Initiative (because she is agile, due to her half eldar nature). I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind)
Wargear Spear of ******** (dunno what to name it), Frag grenades, krak grenades
Spear of ********* The spear of ****** is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of ******** The Amulet of ***** give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature Agile confers a 3+ invunerable against everything, exept a 5+ invunerable save against blast/template weapons. Agile also give Sarah the move though cover and counterattack special rule.
Im thinking about making the Invosave 4+ instead and giving her the Jink special rule instead. Also, maybe Counterattack is abit exessive (shes getting alot of special rules :/)
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
Becuase the is half eldar, shes pretty damn intelectual. maybe giving her a Tactic wise rule?
(im sorry for my bad english, im tired and not good at spelling..)
Regards Serth
I don't know a single way this could ever be allowed in the fluff in any circumstances ever. If you want to use it, you have to 100% ignore all DA fluff. They are space marines, so the only way a female would be part of them was if she was an inquisitor joining on a campaign. In addition to that she is HALF-ELDAR! The DA are the most xenophobic chapter in almost the entire Imperium. Someone who is half-xeno half-man would NEVER be allowed in, and would be slaughtered if he so far as looked at the Dark Angels chapter.
Ordo Hereticus Inquisitor attached to the DA to help search for the fallen. Nailed it.
Yes, but I did say that it would possiblywork if she was an inquisitor. Also, the original version said "company master" so I was thinking 'bout that one too.
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 6 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine). Gave her abit higher Initiative (because she is agile, due to her half eldar nature). I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind)
Wargear Spear of ******** (dunno what to name it), Frag grenades, krak grenades
Spear of ********* The spear of ****** is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of ******** The Amulet of ***** give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature Agile confers a 3+ invunerable against everything, exept a 5+ invunerable save against blast/template weapons. Agile also give Sarah the move though cover and counterattack special rule.
Im thinking about making the Invosave 4+ instead and giving her the Jink special rule instead. Also, maybe Counterattack is abit exessive (shes getting alot of special rules :/)
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
Becuase the is half eldar, shes pretty damn intelectual. maybe giving her a Tactic wise rule?
(im sorry for my bad english, im tired and not good at spelling..)
Regards Serth
I don't know a single way this could ever be allowed in the fluff in any circumstances ever. If you want to use it, you have to 100% ignore all DA fluff. They are space marines, so the only way a female would be part of them was if she was an inquisitor joining on a campaign. In addition to that she is HALF-ELDAR! The DA are the most xenophobic chapter in almost the entire Imperium. Someone who is half-xeno half-man would NEVER be allowed in, and would be slaughtered if he so far as looked at the Dark Angels chapter.
Ordo Hereticus Inquisitor attached to the DA to help search for the fallen. Nailed it.
Yes, but I did say that it would possiblywork if she was an inquisitor. Also, the original version said "company master" so I was thinking 'bout that one too.
I know you did I was echoing your idea but yeah they would never allow a Halfling to be inducted as a battle-sister, much less a company master. Be safer to go with the inquisitor thing like llama said.
(remmember, she is half eldar! i have no idea how to make this work fluffwise, but lets skip that for now. I really need some feedback on the pricecost for her and if shes sane gamingwise)
Company Master Sarah
WSBS S T W I A LDSv 7 4 3 3 3 6 4 10 5+
Soo what i have done here is using the normal Dark angel company master and edited the stats. I lowered the BS and made the WS higher (shes more a close combat girl). I also Lowered the Str and Toughness (shes not a space marine). Gave her abit higher Initiative (because she is agile, due to her half eldar nature). I also gave her 1 extra Attack, and removed the pistol that the company master usually have.
Special rules Independent character, ATSKNF, Stubborn, Agile, Adamantium will (due to her eldar resistant mind)
Wargear Spear of ******** (dunno what to name it), Frag grenades, krak grenades
Spear of ********* The spear of ****** is a power weapon that confers a 2+ str in close combat with the armorbane special rule. The spear may also be thrown using the following Profile:
Throw: Assault 1
str 9, Ap 3
Amulet of ******** The Amulet of ***** give Sarah the Eternal Warrior special rules against attacks with str 7 or lower.
(I gave her this amulet simply becuase i dident want to get insta killed by a multilaser for example, due to her low toughness. Fluffwise, its an amulet that originaly confers the eternal warrior rule, but Sarah cant properly use it/its partialy broken so it only give EW to attacks over str 7.)
Agile Sarah is extremly agile capable of even dodging bullets, due to countless of years training, and her half eldar nature Agile confers a 3+ invunerable against everything, exept a 5+ invunerable save against blast/template weapons. Agile also give Sarah the move though cover and counterattack special rule.
Im thinking about making the Invosave 4+ instead and giving her the Jink special rule instead. Also, maybe Counterattack is abit exessive (shes getting alot of special rules :/)
Soo thats how long ive come soofar. Any tip on improvments? How much would this lady cost point wise?
Becuase the is half eldar, shes pretty damn intelectual. maybe giving her a Tactic wise rule?
(im sorry for my bad english, im tired and not good at spelling..)
Regards Serth
I don't know a single way this could ever be allowed in the fluff in any circumstances ever. If you want to use it, you have to 100% ignore all DA fluff. They are space marines, so the only way a female would be part of them was if she was an inquisitor joining on a campaign. In addition to that she is HALF-ELDAR! The DA are the most xenophobic chapter in almost the entire Imperium. Someone who is half-xeno half-man would NEVER be allowed in, and would be slaughtered if he so far as looked at the Dark Angels chapter.
Ordo Hereticus Inquisitor attached to the DA to help search for the fallen. Nailed it.
Yes, but I did say that it would possiblywork if she was an inquisitor. Also, the original version said "company master" so I was thinking 'bout that one too.
I know you did I was echoing your idea but yeah they would never allow a Halfling to be inducted as a battle-sister, much less a company master. Be safer to go with the inquisitor thing like llama said.
But the dark angels hate inqvisitors to, Especially ordo hereticus due to their dark past.
i Know this is abit odd, but maybe ill play a succesor chapter of the dark angels. Ill try to make it work fluffwise, if i fail. She will simly be an inqusitor groomed into the ranks of dark angels ranks.
But lets skip the Fluff for now, i need to make her playable. Is she sane for around 140pts?
I would persionally let you use her for 140-150ish, she could beat any opponent in melee but is gonna have a hard time getting there. So, in closing, yes 140 is sane imho
Special Rules:
Inner Circle
Deathwing Assault
Knight Master
Honorable Duelist
Warlord Trait - Hold at All Costs
The Huntsman's Axe: A master crafted power axe. At the begining of each fight sub-phase, you may choose to have Vihos Whiteblood make one less attack than he would normally be allowed. If you do so, the Huntsman's Axe looses unwieldy until the end of the turn.
Knight Master: Deathwing Knights may be taken as a troops choice instead of as an elite choice. Additionally, an army that includes Vihos Whiteblood may not include the following special characters: Belial, Sammael, Azreal.
Honorable Duelist: As long as Vihos is attached to a squad, no other character in that squad may accept any challenges.
Fluff: Vahos Whiteblood is the current Master of the 1st Company of the Storm Angels. As a youth, he was raised by the Allyack tribe on Aethos, a tribe renowned for their ferocity in battle. Rising through the ranks of the chapter, Vahos was always considered a talented, if brash, member of the chapter, advancing through the ranks despite his nature. Eventually, after the death of the previous Grand Master resulted in the position of the Master of the First Company to open, Vahos, then master of the 5th, was considered the prime candidate. After numerous trials, the final test, a 'spirit journey' which tested the resolve of the Master, was to take place. No-one save Vahos knows what he saw, be he emerged a changed man. His brashness was replaced with a grimness, and the once over-confident Master now seemed to be haunted by something. He is still reckless in battle, but instead lusting for glory, his actions can been seen as nearly suicidal, if some secret guilt drives him even moreso than the other unforgiven.
EDIT: Noticed I forgot to include Terminator Armor in his wargear. Fixed the error.
EDIT2: Forgot to include his ballistics skill.
Special Rules:
Inner Circle
Deathwing Assault
Knight Master
Honorable Duelist
Warlord Trait - Hold at All Costs
The Huntsman's Axe: A master crafted power axe. At the begining of each fight sub-phase, you may choose to have Vihos Whiteblood make one less attack than he would normally be allowed. If you do so, the Huntsman's Axe looses unwieldy until the end of the turn.
Knight Master: Deathwing Knights may be taken as a troops choice instead of as an elite choice. Additionally, an army that includes Vihos Whiteblood may not include the following special characters: Belial, Sammael, Azreal.
Honorable Duelist: As long as Vihos is attached to a squad, no other character in that squad may accept any challenges.
Fluff: Vahos Whiteblood is the current Master of the 1st Company of the Storm Angels. As a youth, he was raised by the Allyack tribe on Aethos, a tribe renowned for their ferocity in battle. Rising through the ranks of the chapter, Vahos was always considered a talented, if brash, member of the chapter, advancing through the ranks despite his nature. Eventually, after the death of the previous Grand Master resulted in the position of the Master of the First Company to open, Vahos, then master of the 5th, was considered the prime candidate. After numerous trials, the final test, a 'spirit journey' which tested the resolve of the Master, was to take place. No-one save Vahos knows what he saw, be he emerged a changed man. His brashness was replaced with a grimness, and the once over-confident Master now seemed to be haunted by something. He is still reckless in battle, but instead lusting for glory, his actions can been seen as nearly suicidal, if some secret guilt drives him even moreso than the other unforgiven.
I can dig it does he have a SM bike? It'd make sense as the "Knight Master" and all
Special Rules:
Inner Circle
Deathwing Assault
Knight Master
Honorable Duelist
Warlord Trait - Hold at All Costs
The Huntsman's Axe: A master crafted power axe. At the begining of each fight sub-phase, you may choose to have Vihos Whiteblood make one less attack than he would normally be allowed. If you do so, the Huntsman's Axe looses unwieldy until the end of the turn.
Knight Master: Deathwing Knights may be taken as a troops choice instead of as an elite choice. Additionally, an army that includes Vihos Whiteblood may not include the following special characters: Belial, Sammael, Azreal.
Honorable Duelist: As long as Vihos is attached to a squad, no other character in that squad may accept any challenges.
Fluff: Vahos Whiteblood is the current Master of the 1st Company of the Storm Angels. As a youth, he was raised by the Allyack tribe on Aethos, a tribe renowned for their ferocity in battle. Rising through the ranks of the chapter, Vahos was always considered a talented, if brash, member of the chapter, advancing through the ranks despite his nature. Eventually, after the death of the previous Grand Master resulted in the position of the Master of the First Company to open, Vahos, then master of the 5th, was considered the prime candidate. After numerous trials, the final test, a 'spirit journey' which tested the resolve of the Master, was to take place. No-one save Vahos knows what he saw, be he emerged a changed man. His brashness was replaced with a grimness, and the once over-confident Master now seemed to be haunted by something. He is still reckless in battle, but instead lusting for glory, his actions can been seen as nearly suicidal, if some secret guilt drives him even moreso than the other unforgiven.
I can dig it does he have a SM bike? It'd make sense as the "Knight Master" and all
Sorry, I just noticed that I forgot to include Terminator Armor in his profile. He's supposed to be a version of Belial that unlocks Deathwing Knights as Troops (thus why he is a Knight Master). I've fixed my posting.
Special Rules:
Inner Circle
Deathwing Assault
Knight Master
Honorable Duelist
Warlord Trait - Hold at All Costs
The Huntsman's Axe: A master crafted power axe. At the begining of each fight sub-phase, you may choose to have Vihos Whiteblood make one less attack than he would normally be allowed. If you do so, the Huntsman's Axe looses unwieldy until the end of the turn.
Knight Master: Deathwing Knights may be taken as a troops choice instead of as an elite choice. Additionally, an army that includes Vihos Whiteblood may not include the following special characters: Belial, Sammael, Azreal.
Honorable Duelist: As long as Vihos is attached to a squad, no other character in that squad may accept any challenges.
Fluff: Vahos Whiteblood is the current Master of the 1st Company of the Storm Angels. As a youth, he was raised by the Allyack tribe on Aethos, a tribe renowned for their ferocity in battle. Rising through the ranks of the chapter, Vahos was always considered a talented, if brash, member of the chapter, advancing through the ranks despite his nature. Eventually, after the death of the previous Grand Master resulted in the position of the Master of the First Company to open, Vahos, then master of the 5th, was considered the prime candidate. After numerous trials, the final test, a 'spirit journey' which tested the resolve of the Master, was to take place. No-one save Vahos knows what he saw, be he emerged a changed man. His brashness was replaced with a grimness, and the once over-confident Master now seemed to be haunted by something. He is still reckless in battle, but instead lusting for glory, his actions can been seen as nearly suicidal, if some secret guilt drives him even moreso than the other unforgiven.
I can dig it does he have a SM bike? It'd make sense as the "Knight Master" and all
Sorry, I just noticed that I forgot to include Terminator Armor in his profile. He's supposed to be a version of Belial that unlocks Deathwing Knights as Troops (thus why he is a Knight Master). I've fixed my posting.
ohhhh you said deathwing knights, I thought you meant Black Knights my apologies good sir
Special Rules:
Inner Circle
Deathwing Assault
Knight Master
Honorable Duelist
Warlord Trait - Hold at All Costs
The Huntsman's Axe: A master crafted power axe. At the begining of each fight sub-phase, you may choose to have Vihos Whiteblood make one less attack than he would normally be allowed. If you do so, the Huntsman's Axe looses unwieldy until the end of the turn.
Knight Master: Deathwing Knights may be taken as a troops choice instead of as an elite choice. Additionally, an army that includes Vihos Whiteblood may not include the following special characters: Belial, Sammael, Azreal.
Honorable Duelist: As long as Vihos is attached to a squad, no other character in that squad may accept any challenges.
Fluff: Vahos Whiteblood is the current Master of the 1st Company of the Storm Angels. As a youth, he was raised by the Allyack tribe on Aethos, a tribe renowned for their ferocity in battle. Rising through the ranks of the chapter, Vahos was always considered a talented, if brash, member of the chapter, advancing through the ranks despite his nature. Eventually, after the death of the previous Grand Master resulted in the position of the Master of the First Company to open, Vahos, then master of the 5th, was considered the prime candidate. After numerous trials, the final test, a 'spirit journey' which tested the resolve of the Master, was to take place. No-one save Vahos knows what he saw, be he emerged a changed man. His brashness was replaced with a grimness, and the once over-confident Master now seemed to be haunted by something. He is still reckless in battle, but instead lusting for glory, his actions can been seen as nearly suicidal, if some secret guilt drives him even moreso than the other unforgiven.
EDIT: Noticed I forgot to include Terminator Armor in his wargear. Fixed the error.
ALthough I'm 90% sure he is BS5, you forgot to include it nevertheless.
Farseer Athunan of Craftworld Brylidassian: 230 pts
Farseer Athunan has scried the strands of fate for millennia uncounted. Though his advanced age was accompanied by the eventual crystallization of his body his immense power has allowed him to hold back the process and even halt its progress in many parts of his body. To look upon him he would appear to shimmer with what would appear to be crystalline vambraces and carapace but are in truth his own arms and chest covering his ancient armor. Having served on the front lines of the craftworld's troops for since the fall of the ancient empire and through to the present date returning from the Ghoul Stars. The vast majority of his service has been alongside wraith constructs and as such Athunan has learned how best to stir the ancient warriors to their greatest deeds. He has seen his own death time and time again such that while he does not embrace his own death, he no longer fears it knowing he will be reborn among his brethren of wraithseers.
Mastery Level 2 WS 5 BS 5 S 3 T 4 W 3 I 6 A 3 Ld 10 Sv 3++
Special Rules: Life Anew - Conveys Stubborn to himself and hist retinue Arise Bretheren - Conveys a 5+ invulnerable save to all wraith constructs as well as +1I within 12", Athunan counts as a spirit seer Retinue - Athunan must have a retinue of between 3-10 warlocks (points not included), and can only be included in an army with at least one unit of wraithguard
Wargear: Ghost Helm Sword of Vaul - Of the ancient artifacts of the Eldar, few are as prized as the remaining Swords of Vaul. Crafted by the Eldar god of the forge himself, these blades have been known to imbue the wielder with enhanced prowess. Counts as an AP3 witchblade that gives +1WS. Crystallized Rune Armor - The ancient warrior seer has fought for so long within his rune armor that as his body converted to crystal the growth now encases the armor itself granting Athunan a 3+ invulnerable save and Feel No Pain Shuriken Pistol Spirit Stones (Not included in Mastery Level) Runes of Warding Runes of Witnessing
Marius Vairosean, Captain of the 3rd, Emperor's Children
180 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armor, aura of dark glory, frag and krak grenades, doom siren, Mark of Slaanesh
Sonic Cannon: This an early version of the Blastmaster. It trades mobility for sheer firepower. Range 36 S10 AP2 Heavy 1 Blast Concussion Pinning Ignores Cover. It includes an underslung Power Axe.
Special Rules: Independent Character, Fearless
Master of the Kakophoni: Noise Marines are troops. Helbrutes may take a Blastmaster, replacing 1 weapon, for 40 points.
Wargear: power armor, aura of dark glory, frag and krak grenades, doom siren, Mark of Slaanesh
Sonic Cannon: This an early version of the Blastmaster. It trades mobility for sheer firepower. Range 36 S10 AP2 Heavy 1 Blast Concussion Pinning Ignores Cover. It includes an underslung Power Axe.
Special Rules: Independent Character, Fearless
Master of the Kakophoni: Noise Marines are troops. Helbrutes may take a Blastmaster, replacing 1 weapon, for 40 points.
I can dig it
Automatically Appended Next Post: Got another guy for yall:
Vet. Sgt and Acting Commander Donovan:...........................130
Ws: 4
Bs: 6
S: 4
T: 4
W: 3
I: 4
A: 3
Sv: 3+/4++
Wargear: Thunder of the Drake, Power Armor, Iron Halo, Signum (perm.+1 BS included) Assault grenades, Krak grenades
Special rules: as SM captain, Master of the devastators: may take 0-1 devastated squads as troops.
Thunder of the Drake: This venerated Master-Crafted Heavy Bolter can sustain a greater rate-of-fire and comes loaded with specialist ammunition and fires in multiple profiles:
Diamond Tip: Able to pierce the thickest hide in exchange for the explosive core.
S: 4 AP: 2 Type: Heavy 5
Cryofreze Rounds: These Nitrogen-core bolts explode with a devastating freezing effect.
S: 5 AP: 5 Type: Heavy 3, blast Special: Ignores Cover
Nightburst Bolts: These bolts carry a special flash-charge that creates a dazzlingly bright effect when they explode.
S: 5 AP: 4 Type: Heavy 5 Special: Nightburst (Any unit hit with these bolts have the Nightfighting rule and treat open ground as difficult terrain as they are near-blinded by the flash. If Nightfighting is already in use they are blinded and may not shoot due to the sudden burst in the dark of the night destroying their night vision)
All rounds are range 36”. The Bolter may also fire in the standard mode but gains an extra 2 shots to represent the increased fire capacity.
As the 4th companies most veteran sergeant Donovan was raised to acting-Capitan upon Drakassi’s internment in the casket. While Drakassi is still the better commander and leads in battle, Donovan is more calm-minded and a much better strategist now that Drakassi is blinded by fury, and so assumes overall command. Donovan showed an affinity to the Devastator squads and the heavy weapons they use. Upon his elevation to veteran-sergeant he was given the most venerated heavy weapon the company could boast. With it he received several types of ammunition, each master-crafted on mars by master-artificers of the Ice Drakes in secret. Each is then individually blessed by a hundred priests and hand-loaded into a heavy-bolter magazine. These are then put in cryo-storage and shipped off to the Ice-Drakes flying fortress where they are then blessed by a further hundred priests before being gifted to Donovan.
Feel like he needs refinement, any suggestions?
Master Artificer Sha’doe……………………….. 170
Ws: 5
Bs: 5
S: 5
T: 4
W: 3
I: 4
A: 2 (+1 at S8 I1)
Ld: 9
Wargear:
Artificered Terminator armor (2+/5++ with the ability to re-roll failed invulnerable saves of 1)
Master Servo-harness: This Servo-harness has been hand-crafted by Sha’doe for use in the field over several years. It incorporates 1 servo-arm, a plasma cutter (TL plasma gun) heavy flamer and a pressure-bolter (Fires in the following profile: S5 AP4 Type: assault 2, 12”)
The Titan Axe: This master-crafted axe grants the user +3 strength (as opposed to 2) and strikes at I 1.
Special rules: as MOTF but:
Desperate times: Due to their status of being stranded Sha’doe tries feverishly to repair vehicles. He may re-roll any failed repair attempts.
Repair tools: he counts as having 2 servo-arms due to the Pressure-bolter being used to rivet armor panels into place.
Terminator honor guard…………………….165 (Elites choice)
Ws: 4
BS: 4
S: 4/6
T: 4
W: 2
I: 4
A: 2
Ld: 9
Sv: 2+/3++
These veteran warriors once guarded Drakassi in his days as captain of the 4th, but now they fight to regain their honor after letting him fall.
Wargear: Terminator armor, Storm Shield, Relic Blade
Special rules: as Honor guard but:
Failures: The Honor Guard may not be joined by an IC and may be taken as an Elites choice. (If using pre-internment Drakassi they will be taken as standard Honor Guard.)
Unit composition: 3-10 Honor Guard
Options:
May take up to 7 additional members…………………. 55 pts each
May exchange any RB for TH…………..……………… 5 pts each
[Chapter Master of the Dusk Raiders]
WS6 BS5 S4 T6 W4 I5 A3 LD10 SV2+
Infantry (Character)
Wargear: Master-Crafted Power Scythe, Plasma Pistol, Reaper Mask, Terminator Armour, Iron Halo, Rad Grenades
Special Rules: IC, Fearless, Resilience
- Reaper Mask: Inflicts Fear on enemy units that charge into close-combat.
- Power Scythe: +1 Strength, AP2, Master-Crafted, Two-Handed, Sweep Attack (can forego normal attacks to hit every enemy in base-contact once)
- Resilience: Confers both Eternal Warrior and Feel No Pain.
[Chapter Master of the Imperial Heralds]
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Infantry (Character)
Wargear: Master-Crafted Power Maul, Artificer Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, Fearless, Master Orator
- MC Power Maul is AP3 instead of AP4.
- Master Orator: Confers Stubborn and Zealot to the unit it is joined with.
[Chapter Master of the Olympian Warriors]
WS6 BS5 S4 T5 W4 I5 A3 LD10 SV2+
Infantry (Character)
Wargear: MC Power Fist with TL Multi-Melta, MC Power Fist with TL Heavy Flamer, Iron Terminator Armour, Frag and Krak Grenades
Special Rules: IC, Fearless, Orbital Bombardment
- Hardened Terminator Armour: Confers 2+ Armour save and a 3++ save, the latter of which that can be re-rolled against Barrage and Ordnance attacks.
- Orbital Bombardment can be used an unlimited amount of times.
[Chapter Master of the Olympian Warriors] WS6 BS5 S4 T5 W4 I5 A3 LD10 SV2+ Infantry (Character) Wargear: MC Power Fist with TL Multi-Melta, MC Power Fist with TL Heavy Flamer, Iron Terminator Armour, Frag and Krak Grenades Special Rules: IC, Fearless, Orbital Bombardment - Hardened Terminator Armour: Confers 2+ Armour save and a 3++ save, the latter of which that can be re-rolled against Barrage and Ordnance attacks. - Orbital Bombardment can be used an unlimited amount of times.
[Chapter Master of the Olympian Warriors] WS6 BS5 S4 T4 W3 I3 LD10 SV2+ Infantry (Character) Wargear: MC power fist, (Plas Cannon, M-melta or HF, MC if you so desire), Hardened Terminator Armour, Frag and Krak Grenades Special Rules: IC, Fearless, Orbital Bombardment - Hardened Terminator Armour: Confers a 2+ armour save and a 4++ save, which can be re-rolled against Barrage and Ordnance attacks. However, it reduces the model's Initiative to 3 and counts as 3 models for the purposes of transport. - Orbital Bombardment can be used a maximum of 3 times. Fixed. I'll leave pricing to someone else.
[Chapter Master of the Stealth Blades]
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Infantry (Character)
Wargear: Stealth Armour, Stalker Boltgun, Envenomed Blade, Frag and Krak Grenades
Special Rules: IC, Fearless, Scout, Move Through Cover
- Stealth Armour: 3+ Armour save with Stealth while moving and Shroud when stationary
- Envenomed Blade: CCW that is Poisoned 3+
[Chapter Master of the Mana Force]
WS6 BS5 S4 T4 W4 I5 A3 LD10 SV2+
Infantry (Character)
Wargear: MC Force Stave, Artificer Armour, Iron Halo, Bolt Pistol with Psyammo, Frag and Krak Grenades, Hood of Aegis
Special Rules: Psyker Mastery 3, IC, Fearless, Adamantium Will
- Hood of Aegis: Psychic Hood with the Aegis special rule from the GK codex
Cataphractii armour: This is Terminator armour. The invulnerable save granted is 4+ rather than 5+.
Special Rules: Independent Character, Fearless
Dark Fate: Falk is touched by fate. He may reroll all failed saving throws. However, the first time he suffers an unsaved wound, it is multiplied into D6 wounds, and he can no longer benefit from rerolls.
Massive Stature: Increases to S, T and W already included in profile.
I've got this nice WIP model that is half again the side of a Broadside and wields a hammer head railgun.
A decked out Commander Shas'o is 186 pts with 6 wounds (4+2 drones) and a decked out Broadside team leader is 133 with 2 shield drones too.
So...
Here's my go at it
WS4 BS5 S5 T5 W5 I3 A3 Ld10 Sv 2+/4++
I'm thinking of his Railgun being heavy 2, can fire the Hammerhead ammo, and his points being 175 (before he buys any other wargear, which he can at cost for a commander). I'd give him the Missile Pods as his only other weapons, and he can't buy more weapons.
He wouldn't be an IC, but can join a broadside squad and must stay with them unless they are destroyed.
What do you guys think?
Automatically Appended Next Post: I also thought about letting him go Heavy 3, but if he chooses too, all shots are Gets Hot! for that turn
I've got this nice WIP model that is half again the side of a Broadside and wields a hammer head railgun.
A decked out Commander Shas'o is 186 pts with 6 wounds (4+2 drones) and a decked out Broadside team leader is 133 with 2 shield drones too.
So...
Here's my go at it
WS4 BS5 S5 T5 W5 I3 A3 Ld10 Sv 2+/4++
I'm thinking of his Railgun being heavy 2, can fire the Hammerhead ammo, and his points being 175 (before he buys any other wargear, which he can at cost for a commander). I'd give him the Missile Pods as his only other weapons, and he can't buy more weapons.
He wouldn't be an IC, but can join a broadside squad and must stay with them unless they are destroyed.
What do you guys think?
Automatically Appended Next Post: I also thought about letting him go Heavy 3, but if he chooses too, all shots are Gets Hot! for that turn
I think its a great idea, I always waned a shooty marine HQ, but alas none really exists. W5 is a little high though, maybe knock it down to 4? As far as base cost, a reg Shas'o is 75, +20 for the 2+ (Iridium armor, not sure if that includes the 4++), +10 for the +1 T, 15 for the +1 wound gets us to 120 to start. Id say another 50 for the Hammerhead railgun (point for point from the Hammerhead upgrade) and then another 25 at least for the extra shot. 195 is what were up to there, so around 200 id say is fair. Oh and +12 for the missile pod, so 210 ish. And gets hot! for 3 shots wound mean on a 1-3 you take a wound so you may still hit but you blow yourself up too funny, funny tau
I've got this nice WIP model that is half again the side of a Broadside and wields a hammer head railgun.
A decked out Commander Shas'o is 186 pts with 6 wounds (4+2 drones) and a decked out Broadside team leader is 133 with 2 shield drones too.
So...
Here's my go at it
WS4 BS5 S5 T5 W5 I3 A3 Ld10 Sv 2+/4++
I'm thinking of his Railgun being heavy 2, can fire the Hammerhead ammo, and his points being 175 (before he buys any other wargear, which he can at cost for a commander). I'd give him the Missile Pods as his only other weapons, and he can't buy more weapons.
He wouldn't be an IC, but can join a broadside squad and must stay with them unless they are destroyed.
What do you guys think?
Automatically Appended Next Post: I also thought about letting him go Heavy 3, but if he chooses too, all shots are Gets Hot! for that turn
I think its a great idea, I always waned a shooty marine HQ, but alas none really exists. W5 is a little high though, maybe knock it down to 4? As far as base cost, a reg Shas'o is 75, +20 for the 2+ (Iridium armor, not sure if that includes the 4++), +10 for the +1 T, 15 for the +1 wound gets us to 120 to start. Id say another 50 for the Hammerhead railgun (point for point from the Hammerhead upgrade) and then another 25 at least for the extra shot. 195 is what were up to there, so around 200 id say is fair. Oh and +12 for the missile pod, so 210 ish. And gets hot! for 3 shots wound mean on a 1-3 you take a wound so you may still hit but you blow yourself up too funny, funny tau
Thanks for the point breakdown... I think 210 is a good spot when you lay it all out... I can't help myself with the Gets Hot! Seems like there should always be an potential weakness to a custom character
I've got this nice WIP model that is half again the side of a Broadside and wields a hammer head railgun.
A decked out Commander Shas'o is 186 pts with 6 wounds (4+2 drones) and a decked out Broadside team leader is 133 with 2 shield drones too.
So...
Here's my go at it
WS4 BS5 S5 T5 W5 I3 A3 Ld10 Sv 2+/4++
I'm thinking of his Railgun being heavy 2, can fire the Hammerhead ammo, and his points being 175 (before he buys any other wargear, which he can at cost for a commander). I'd give him the Missile Pods as his only other weapons, and he can't buy more weapons.
He wouldn't be an IC, but can join a broadside squad and must stay with them unless they are destroyed.
What do you guys think?
Automatically Appended Next Post: I also thought about letting him go Heavy 3, but if he chooses too, all shots are Gets Hot! for that turn
I think its a great idea, I always waned a shooty marine HQ, but alas none really exists. W5 is a little high though, maybe knock it down to 4? As far as base cost, a reg Shas'o is 75, +20 for the 2+ (Iridium armor, not sure if that includes the 4++), +10 for the +1 T, 15 for the +1 wound gets us to 120 to start. Id say another 50 for the Hammerhead railgun (point for point from the Hammerhead upgrade) and then another 25 at least for the extra shot. 195 is what were up to there, so around 200 id say is fair. Oh and +12 for the missile pod, so 210 ish. And gets hot! for 3 shots wound mean on a 1-3 you take a wound so you may still hit but you blow yourself up too funny, funny tau
Thanks for the point breakdown... I think 210 is a good spot when you lay it all out... I can't help myself with the Gets Hot! Seems like there should always be an potential weakness to a custom character
no problem As for Gets Hot! I think its fair just a little funny you could both blow the gun up and hit at the same time Have any pics of this WIP?
the sin eaters are a 21st founding chapter commissioned by the Ordo Hereticus each of them fanatical even by Astartes standards to the point of seeing taint in everything. The chapter was first deployed in the cleansing of Helios Spire which later become known as the night of salvation.
Ramiel lead the purge of Helios Spire seeing only taint within the walls of the hive he and the fist company massacred the spires inhabitants save a few members of the cult of the red redemption that were washed over unharmed but his flames of judgement, after a night the hive had been immolated leaving only the Sin Eaters the few of pure faithful and a monument of fear to any heretic or rebel
Ramiel chapter master of the Sin Eaters pts ??
WS 6
BS 5
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 2+
special rules
And they shall know know fear
interdependent character
Suffer not the In-pure:
Ramiel sees taint in everything that isn't one of his battle brothers
Ramiel has the Zealot, Crusader and Preferred Enemy rules and any unit may swap combat tactics for hatred. but any army containing Ramiel may not take an allied detachment
Be judged by fire:
all flame weapons in a detachment containing Ramiel have the rending but all enemy units count as haveing night vision against units that are in Ramiel's detachment
Wargear
artificer armor
iron halo
frag grenades
repentance and retribution
a pair lighting claws with the rending special rule with a built in twin-linked flamer
Tauro Nicodemus, Tetrarch of Ultramar, Legion Champion
235 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS5 S4 T4 W3 I6 A4 Ld10 Sv2+
Wargear: artificer armour, master-crafted bolter, frag and krak grenades
Crux Aureas: This symbol denotes Nicodemus' status as one of Guilliman's quartet of honor guards. All friendly models from the same detachment within 12 inches gain +1 attack
Digital Weapons: +1 attack
Shield of Ultramar: This is a massively oversized storm shield. Gives a 3+ invulnerable save. In addition, Nicodemus gains the Hammer of Wrath USR.
Master crafted gladius: This is a master-crafted power sword with AP2 and the Fleshbane USR.
Special Rules: Independent Character
Inspiring Presence: Nicodemus and all friendly models from the same detachment within 12 inches gain the Fearless USR.
Champion of Ultramar: Nicodemus and all friendly models from the same detachment within 12 inches gain +1 WS.
Legion Champion: Nicodemus gains +1 to hit and wound in a challenge. However, he MUST issue and accept all challenges when possible.
Wargear: artificer armour, master-crafted bolter, frag and krak grenades
Crux Aureas: This symbol denotes Nicodemus' status as one of Guilliman's quartet of honor guards. All friendly models from the same detachment within 12 inches gain +1 attack
Digital Weapons: +1 attack
Shield of Ultramar: This is a massively oversized storm shield. Gives a 3+ invulnerable save. In addition, Nicodemus gains the Hammer of Wrath USR.
Master crafted gladius: This is a master-crafted power sword with AP2 and the Fleshbane USR.
Special Rules: Independent Character
Inspiring Presence: Nicodemus and all friendly models from the same detachment within 12 inches gain the Fearless USR.
Champion of Ultramar: Nicodemus and all friendly models from the same detachment within 12 inches gain +1 WS.
Legion Champion: Nicodemus gains +1 to hit and wound in a challenge. However, he MUST issue and accept all challenges when possible.
Digital weapons grant 1 re-roll of a failed to hit/wound, not +1 attack. The Gladius should be unwieldy or AP3, very, very few AP2 weapons strike at initiative. The champion of Ultramar rule is a little OPimho. WS8 character in a squad of WS5 units is a little ridiculous. And I6? elder only man. They phase through the warp to get that fast. I can dig the Shield, the Legion Champion, and the Inspiring Presence. Point for Point wise lets break it down: a captain is 100 base (Closest thing stats wise), +15 for a Power Sword, +5 for Mastercraft, +10 for AP2, +5 for fleshbane, +5 for MC bolter, +15 for the Storm Shield, +5 for Hammer Of Wrath, +10 for the extra WS, +15 for the extra I, +10 for the extra attack. The Crux Aureas is another +15 at least (Chapter/company standard) Digital Weps another 10, Artificer armor another 15, IP another 20 (fearless is ridiculous) CoU at least another 15 and then the Legion Champ is another 5. now your character should realistically cost: 290 pts. quite a hefty tab for quite an epic character. Still, sniped by a vindicare assassin turn 1 and he dies (S8 weapon, BS8 and can be allocated by the controlling player)
Vindicare's don't have S8. They can wound on a 2+, take the invuln away and wound on a 4+, or two wounds on a 4+.
Also, in the Hous Heresy FW books, Digital Lasers give +1 A, not 1 re-roll, Calas needs to specify.
I'm not really against giving marines I6. Captains are I5 and WS6, and making a character WS7 and I6 (from a fluff perspective) makes sense; you can't be awesome at sword fighting if you're slow. The only thing is that I6 has a bigger impact than WS7.
McNinja wrote: Vindicare's don't have S8. They can wound on a 2+, take the invuln away and wound on a 4+, or two wounds on a 4+.
Also, in the Hous Heresy FW books, Digital Lasers give +1 A, not 1 re-roll, Calas needs to specify.
I'm not really against giving marines I6. Captains are I5 and WS6, and making a character WS7 and I6 (from a fluff perspective) makes sense; you can't be awesome at sword fighting if you're slow. The only thing is that I6 has a bigger impact than WS7.
Don't own the HH books sorry ^.^ also I thought the turbo-penetrator round was S8 4d6AP my apologies.
THE GIANT HONEY BADGER!!!
WS10
BS10
S10
T10
W10
I10
A20
SV 2++ Re Rollable
The Giant Honey Badger is the most lethal thing in the Galaxy it is fearless its attacks are Rending and it is so fast you may not take snapshots when it charges no snapshots may be taken and it may consolidate into combat.
theninjabadger wrote: THE GIANT HONEY BADGER!!!
WS10
BS10
S10
T10
W10
I10
A20
SV 2++ Re Rollable
The Giant Honey Badger is the most lethal thing in the Galaxy it is fearless its attacks are Rending and it is so fast you may not take snapshots when it charges no snapshots may be taken and it may consolidate into combat.
This. Is. The. Best. Idea. EVER. Just make it a platypus! and it gets armorbane/fleshbane. And a breath flamethrower/torrent weapon. and a 4+ regeneration 2,500 points seems about right Just to troll I am totally stealing this idea for my next Apoc game, make it an ork superheavy choice? Add a howdah with a 20 man cap and 3x twin-linked titan-killing Zzap guns for 250? def stealing this idea. Anyone know where to get a giant plastic platypus?
EDIT: make it have FOF
Kaldrakh the Impenetrable WS 4
BS 4
S 5
T 5
W 3
I 2
A 3
Ld 10
Sv 3+
Unit Type: Infantry (Character)
Wargear: Mindshackle Scarabs, Resurrection Orb, Phylactery,
Staff of the Eternal: Kaldrakh's unique weapon, resembling two Hyperphase swords attached to each other. A power unit allows blue energy to be blasted from either end Staff of the Eternal is a shooting weapon with the following stats:
RANGE 12"
STRENGTH 6
AP 4
TYPE Assault 2
*as well as being a shooting weapon, Staff of the Eternal is a close-combat weapon that allows you to re-roll all missed To-Hit roles, and is a power weapon.
Special Rules: Phaeron, Ever-Living, Independent Character, Reanimation Protocols, Fearless
Cost: 150
sergeant-valentine wrote: Kaldrakh the Impenetrable WS 4
BS 4
S 5
T 5
W 3
I 2
A 3
Ld 10
Sv 3+
Unit Type: Infantry (Character)
Wargear: Mindshackle Scarabs, Resurrection Orb, Phylactery,
Staff of the Eternal: Kaldrakh's unique weapon, resembling two Hyperphase swords attached to each other. A power unit allows blue energy to be blasted from either end Staff of the Eternal is a shooting weapon with the following stats:
RANGE 12"
STRENGTH 6
AP 4
TYPE Assault 2
*as well as being a shooting weapon, Staff of the Eternal is a close-combat weapon that allows you to re-roll all missed To-Hit roles, and is a power weapon.
Special Rules: Phaeron, Ever-Living, Independent Character, Reanimation Protocols, Fearless
Cost: 150
I know little about crons but this seems like a well-crafted character. Definitely not OP, a good character.
Automatically Appended Next Post:
Ovion wrote: You should check out the rending pony I believe it was.
Ovion wrote: You should check out the rending pony I believe it was.
what page was THAT on ?
It's not on a page, it's an official GW unit.
I will just take THAT datasheet... thank you my friend. That is the pinnacle of there. I cant wait until my friends baneblade gets charged and destroyed by a My Little Pony, apocalypse version
[Supreme Commander of the unnamed Astartes chapter] WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Infantry (Character)
Wargear:
- Artificer Accelerator Armour
- Iron Halo
- Lightning Blade
- Frag and Krak Grenades
Special Rules:
- Independent Character
- And They Shall Know No Fear
- Combat Tactics
Lightning Blade
Range: - / Str: +2 / AP: 3 / Melee, Master-Crafted, Shred, Rending, Two-Handed
Artificer Accelerator Armour
- Allows the model to move as if it were Jump Infantry.
NeoAigaion wrote: [Supreme Commander of the unnamed Astartes chapter] WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+ Infantry (Character) Wargear: - Artificer Accelerator Armour - Iron Halo - Lightning Blade - Frag and Krak Grenades Special Rules: - Independent Character - And They Shall Know No Fear - Combat Tactics
Lightning Blade Range: - / Str: +2 / AP: 3 / Melee, Master-Crafted, Shred, Rending, Two-Handed Artificer Accelerator Armour - Allows the model to move as if it were Jump Infantry.
Go ahead and estimate cost.
Off the top of my head... 100pts +15 Artificer Armour +25 Jump Pack +50 Lightning Blade 190pts
Frankly, the 'lightning blade' feels like it has toomuch on it. I'd drop the Master Crafted, and possibly the rending, and drop his overall price to 175 He should probably have a Bolt Pistol too.
Eikos Lamiad, Tetrarch of Ultramar, Legion Champion
240 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS6 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: artificer armour, master-crafted combi-plasma, frag and krak grenades, iron halo
Crux Aureas: This symbol denotes Lamiad's status as one of Guilliman's quartet of honor guards. All friendly models from the same detachment within 12 inches gain +1 attack
Digital Weapons: +1 attack
Relic Longsword: This is a master crafted relic blade with the Two-handed, Rending and Armorbane USRs.
Bionics: Lamiad has Feel No Pain and +1 BS (included in profile)
Special Rules: Independent Character
Inspiring Presence: Lamiad and all friendly models from the same detachment within 12 inches gain the Fearless USR.
Champion of Ultramar: Lamiad and all friendly models from the same detachment within 12 inches gain +1 WS.
Legion Champion: Lamiad gains +1 to hit and wound in a challenge. However, he MUST issue and accept all challenges when possible.
Ovion wrote:I know, hilarious isn't it.
I'd honestly forgotten about it... now I'm tempted to make one. xD
I am totally going to use one. Just field it as the entire army in a 2k game. EPICNESS.
Ovion wrote:
NeoAigaion wrote: [Supreme Commander of the unnamed Astartes chapter] WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Infantry (Character)
Wargear:
- Artificer Accelerator Armour
- Iron Halo
- Lightning Blade
- Frag and Krak Grenades
Special Rules:
- Independent Character
- And They Shall Know No Fear
- Combat Tactics
Lightning Blade
Range: - / Str: +2 / AP: 3 / Melee, Master-Crafted, Shred, Rending, Two-Handed
Artificer Accelerator Armour
- Allows the model to move as if it were Jump Infantry.
Go ahead and estimate cost.
Off the top of my head...
100pts
+15 Artificer Armour
+25 Jump Pack
+50 Lightning Blade
190pts
Frankly, the 'lightning blade' feels like it has toomuch on it.
I'd drop the Master Crafted, and possibly the rending, and drop his overall price to 175
He should probably have a Bolt Pistol too.
I dunno about MC, most big characters have MC weps. As for rending I agree, then it'll be like a relic blade with shred. And agreed with the bolt pistol comment.
CalasTyphon216 wrote:Eikos Lamiad, Tetrarch of Ultramar, Legion Champion
240 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS6 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: artificer armour, master-crafted combi-plasma, frag and krak grenades, iron halo
Crux Aureas: This symbol denotes Lamiad's status as one of Guilliman's quartet of honor guards. All friendly models from the same detachment within 12 inches gain +1 attack
Digital Weapons: +1 attack
Relic Longsword: This is a master crafted relic blade with the Two-handed, Rending and Armorbane USRs.
Bionics: Lamiad has Feel No Pain and +1 BS (included in profile)
Special Rules: Independent Character
Inspiring Presence: Lamiad and all friendly models from the same detachment within 12 inches gain the Fearless USR.
Champion of Ultramar: Lamiad and all friendly models from the same detachment within 12 inches gain +1 WS.
Legion Champion: Lamiad gains +1 to hit and wound in a challenge. However, he MUST issue and accept all challenges when possible.
Still seems underpriced to me. 100 base. +10 for ws, 10 for bs, 10 for attack, 15 for 2+, 15 for MC combi-plas, 15 for the crux, 10 for digital weps, 25 for RB, 10 for rending, 5 for armor bane, 15 for FNP, IP another 15, CoU another 15, and LC another 10, total of about 280 for this guy. Still very unique character but he seems to have too many rules. You mentioned he's part of a quartet? Well maye them available as a unit (aka Honor Guard but each is an IC) and each gets one rule (IP, CoU, LC, Crux) so as to not dump too many points in any one character and it would allow you to spread the wealth throughout your army (and make 4 kick- Models instead of one )
My second take on this guy, was never really happy with the first go. I have a great model for him, but I needa work out somethin fair.
Ork Warboss Gorrath Deffgubbinz (185)
WS 5
BS 2
S 5
T 5
W 4
I 2
A 5
LD 9
SV 2+
Wargear- Mega Armor, Cybork Body, stikkbombz, deffgun (this replces the tl shoota on mega armor)
Special Rules- Independent Character, Furious charge, Mob rule, Waaaagh!, Hammer of Wrath, Fearless, Handlers, Da Mega Cybork, Whazzat supposed to 'urt?, Uh Oh... BOOM!
Handlers- Gorrath must start the game attached to a unit and may not leave that unit unless he is the last one alive. He may also add 0-5 meks to the unit at a cost of 15 points a model, and 1 painboy at the cost of 30 points a model. Meks are allowed to use thier mek tools to attempt to restore wounds to Gorrath.
Da Mega Cybork- Gorrath is more machine den ork! He has a 4+ invul save instead of the usual 5+ from his cybork body. In addition, he has relentless instead of slow and purposeful, and ignores the unwieldy penalty from his power klaw,
Whazzat supposed to 'urt?- There is very little flesh left to hurt on Gorrath, and he blasts his way through any wound! Gorrath has a 4+ feel no pain. His feel no pain and his alone may not be denied by instant-death. This is not conferred to his unit.
Uh Oh... BOOM!- Upon his death, Gorrath's unstable orky reactor goes critical! When Gorrath is killed, roll a D6-
1- False Alarm- the model dies as normal
2- Woah!- Gorrath's body flails around, the power source alive but the flesh controlling it dead, dealing d3 melee attacks to any unit he can reach
3- ZZAP! Lightning arcs from the exposed reactor- dealing a d6 s5 ap- (haywire) hits to all units (friendly or enemy) within 6 inches of where he died
4- BANG! The reactor blows up, but is mostly contained. Center a small blast over where he died- deal a s8 ap2 hit to any model under the blast.
5- KABOOM! The reactor Blows Up! Center a large blast over where Gorrath died- deal a s9 ap1 wound to any model under the blast.
6- Oh Zog... The reactor goes nuclear! All models within d6+6 inches take a S10 AP1, instant death hit that ignores cover
Any attack that deals instant death adds +1 to the die roll.
Pricing-
Spoiler:
warboss- (60)
mega-armor (40)
cybork body (10)
4+ invul- (10)
+1 a - (10)
+1 w - (10)
- 2 i - (-10)
deffgun- (15)
Hammer of wrath- (5)
Fearless- (10)
Handlers- free (i think it is penalty enough forcing him to be in a unit, especially so that is Uh Oh- BOOM! goes off, you are bound to hurt your own orks worse than you hurt your enemy.
Da Mega Cybork- (10?)(already mentioned the invul earlier, and an I2 power klaw is only better than a regular in that you hit at the same time as necrons and just before other powerfists, and the -2 I he has in general will hurt him on initiative tests I figure, + 5 for I2 power klaw, + 5 for relentless)
Whazzat supposed to 'urt? (15)
Uh oh- BOOM! (free- as I figure that at best, this can hurt a deathstar and a clustered opponent's army, and at worst, only hurts your army, and is going to blow up and kill orks anyway, so why not? )