Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

Your Own Unique characters in 40K @ 2013/05/05 09:52:10


Post by: BaconUprising


Yeah I literally just found out that he was the main Tau general. Dam I thought I had come up with a really decent new name!


Your Own Unique characters in 40K @ 2013/05/05 11:56:41


Post by: CalasTyphon216


Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.


Your Own Unique characters in 40K @ 2013/05/05 13:57:55


Post by: Kain


The jaws of the deep. (Ruiner of Megyre, Tremorbeast) (Apocalypse only)

Codex: Tyranids

Points: 1500 pts

Type: Gargantuan creature

WS 9
BS 4
S 8
T 8
W 8
I 5
A 8
Ld 10
Sv 2+ 5++ FNP

Biomorphs: x2 Scything Talons, Armored Carapace, Regeneration, Toxin sacs, Adrenal Glands, Adamantium tusks, Dread Containment spines, Bio-plasma barrage, Warp shield, Scythe tail

Adamantium tusks: A biomorph commonly seen on Carnifexes, this allows the creature to impact on a charge with greater ferocity, allowing it an additional attack upon entering combat.

Dread containment spines: As this creature is to the Trygon as the Trygon is to the ravener, this beast has even greater containment spines with which to unleash upon it's foes, it's body storing up incredible amounts of electricity before discharging them in a cataclysmic storm of charged death. The sheer volume of fire this monstrosity can unleash is staggering, leading some to proclaim it as a living thunder storm. It has the following profile.

Range 24', Str 6, AP4, Assault 18.

Bio-plasma barrage: With an ululating shriek, the terror of the deep may release a burning gust of deadly plasma to accompany it's thunderous lightning, vomiting out green death at short range that can burn through the toughest armor with the following profile

Range 24", Str 7, Ap 2, Assault 6, blast.

Warp shield: A potent node in the psychic web of the Hive Mind, the jaws of the deep possesses some measure of psychic ability that allows it to generate a shield around itself, certainly not as strong as that of the Zoanthrope, but enough to occasionally deter lascannon rounds, as such it has a 5++ invulnerable save that applies even against D strength weapons.

Scythe tail: Another biomorph commonly associated with carnifexes, the Scythe tail allows the Jaws of the Deep to make 2d3+2 additional attacks at S5 AP3 in assault.

Special Rules:
Deep strike, Fearless, Fleet, Shadow in the Warp, Synapse creature, Subterranean assault (as Trygon), It will not die, titan crusher, Unstoppable Frenzy, Tremorbeast, Burrow

Unstoppable frenzy: The last it was seen, the beast managed to claw and tear it's way through a Titan legion before finally being brought to heel, it shrugged off grievous wounds, pushing forward to slaughter it's foes with a hateful frenzy and slamming into them like an angry god. As such it is treated as having Feel no pain, Rampage, Hatred, Crusader, and Rage.

Titan Crusher: Infamous for single handedly tearing apart a Titan legion, this creature's body seems well adapted to the task of ripping open the hulls of superheavy vehicles, it's strong talons capable of cutting through adamantium and piercing into vital systems and seems equally effective against similarly large monsters. Treat it as being AP1 in melee and having Armorbane and monster hunter in assault. When it opts to Smash, it strikes at D-strength.

Tremorbeast: Much like the lesser mawlocs, this colossal beast's emergence from the earth below is immensely destructive. If it deep strikes into a space occupied by other models, do not roll on the deep strike mishap table, but instead do the following.

Place a 10' blast template directly over where the Jaws of the Deep is emerging from. Every unit caught by the marker suffers d3+1 S9 AP1 Armorbane hits. Vehicles are always struck on their rear armor. If any unit still has surviving models from the furious assault, move that unit the minimum distance away to clear all models from beneath the blast template while still maintaining unit coherency and avoiding impassable terrain. Units that were locked in combat before the Jaws emergence must remain in base contact if possible, but otherwise the model cannot be moved within 1' of an enemy model. Vehicles, including immobile vehicles, retain their original facing if moved. Any models that cannot be moved out of the way are destroyed. After all casualties are determined replace the 10' blast template with the Jaws of the Deep.

Additionally, mark the position under the Jaws of the Deep's base. Any Tyranid unit (excluding those with wings or Gargantuan creatures) may attempt to utilize this tunnel network and emerge from it instead of arriving as normal. If they chose to do so, place the entire unit so that all units are within 6' of the marker and are in unit coherency. If any models cannot be placed because of enemy models within 1' or impassable terrain the excess are removed as casualties. The unit may assault on the same turn as it arrives as well as move and shoot due to the sheer size of the tunnel created. No more than two units may emerge from each tunnel entrance per turn. If a second unit emerges from the same entrance during the turn, then neither may assault on that turn.

Unlike most units, the Jaws may assault on the same turn it emerges from reserves.

Burrow: The Jaws of the deep can at any time if it is not locked in close combat, elect to re-burrow into the earth. If it chooses to do so, remove it from the table and place it back in reserves. It automatically emerges via deep strike on your next movement phase. Note that the Jaws may not deep strike and burrow on the same turn.

Fluff: First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Megyre. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Megyre after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult.

The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind.

Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall.

But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.

Battle of forgefane:

On forgefane it lead the push past the Iron Warrior's defenses, earning it the moniker of "tremorbeast" from the fearful Iron Warriors as it terrorized them. The Chaos Space marines and their legions of traitor guardsmen, dark mechanicus, daemons, and cultists soon grew to fear the creature more than their own gods as it would emerge without warning, lay waste to all in it's sight, then disappear just as suddenly.

"We thought we were safe.We had our mighty engines, and obliterators, our legions of guardsmen and cultists, our great daemons and sorcery, our dark fleet in orbit, our own mighty armor and weapons. We had held this world for ten thousand years against xenos and the slaves of the corpse emperor. When our world shook and churned, we dismissed it as abnormal geological activity, nothing for the warriors of Chaos to fear. But then our sorcerers started to scream...not of the scratching of daemons or the gnawing of our gods, but of the voices of a billion billion hungry mouths, clawing and biting and casting a dark shadow. We thought the gods were testing us, until our scanners and sorcery revealed them, a Tyranid fleet a thousand hive ships strong with more Krakens than we could fathom.

We dismissed them, what threat could mere hungry beasts pose to the scions of Perturabo? We were veterans of ten thousand years of defense. We engaged in a defense throughout the system, striking at their fleet as our dogma dictated, pulling back as they came in their multitudes. But On the third hit and run assault, what we mistook for clouds of gas passing through the system revealed themselves to be spores hiding the other half of their fleet. Most of our ships were caught in the vise, and they descended upon them like savage animals. Ships that had seen thousands of years of battle, mighty chaos leviathans, and xeno mercenaries all wiped out in a few hours. The sorcerers said they all died screaming.

The rest of our fleet hung above us, our defense lasers and batteries filled the void with death. But they smashed through without pause or heed. Some of us requested to flee, but that fool. That warp damned fool Kolvax bid us to stay, proclaiming that we would not fall. At first it was glorious, to kill so many writhing, screaming and mewling xenos. They ground theirselves against our defenses as every other foe had. Dying in piles so thick we used their corpses to make ramparts. But they never stopped coming. They came in waves and we pushed them back, again and again and again.

But the gifts became harder and harder to receive. The voice of our gods quieter and quieter, until it was drowned out by the scratching hunger of a race that outnumbered the stars. We fought and killed, we sacrificed their corpses to the Dark Gods, we gloried in their deaths, but whereas every tide before them broke, they only seemed to feed on our efforts. They were beyond mere beasts, they learned and adapted, each wave better suited to our slaughter than the last. But we didn't know our doom until that thing appeared. We rallied around a bloodthirster we had summoned, cutting through them like a scythe through chaff.

But then the ground itself betrayed us, crumbling into the abyss below before the tremorbeast as it rose and devoured a dozen battle brothers and slaughtered our cultists. The Bloodthirster roared it's challenge and bellowed chants to Khorne, but the creature simply reached over and impaled it with one of it's claws before biting it in half. And following it came the Great Devourer in all it's multitudes. Thousands of lesser serpent beasts rose and let forth more of them through, our fortresses began collapsing as they ate away their foundations.

Kolvax, damnable fool, thought to slay the beast himself. Even as it destroyed our Titans and slew our Daemons, he sought to fight it. When he finally found it after it slaughtered four bloodthirsters and reduced two of our titans into scrap and sent a lord of change screaming into the warp, he still sought to charge it. The imbecile only got off a single swing before it ran him through with it's tail and tossed him into it's mouth before ripping the walls of our fortress down like cardboard. Six hundred defilers lost in two hours, hundreds of brothers eaten, billions of slaves, dozens of titans, thousands of daemons, millions of mercenaries all lost to us!

Before I fled on a stormbird, I saw one of them...like the Hive Tyrants but with four swords and a malevolent intelligence to it's eye. Looking at the Tremorbeast lay waste to our defenses approvingly. Later I would learn the loyalist's name for the beast, Swarmlord. And that the creature that shattered our defenses helped the devourer Shatter Megyre, a world Kolvax long dreamed of claiming for himself. Know this cretin, we are warriors of chaos, but we are not invincible, do not underestimate the Xeno, they are a more dogged threat to us than the false Imperium, and now they are at your doorstep.

Over a thousand iron warriors died on that world, their geneseed forever lost to us and the enemy now aware of all our weaknesses. You think yourselves peerless for overwhelming this subsector a scant century ago. You dismiss the Hive Fleet battering down at your walls as simple beasts. You have not learned how to properly scorn the devourer with the gifts of Chaos.. And that is why I came to your wretched subsector, to warn you of the threat these aliens pose. To whip you dogs into shape and form a proper defense against the greatest threat to Chaos...*distant rumbling*...What was that?....

*Room shakes* No...it cannot be....*screeching and roaring* No...The Tyranids could not have advanced so quickly! *sound of masonry collapsing* No! The beast returns! *Firing of reaperautocannon and screaming* I WILL NOT BE TAKEN BY YOU BE-*Sound identified as terminator armor being penetrated, low growling, and teeth chomping*-AAAAAAAGGGGGHHHH" Iron Warriors Chaos Lord Argentik Solemnbane's last known words during the fall of the traitor held subsector Jyrl, lost to the Imperium following the "Descent of the Ravagers" to Hive Fleet Hydra, over four thousand traitor marines belonging to several renegade chapters, the Iron warriors, Word Bearers, and Emperor's children traitor legions, roughly three hundred fifty billion cultists of varying combat ability, and eight hundred million traitor guardsmen and chaos PDF elements estimated to have been slain. Recording found by Grey Knights purgatory squad following the arrival of a crusade fleet dispatched earlier to reclaim or exterminate subsector for the Imperium. The Grey Knights detachment reportedly informed the Inquisition that they were extremely disappointed, a sentiment held by everyone involved in what has become known as "The non-crusade" among other more farcical nicknames.

"What a bloody waste of our time." - Warmaster Rodrick bitterly reported upon finding that the subsector was stripped clean of all life by Tyranids a year before arrival.

The Administratum officials in charge of organizing the crusade who failed to authorize further intelligence into the subsector were promptly sent to Gulags in northern Valhalla as penance.



Your Own Unique characters in 40K @ 2013/05/05 15:47:56


Post by: CalasTyphon216


Character from the short story Iron Within from the Age of Darkness Horus Heresy anthology

designed for the Horus Heresy Campaign books. Designed specifically to solo most characters/small squads by himself, as per fliff

Tauro Nicodemus, Tetrarch of Ultramar, Legion Champion

Points: 250

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: master-crafted bolt pistol, master-crafted paragon blade, digital weapons (+1 attack), frag and krak grenades

The Plate of Saramanth: This is a highly ornate suit of artificer armour, replete with gold and silver gilding, inlaid mosaics and gemstones, reflecting Nicodemus' status as the Tetrarch of Saramanth. This provides a 2+ armor save and Feel No Pain. Once per game turn, Nicodemus may re-roll 1 failed armor save.

Crux Aureus: This is the symbol on the left pauldron of Nicodemus' armor. It is the symbol of the 4 Legion Champions, denoting their status as the Honor Guards to the Primarch himself. Whilst Nicodemus is alive, all friendly units from the same detachment within 12 inches of Nicodemus can use Nicodemus' Leadership value for all tests except psychic tests.

Shield of Ultramar: This is a massive, ornate shield, fashioned in the manner of the legionnaires of the ancient Terran Romanii culture. This is a storm shield. Nicodemus counts as being equipped with defensive grenades, and has the Hammer of Wrath special rule.

Special Rules: Independent Character

Ultramarine: The Ultramarines Legion is famed for its tactical flexibility and discipline, and Nicodemus is the embodiment of what an Ultramarine should be. Nicodemus and any Space Marine model from the same detachment gains the Combat Tactics special rule as described in Codex: Space Marines. In addition, they may re-roll all failed Morale checks.

Honor of Ultramar: Nicodemus is one of the 4 Champions of Ultramar. He is a glorius and inspiring sight on the battlefield, and must behave as expected from a marine of his status. Nicodemus automatically passes Look Out Sir checks against shooting. However, he MUST issue and accept any challenges, even if there is another model in the same unit that normally would have to do so. In addition, Nicodemus cannot benefit from Glorious Intervention, unless it is made by his Primarch, and he MUST attempt a Glorius Intervention, unless it is his Primarch in the challenge.


Your Own Unique characters in 40K @ 2013/05/05 18:10:15


Post by: pelicaniforce


 Hive Fleet Lazarus wrote:


I didn't think the character had that many problems. Admittedly the fluff is crap but it was mostly something written just to give an idea of why the rules were there. I really like the hidden hand rule, I think its could work very well. The reason for no iron halo was I wanted him to rely more on cover and surrounding then his armour to survive.
Thank you for the help and please keep it coming. I still need work on designing characters that actually make some sense


At the moment your rulers do not do anything other than make him very good at passing tests. Think about playing a normal captain and getting extremely lucky when rolling cover saves. Your opponent is just mildly put out that his shooting is ineffective, he is not aware that anything special is going on.

Then, he is good at stealth, but how good? If you were making a Guard scout and of you were making a Mandrake, you'd want there to be some scale of stealth.

Look at the two versions of AR-TMS near your post. The first one is good because it makes something happen in a game that does not normally happen. The long version is not good because using its special equipment adds three minutes to the total game time, but nothing remarkable happened, since it just killed a couple more models than a normal some statistically would.


Your Own Unique characters in 40K @ 2013/05/06 14:04:08


Post by: Dantioch


CalasTyphon216 wrote:
Character from the short story Iron Within from the Age of Darkness Horus Heresy anthology

designed for the Horus Heresy Campaign books. Designed specifically to solo most characters/small squads by himself, as per fliff

Tauro Nicodemus, Tetrarch of Ultramar, Legion Champion

Points: 250

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: master-crafted bolt pistol, master-crafted paragon blade, digital weapons (+1 attack), frag and krak grenades

The Plate of Saramanth: This is a highly ornate suit of artificer armour, replete with gold and silver gilding, inlaid mosaics and gemstones, reflecting Nicodemus' status as the Tetrarch of Saramanth. This provides a 2+ armor save and Feel No Pain. Once per game turn, Nicodemus may re-roll 1 failed armor save.

Crux Aureus: This is the symbol on the left pauldron of Nicodemus' armor. It is the symbol of the 4 Legion Champions, denoting their status as the Honor Guards to the Primarch himself. Whilst Nicodemus is alive, all friendly units from the same detachment within 12 inches of Nicodemus can use Nicodemus' Leadership value for all tests except psychic tests.

Shield of Ultramar: This is a massive, ornate shield, fashioned in the manner of the legionnaires of the ancient Terran Romanii culture. This is a storm shield. Nicodemus counts as being equipped with defensive grenades, and has the Hammer of Wrath special rule.

Special Rules: Independent Character

Ultramarine: The Ultramarines Legion is famed for its tactical flexibility and discipline, and Nicodemus is the embodiment of what an Ultramarine should be. Nicodemus and any Space Marine model from the same detachment gains the Combat Tactics special rule as described in Codex: Space Marines. In addition, they may re-roll all failed Morale checks.

Honor of Ultramar: Nicodemus is one of the 4 Champions of Ultramar. He is a glorius and inspiring sight on the battlefield, and must behave as expected from a marine of his status. Nicodemus automatically passes Look Out Sir checks against shooting. However, he MUST issue and accept any challenges, even if there is another model in the same unit that normally would have to do so. In addition, Nicodemus cannot benefit from Glorious Intervention, unless it is made by his Primarch, and he MUST attempt a Glorius Intervention, unless it is his Primarch in the challenge.



Have you thought about the fact that without ATSKNF you will die if you fail to break of using Combat Tactics?


Your Own Unique characters in 40K @ 2013/05/06 14:15:03


Post by: 2x210


 Kain wrote:
The jaws of the deep. (Ruiner of Gryphonne IV, Tremorbeast) (Apocalypse only)

Codex: Tyranids

Points: 1500 pts

Type: Gargantuan creature

WS 7
BS 4
S 8
T 8
W 8
I 5
A 8
Ld 10
Sv 2+ 5++ FNP

Biomorphs: x2 Scything Talons, Armored Carapace, Regeneration, Toxin sacs, Adrenal Glands, Adamantium tusks, Dread Containment spines, Bio-plasma barrage, Warp shield, Scythe tail

Adamantium tusks: A biomorph commonly seen on Carnifexes, this allows the creature to impact on a charge with greater ferocity, allowing it an additional attack upon entering combat.

Dread containment spines: As this creature is to the Trygon as the Trygon is to the ravener, this beast has even greater containment spines with which to unleash upon it's foes, it's body storing up incredible amounts of electricity before discharging them in a cataclysmic storm of charged death. The sheer volume of fire this monstrosity can unleash is staggering, leading some to proclaim it as a living thunder storm. It has the following profile.

Range 24', Str 6, AP4, Assault 18.

Bio-plasma barrage: With an ululating shriek, the terror of the deep may release a burning gust of deadly plasma to accompany it's thunderous lightning, vomiting out green death at short range that can burn through the toughest armor with the following profile

Range 24", Str 7, Ap 2, Assault 6, blast.

Warp shield: A potent node in the psychic web of the Hive Mind, the jaws of the deep possesses some measure of psychic ability that allows it to generate a shield around itself, certainly not as strong as that of the Zoanthrope of telekinetic hive tyrants, but enough to occasionally deter lascannon rounds, as such it has a 5++ invulnerable save.

Scythe tail: Another biomorph commonly associated with carnifexes, the Scythe tail allows the Jaws of the Deep to make 2d3 additional attacks at half strength with no AP value in assault.


Special Rules:
Deep strike, Fearless, Fleet, Shadow in the Warp, Synapse creature, Subterranean assault (as Trygon), Unstoppable frenzy, titan crusher, Tremorbeast, Burrow

The endurer: The last it was seen, the beast managed to claw and tear it's way through a Titan legion before finally being brought to heel, it shrugged off grievous wounds, pushing forward to slaughter it's foes with a hateful frenzy and slamming into them like an angry god. As such it is treated as having Feel no pain and Rage.

Titan Crusher: Infamous for single handedly tearing apart a Titan legion, this creature's body seems well adapted to the task of ripping open the hulls of superheavy vehicles, it's strong talons capable of cutting through adamantium and piercing into vital systems and seems equally effective against similarly large monsters. Treat it as being AP1 in melee and having Armorbane and monster hunter in assault.

Tremorbeast: Much like the lesser mawlocs, this colossal beast's emergence from the earth below is immensely destructive. If it deep strikes into a space occupied by other models, do not roll on the deep strike mishap table, but instead do the following.

Place a 10' blast template directly over where the Jaws of the Deep is emerging from. Every unit caught by the marker suffers a number of S9 AP1 Armorbane hits equal to the number of models either fully or partially covered by the template. Vehicles are always struck on their rear armor. If any unit still has surviving models from the furious assault, move that unit the minimum distance away to clear all models from beneath the blast template while still maintaining unit coherency and avoiding impassable terrain. Units that were locked in combat before the Jaws emergence must remain in base contact if possible, but otherwise the model cannot be moved within 1' of an enemy model. Vehicles, including immobile vehicles, retain their original facing if moved. Any models that cannot be moved out of the way are destroyed. After all casualties are determined replace the 10' blast template with the Jaws of the Deep.

Additionally, mark the position under the Jaws of the Deep's base. Any Tyranid unit (excluding those with wings or Gargantuan creatures) may attempt to utilize this tunnel network and emerge from it instead of arriving as normal. If they chose to do so, place the entire unit so that all units are within 6' of the marker and are in unit coherency. If any models cannot be placed because of enemy models within 1' or impassable terrain the excess are removed as casualties. The unit may assault on the same turn as it arrives as well as move and shoot due to the sheer size of the tunnel created. No more than two units may emerge from each tunnel entrance per turn. If a second unit emerges from the same entrance during the turn, then neither may assault on that turn.

Unlike most units, the Jaws may assault on the same turn it emerges from reserves.

Burrow: The Jaws of the deep can at any time if it is not locked in close combat, elect to re-burrow into the earth. If it chooses to do so, remove it from the table and place it back in reserves. It automatically emerges via deep strike on your next movement phase. Note that the Jaws may not deep strike and burrow on the same turn.

Fluff: First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Gryphonne IV. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Gryphonne IV after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult.

The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind.

Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall.

But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.

Battle of forgefane:

On forgefane it lead the push past the Iron Warrior's defenses, earning it the moniker of "tremorbeast" from the fearful Iron Warriors as it terrorized them. The Chaos Space marines and their legions of traitor guardsmen, dark mechanicus, daemons, and cultists soon grew to fear the creature more than their own gods as it would emerge without warning, lay waste to all in it's sight, then disappear just as suddenly.

"We thought we were safe.We had our mighty engines, and obliterators, our legions of guardsmen and cultists, our great daemons and sorcery, our dark fleet in orbit, our own mighty armor and weapons. We had held this world for ten thousand years against xenos and the slaves of the corpse emperor. When our world shook and churned, we dismissed it as abnormal geological activity, nothing for the warriors of Chaos to fear. But then our sorcerers started to scream...not of the scratching of daemons or the gnawing of our gods, but of the voices of a billion billion hungry mouths, clawing and biting and casting a dark shadow. We thought the gods were testing us, until our scanners and sorcery revealed them, a Tyranid fleet a thousand hive ships strong with more Krakens than we could fathom.

We dismissed them, what threat could mere hungry beasts pose to the scions of Perturabo? We were veterans of ten thousand years of defense. We engaged in a defense throughout the system, striking at their fleet as our dogma dictated, pulling back as they came in their multitudes. But On the third hit and run assault, what we mistook for clouds of gas passing through the system revealed themselves to be spores hiding the other half of their fleet. Most of our ships were caught in the vise, and they descended upon them like savage animals. Ships that had seen thousands of years of battle, mighty chaos leviathans, and xeno mercenaries all wiped out in a few hours. The sorcerers said they all died screaming.

The rest of our fleet hung above us, our defense lasers and batteries filled the void with death. But they smashed through without pause or heed. Some of us requested to flee, but that fool. That warp damned fool Kolvax bid us to stay, proclaiming that we would not fall. At first it was glorious, to kill so many writhing, screaming and mewling xenos. They ground theirselves against our defenses as every other foe had. Dying in piles so thick we used their corpses to make ramparts. But they never stopped coming. They came in waves and we pushed them back, again and again and again.

But the gifts became harder and harder to receive. The voice of our gods quieter and quieter, until it was drowned out by the scratching hunger of a race that outnumbered the stars. We fought and killed, we sacrificed their corpses to the Dark Gods, we gloried in their deaths, but whereas every tide before them broke, they only seemed to feed on our efforts. They were beyond mere beasts, they learned and adapted, each wave better suited to our slaughter than the last. But we didn't know our doom until that thing appeared. We rallied around a bloodthirster we had summoned, cutting through them like a scythe through chaff.

But then the ground itself betrayed us, crumbling into the abyss below before the tremorbeast as it rose and devoured a dozen battle brothers and slaughtered our cultists. The Bloodthirster roared it's challenge and bellowed chants to Khorne, but the creature simply reached over and impaled it with one of it's claws before biting it in half. And following it came the Great Devourer in all it's multitudes. Thousands of lesser serpent beasts rose and let forth more of them through, our fortresses began collapsing as they ate away their foundations.

Kolvax, damnable fool, thought to slay the beast himself. Even as it destroyed our Titans and slew our Daemons, he sought to fight it. When he finally found it after it slaughtered four bloodthirsters and reduced two of our titans into scrap and sent a lord of change screaming into the warp, he still sought to charge it. The imbecile only got off a single swing before it ran him through with it's tail and tossed him into it's mouth before ripping the walls of our fortress down like cardboard. Six hundred defilers lost in two hours, hundreds of brothers eaten, billions of slaves, dozens of titans, thousands of daemons, millions of mercenaries all lost to us!

Before I fled on a stormbird, I saw one of them...like the Hive Tyrants but with four swords and a malevolent intelligence to it's eye. Looking at the Tremorbeast lay waste to our defenses approvingly. Later I would learn the loyalist's name for the beast, Swarmlord. And that the creature that shattered our defenses helped the devourer Shatter Gryphonne IV, a world Kolvax long dreamed of claiming for himself. Know this cretin, we are warriors of chaos, but we are not invincible, do not underestimate the Xeno, they are a more dogged threat to us than the false Imperium, and now they are at your doorstep.

Over a thousand iron warriors died on that world, their geneseed forever lost to us and the enemy now aware of all our weaknesses. You think yourselves peerless for overwhelming this subsector a scant century ago. You dismiss the Hive Fleet battering down at your walls as simple beasts. You have not learned how to properly scorn the devourer with the gifts of Chaos.. And that is why I came to your wretched subsector, to warn you of the threat these aliens pose. To whip you dogs into shape and form a proper defense against the greatest threat to Chaos...*distant rumbling*...What was that?....

*Room shakes* No...it cannot be....*screeching and roaring* No...The Tyranids could not have advanced so quickly! *sound of masonry collapsing* No! The beast returns! *Firing of reaperautocannon and screaming* I WILL NOT BE TAKEN BY YOU BE-*Sound identified as terminator armor being penetrated, low growling, and teeth chomping*-AAAAAAAGGGGGHHHH" Iron Warriors Chaos Lord Argentik Solemnbane's last known words during the fall of the traitor held subsector Jyrl, lost to the Imperium following the "Descent of the Ravagers" to Hive Fleet Hydra, over four thousand traitor marines belonging to several renegade chapters, the Iron warriors, Word Bearers, and Emperor's children traitor legions, roughly three hundred fifty billion cultists, and eight hundred million traitor guardsmen and chaos PDF elements estimated to have been slain. Recording found by Grey Knights purgatory squad following the arrival of a crusade fleet dispatched earlier to reclaim or exterminate subsector for the Imperium. The Grey Knights detachment reportedly informed the Inquisition that they were extremely disappointed, a sentiment held by everyone involved in what has become known as "The non-crusade" among other more farcical nicknames.

"What a bloody waste of our time." - Warmaster Rodrick bitterly reported upon finding that the subsector was stripped clean of all life by Tyranids a year before arrival.

The Administratum officials in charge of organizing the crusade who failed to authorize further intelligence into the subsector were promptly sent to Gulags in northern Valhalla as penance.



I think the idea is neat, can't comment on the rules as I am not too familiar with Apocalypse, but the fluff is little ridiculous, I mean 2 titans, eating 5 Bloodthirsters, and killing a Lord of Change, all in one battle........

What do you think your Matt Ward or something?


Your Own Unique characters in 40K @ 2013/05/06 14:22:02


Post by: Kain


2x210 wrote:


I think the idea is neat, can't comment on the rules as I am not too familiar with Apocalypse, but the fluff is little ridiculous, I mean 2 titans, eating 5 Bloodthirsters, and killing a Lord of Change, all in one battle........

What do you think your Matt Ward or something?
A giant reaver sized Trygon did in fact solo an entire Titan legion.


Your Own Unique characters in 40K @ 2013/05/06 14:29:56


Post by: 2x210


Wasn't aware, I guess that makes it better... but 5 Greater Demons Idk still seems kinda iffy, I guess we can just assume they were the pansy version of Greater Demons, rather than the badass planet shredding ones that sometimes pop up.

On that note I am going to make a IG IC named Burt, who hunts this thing from the back of a modified leman russ (If anyone gets that reference, awesome)


Your Own Unique characters in 40K @ 2013/05/06 14:51:04


Post by: Kain


2x210 wrote:
Wasn't aware, I guess that makes it better... but 5 Greater Demons Idk still seems kinda iffy, I guess we can just assume they were the pansy version of Greater Demons, rather than the badass planet shredding ones that sometimes pop up.

On that note I am going to make a IG IC named Burt, who hunts this thing from the back of a modified leman russ (If anyone gets that reference, awesome)

Most greater daemons aren't anywhere near the level of sector devourers like Ulkair or An'ggrath. They're generally more in line with Tyranid monstrous creatures.


Your Own Unique characters in 40K @ 2013/05/06 16:15:54


Post by: BaconUprising


Not to rain on your parade or anything but ir the iron warriors lost 1000 of their number in one battle it is unlikely they would ever have the strength to fight again and would very likely be wiped out by other traitor legions... Also killing 5 bloodthirstrs is probably ok but killing them as it does with one hit seem a bit much IMO.


Your Own Unique characters in 40K @ 2013/05/06 16:23:36


Post by: Kain


BaconUprising wrote:
Not to rain on your parade or anything but ir the iron warriors lost 1000 of their number in one battle it is unlikely they would ever have the strength to fight again and would very likely be wiped out by other traitor legions... Also killing 5 bloodthirstrs is probably ok but killing them as it does with one hit seem a bit much IMO.
The IWS are a legion with nearly a hundred thousand men, and the fall of forgefane is canonical, as are the deaths of an entire grand company. And generally speaking most greater daemons go splat against titans and titan equivalents.


Your Own Unique characters in 40K @ 2013/05/06 16:44:41


Post by: BaconUprising


There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...


Your Own Unique characters in 40K @ 2013/05/06 16:50:05


Post by: Kain


BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
Warsmith Honsou alone threw 17000 csms against ultramar and suffered near total losses.


Your Own Unique characters in 40K @ 2013/05/06 19:14:00


Post by: McNinja


BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
There are probably near a million CSM in the galaxy/Warp, both from the heresy and newly recruited. More than one Chapter has gone rogue, and the original heretic legions are massive legions. The Ultramarines alone probably numbered in the hundreds of thousands.


Your Own Unique characters in 40K @ 2013/05/06 20:36:49


Post by: BaconUprising


 Kain wrote:
BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
Warsmith Honsou alone threw 17000 csms against ultramar and suffered near total losses.

Barely any of these were iron warriors.


Automatically Appended Next Post:
 McNinja wrote:
BaconUprising wrote:
There aren't 100,000 of them anymore. Nowhere near that amount. The iron warriors are a divided legion into smaller warbands. Togther these warbands would probably come to about half the number of CSM's you stated. Can you quote where 1000 iron warriors die in one go to me? If the IWS had 100,000 CSM and demonic backing they would have destroyed the Cadian gate by now. think if what you said was true the IW's alone would be able to go toe to toe with 10 SM chapters at once...
There are probably near a million CSM in the galaxy/Warp, both from the heresy and newly recruited. More than one Chapter has gone rogue, and the original heretic legions are massive legions. The Ultramarines alone probably numbered in the hundreds of thousands.

There's probably nothing like that amount. Probably less thn half of the amount you have just stated


Your Own Unique characters in 40K @ 2013/05/06 20:52:49


Post by: Kain


Chapter Master Gorbachev of the Ice Dragons

Cost 260
ws bs s t w a i ld sv
5 5 4 4 4 3 5 10 2+ 4++ 5+ FNP
wargear
Artificer Armour
Plasma pistol
Frag and Krak Grenades
Iron Halo
Chain fist
Auspex Targeter
Augmetics (Grants 5+ FNP)
Auspex Targeter: The Targeter may only be used if the "In for the ride" rule is in use, in this case, the Targeter improves the ballistic skill of one weapon to Six.


Special Rules
Chapter master
Independent character
And They Shall Know No Fear
Eternal warrior
Armoured assault
Tank master
In for the ride

Chapter master: See codex space marines. (May only be taken in Codex Space marines armies with Iron hands chapter tactics or in Siege Assault Vanguard lists with Iron hands chapter tactics)

Armoured assault: Following in the steps of the Auroras, the Ice Dragons have considerably more armored vehicles and Dreadnought shells than standard acquired following the discovery of a cache of unused shells from a horus heresy era supply depot; in their chapter than is standard for codex compliant chapters to engage in their famed and extremely devastating armored pushes. Predator tanks, Vindicators, Whirlwinds, and Dreadnoughts may be taken in squads of up to three.

Tank master: An master of armoured warfare, having studied both Space Marine and Imperial guard tank tactics extensively seeking to find a way to show that the vehicle arm of a space marine chapter can be just as deadly as the more famous infantry, Gorbachev has refined his chapter's already proud history of tank tactics to a razor sharp degree. Gorbachev may either outflank or bring in one unit of vehicles with the scouts rule.

In for the ride: Gorbachev may be used as the commander for any one predator, vindicator, whirlwind, land raider, Fellblade, Sicarian Battle Tank, or Spartan assault tank, giving it his BS, the tank and monster hunters USR, and an immunity to crew shaken results on armour penetration results.

Fluff: An Iron Hands descended chapter, the Ice Dragons express their love of the mechanical in a fondness for vehicles of all shapes and sizes, from aircraft to tanks to APCs, to them a Rhino or Predator tank is as much an honored part of the chapter as the marine himself and extensive (some would say excessive) care is taken for them, gaining them the mildly derisive nickname of the "Marines Immaculate" for their painstaking efforts in keeping their vehicles as well maintained as possible. Recruiting from a bitterly cold semi-civilized world known as Rodina which despite it's modern amenities, cities, and considerable industrial output, still has massive stretches of largely untamed wilderness where small communities eke out a living in a landscape filled with dangerous predators including the dreaded Saber-Tyrant or Jiralhanix.

Primarily recruiting from these hinterlands where survival depends on one's ability to keep the insidious threat of flesh freezing cold in the winter, miserable mud and rain that one can drown in during the spring and autumn, and baking summer heat along with highly unfriendly wild life, an ambull infestation that has to date proven impossible to remove, left over Tyranid bioforms from a failed attack by a splinter fleet of hive fleet Hydra over a century ago (this is by M42 mind you) who have grown to become a part of the ecosystem, and periodic assaults by the mysterious xenos known as the Slaugth who more often than not leave many of their hideous bioweapons on the planet, as if to test their monstrosities, the Ice Dragons have a good stock of hardy boys to forge into proud warriors.

Strangely, the Ice Dragons take a similar attitude towards their people as chapters such as the Salamanders and Ultramarines after their first chapter master met and befriended the force commanders of a Salamander and Ultramarine detatchment during a crusade against the Rak'Gol, and encourage their brothers to spend their somewhat greater (an entire hour!) amounts of free time with the civilian population to remind them of what they are fighting for. As the Ice Dragons are frequently called back to their home world whenever signs of the local Tyranid populace (which the Munitorium has "discouraged" them from purging as they are thought to be a useful aid for the training of the PDF) boiling over become apparent or to throw back Slaugth incursions, and more worryingly, Necrons and Eldar of many varieties, leading the Ordo xenos to believe that Rodina is riddled with webway gates.

During a particularly fearsome clash between Imperial forces, a Slaugth raiding group, a Tyranid "boil", and Dark Eldar slavers who emerged to try and claim the world's population, a great many were left displaced, orphaned and very much dead during the chaos. Working in tandem with the PDF and several imperial guard divisions and the local order of the sisters of battle deployed to keep the planet in Imperial hands, the Ice Dragons manage to force the xenos back, in a bloody battle that razed many towns and cost the lives of over three hundred million during the so called "Campaign of sorrow" for the loss of three entire companies and the gutting of many other Ice Dragon units in the midst of the slaughter at Rodina. But some survived, some through hiding, others through cleverness and bravery.

Gorbachev was one of these boys, selected for managing to survive deep behind enemy lines and having impressed brother captain Putin by showing valor against the vile Slaugth. Brought in, he proved himself to be a skillfull tank commander and warrior who eventually found himself as one of the land raider commanders of the Chapter, bringing ruin to enemy infantry and vehicle elements with his sacred armored death box. While not a techmarine, he was on good terms with those of his brothers who were close to the Omnissiah and could count on them to help him sanctify his vehicle in preparation for every battle against the foes of the Imperium. And following previous chapter master Suvorov's messy demise at the hands of the Slaugth lord known as Kay-uss, was elected as his replacement.

Having lost much of his body to an indirect hit from a Slaugth rot cannon, the chapter master is now heavily cybernetic, though he says this helps him get more in touch with the machine spirits of his chapter's vehicles. Recently, the chapter master has been engaged in actions against the advance of Hive Fleet Hydra, easily the largest of the new hive fleets which has only grown even more bloated following it's happy consumption of an entire Chaos held subsector. To many guardsmen, the sight of a mass of Icy blue and glacier indigo tanks bearing a Maroon dragon is a symbol of hope in the face of the tide of the never ending swarms of the Tyranids.

The Chapter Master is a firm proponent of mechanized combined arms warfare, emphasizing the usage of vehicles of all sorts to more effectively wage war in close co-operation with Tempestus, other Astartes, Arbites, Guard, Inquisitorial, Mechanicum, PDF, and Ecclesiarchal military assets. He always ensures that local commanders of other Imperial assets are kept in the loop of his operations so long as their purity can be made certain and is fond of "Parliamentary" planning sessions, where all commanders give voice to their opinions and concerns regarding the plan of attack. This does slow down the planning stage of an operation, but he believes it provides superior results and minimizes needless casualties.

Sometimes mocked as soft by more hardline Chapters due to the lengths he goes to avoid collateral damage and friendly fire in his planning and his continuation of the Ice Dragon tradition of supporting the people in both war and peace and genuinely humble attitude towards non-astartes, Gorbachev is seen as an idealist by most. Perhaps it's because he's one of the newest chapter masters in his region, having less seniority than most every chapter master who bases themselves in the inciphis regions. Perhaps it's because he was instilled so strongly with the altruistic ideals of his chapter. Whatever the reason, he's a well loved figure on his home-world and is a key figure in the Frateris Infinitus; a network of Space Marine chapters who operate heavily in the Inciphis region who co-operate and co-ordinate with one another to better defend and conquer the region.

Ice Dragon Motto: The heroes ride over the field


Your Own Unique characters in 40K @ 2013/05/10 15:48:16


Post by: Spydermonkey1351


Roknob “Da Krusha” 200
WS BS S T W I A Ld Sv
5 2 5 5 4 1 3 9 3+/5++/6+
Unit Composition
1 (Unique)

Unit Type
Infantry

War Gear:
Slugga
Da Krusha
Stone Skin
Stompin' Boots

Special Rules:
Independent Character
Fearless
Hatred Imperial Guard
Furious Charge
WAAAGH!
Red Runner
Kill Da Kommissar

Options:
Attack Squig…….15


Da Krusha
A giant rock fist that is swung about like a sledge hammer. Has the same profile as a Power Klaw, plus the Instant Death special rule.

Stone Skin
Skin made of an organic stone confers a 3+ armor save, 5+ invulnerable save, and a 6+ Feel No Pain.

Stompin’ Boots
Giant boots made of stone, fused to Roknob’s feet, give him the Hammer of Wrath special rule.


Red Runner
If a unit, friend or foe, within 12” of Roknob turns and runs, Roknob loses control and must chase after them. Durring your next movement phase, detach Roknob from any unit that he may be attached to and roll 2d6. Move that distance toward the fleeing unit, ignoring terrain (except impassible). Roknob cannot shoot this round, but must declare a charge against the unit. Resolve the charge and assault as normal.

Kill Da Kommissar
If Roknob and Commissar Yarick are deployed on the same field, even as allies, Roknob must get into melee with Yarick as quickly as possible. Whether this means embarking in a vehicle or running, he will chase the Commissar until melee is established. One a charge is declared, Roknob must issue a challenge.

Lore (sorry it's so long. I had fun )
As a young nob in the warband, when Zobgutz witnessed the slaughter of his warboss at the hands of Commissar Yarick, he and what was left of his squad lost heart and fled. They took off in a small, rickety space craft and made planet fall on a nearby moon. The trip was bumpy and quiet, aside from the roaring engines that were a staple in any ork craft. Given the time to reflect on his actions, Zobgutz began to regret his decision to run. He was sure that he could have taken the Commissar in the weakened state the man was in after a battle like that. His mind would not let him rest, even after they touched down on the large, gray moon. His boyz piled out of the craft, looking for something to either fight, eat, or both. Zobgutz stayed behind a moment, contemplating, which is naturally something orks do slowly. Grief was building up inside him, boiling into rage. Hatred for the Commissar only fueled the fire. Zobgutz lost control and burst from the spacecraft like a trukk and slaughtered the unsuspecting boyz with his krumpin’ fist and big choppa as a sacrifice to Mork and Gork. Still in a fit, he stomped off alone to find something else to fight.

Zobgutz traveled for days. The only moving thing he saw was his own shadow when the bright star was overhead. He tried several times to kill it, thinking it was another traveler on this barren wasteland. He slowly came to the realization that there was nothing else, no one else here. He could not pilot the junk space boat alone, and having killed his krew, he was now the only living thing on this space rock.

He was tired and growing weary, but his fury drove him on. In a desperate attempt to quell the storm, he grabbed a few rocks and stacked them together in the shape of an 'umie. He drew one big eye with his big choppa and placed the "head" on top. He then promptly destroyed it with one swing. He did this three more times before he lost control again and grabbed the head, now almost believing that it was the Commissar's real head, and ate it. The stone was surprisingly wasy to chew, considering the scratches and dents it made in his big choppa. He swallowed hard, feeling the grit crunch its way down. He felt better, for some of his weariness stemmed from hunger. He ate a few more of the strange rocks, and then set off to find more Commissars to mash and eat.

Zobgutz' days continued like this, turning into weeks, then months, then years. He forgot many things, his name included. Nobody here but he and his foes, and they were dead soon after meeting him. He started building statues and leaving them to find later. He would tromp around, looking for Ol’ One Eye, and charging in and killing him when he found one. Then he would distractedly put the stones back together, eating a few, and move on to find another one, all the while clenching his left fist in a constant, insatiable rage. He felt heavy, assuming he was getting bigger because of all the ‘umies he was killing. There was also a shadow of recognition beyond the hate that each time he found a new statue, it hurt less and less to mash it to bits with his krumpin’ fist. His big choppa long since shattered, his ever clenched fist was all he used anymore.

In truth, the big ork was indeed getting bigger, but that wasn’t all of it. His thunderous foot falls were augmented by his enormous gain in weight as tiny microbes in the rocks he’d been eating manipulated his molecular structure. The bacterium liked their new, fleshy environment, and so assisted it by making it tougher, like the rocks. His krumpin’ fist had fused to itself, creating more of a wrecking ball than a hand. It was completely incapable of any dexterity, but that didn’t matter to the ork. His skin had darkened as well, changing from the bright vivacious green it once was to a darker, gray/green color. He was becoming a living stone.

The ork’s characteristic steel clad boots were all but destroyed, so between hunts one day he decided to create some new stompers. He fashioned some crude boots out of the stones, using his own spit to glue them together. When he put them on, they seemed to fuse onto his feet, becoming part of him. He tried to shake them loose, but they were stuck like a squig hound on a fresh carcass. He bent down to take them off, and they slid past his gnarly toes with ease. Heh. Now nobody’s gunna take my boots, he thought to himself, replacing his feet within their new carriages. Proud of his creation, he stomped off, each step making the stones around him jump with the impact.

On a day like any other, the dark gray/green skinned creature was hunting by Big Rock Pass, so aptly named for the big rock he passed. His only thought was of finding the One Eye statue he left here and blasting it to bits with his impervious fist. The ground was rumbling under his steps, but when he stopped, the rumbling didn’t. He focused as hard as he could, straining to push aside the bloodlust, and he heard a noise. There had been no sound here but his own for so long, he was sure that he’d finally gone mad. But as he considered this, the sound grew louder. Much louder. Only one thing in the universe could ever need to be that noisy. He turned his gaze to the dark sky and couldn’t believe his luck. An ork space junker was cruising towards him at break neck speed. The craft’s krew hadn’t seemed to notice him yet, so the ashy ork grabbed a big rock with his good hand and hurled it at the incoming ship. His aim was true and the rock rang off the hull with a dull klang. At this point the craft was nearly directly above him, and a dozen or so bright, curious green faces appeared over the gunwale. A cacophony of hoots and hollers arose from the deck, followed by the sound of the engines powering down. The huge craft came crashing to a stop several hundred meters away from the big ork on the ground. He watched, curious as to what would come next. What happened did not disappoint.

In the distance, there was a loud CREAK tailed by a tremendous BANG! The ship had a cargo door, no doubt looted from some ‘umie craft, which had just slammed onto the ground, inevitably releasing a tide of around 30 battle hungry green boyz. He could hear their shouts and cries as they rushed in, weapons reared. Their sluggas were firing wildly in no direction at all, and the big ork smiled wildly at the scene. Dey came lookin’ fer a scrap, same as me. ‘Cept they found me dis time. I’ma give dem a scrap, aright. Raising his dexterous fist in the air, he charged headlong at the onslaught of boyz, screaming “WWAAAAAAGGHH!!!!” for the first time nearly since he could remember.

The first two boys were dead before they knew it. The dark ashy ork, monstrous by comparison, leapt at the hoard, sticking his stompers out and flattening one under each heavy tread. Unfazed, the little orks began slamming him with attacks from their choppas and sluggas, doing no real damage. The slugga rounds seemed to glance off of his skin, the choppas leaving nothing more than mere scratches to prove that they had ever been there at all. The giant’s weight had made him slow, but he was tough. He spun counterclockwise with his mauling fist, crushing several skulls in the process. Blows were coming at him from all directions, but he just kept swinging his fist and stomping on the boyz he’d knocked over without killing outright. Within mere minutes, the fight was all but over, with only three boyz left standing. They were staring at the huge creature, reconsidering their decision. In a split second, the three of them turned and ran.

Seeing this brought that old suppressed grief back to the surface in full force. The blood soaked victor fell to one knee with the might of the release of the repressed memories. He could no longer feel his limbs, and his vision was turning red, narrowing to a thin field. Without thought, lost in rage and grief and guilt, he took off after the running boyz at a full gait. He caught them with ease, stomping the life out of the one in back with both feet. He grabbed the second one with his good hand and pitched him at the other, knocking them both to the ground. The stone fist came next, splattering one head like a snotling in a kannon and crushing the other’s torso. Still raging, he began to stomp anything that he could get his feet on, mashing the once fleeing orks into the barren moon until they were naught but sauce.

His vision clearing, he stopped stomping. There was something else coming now, and he wanted to be ready.

Making his way toward the massive raging ork was another, bigger ork. This one had to be a boss, because he was even bigger than the one that had been here for so long. The boss’ power klaw made two neat crevasses in the dirt as he drug it at his side.

Staying well out of reach of the stone fist, the boss exclaimed “You know how to krump good. Who are you?”

“I’m… Uh… Dat… Um…” He’d not needed a name in so long; he had no idea who he was. The dark ork considered his situation for a moment. “Roknob. I’m Roknob, and dis is my Krusha.” He raised his left fist to display his newly named weapon, still dripping smatterings of skull and other gubbins.
The boss, unimpressed, simply replied “We gonna fight now.” Without further warning, the huge boss charged in, power klaw swinging. He connected with Roknob in the side, nearly knocking him over. Roknob’s stompin’ boots held their ground, however, and he took a counter swing. The boss, still filled with momentum from his charge, dipped out of the way of Da Krusha. Spinning after the dodge, the boss sent his klaw into Roknob’s right arm, claiming a deep gash.

Roknob, seeming to not notice the wound, swung around again, narrowly missing the boss. What!? thought the giant ork. Dat shoulda taken ‘is arm off. What is dis guy?

Deep consideration is not a forte of the orks, and a distraction like that from battle can be a fatal one. This situation was no different. Roknob swung his right hand to the ground, dripping blood onto the dirt below, and brought his krusha high above his head in a huge arc. Da Krusha came crashing down on the boss’ horned head, mincing it in an instant with a sickening “splosh!” The gore sprayed in all directions, like a battle wagon had been dropped on a really big squig. Roknob didn’t mind that he’d been sprayed with the stuff; he reveled in it. The lifeless body of the boss crumbled to its knees, from which it was knocked over by a giant stone boot. Roknob stood straight, surveying the scene. Without a word, he crossed the battlefield, making his way toward the ship. He knew what he must do now. This is why Mork and Gork had kept him alive. He had a ship. He had a krew. He had Da Krusha. He was going to find Ol’ One Eye Yarick. He was going to kill him.




Your Own Unique characters in 40K @ 2013/05/10 18:29:09


Post by: Farseer Faenyin


The Craftworld of Yme'Loc is not as well known as the other primary Craftworlds that the Imperium faces on a more regular basis. This Craftworld is noted for its participation in some of the largest, and most apocalyptic(see what I did there?) battles in recent history involving this enigmated race. Their armies are formed with a large number of grav-tanks and elegant titans.

Bonesinger Faenyin is one of the Seers that sits on the Council of Yme'Loc, guiding the actions of his people of and ensuring their continued survival. As is expected from a Craftworld so well known for their ability to construct vehicles and even titans in numbers unheard of from other Craftworlds, Faenyin's battlefield abilities have been honed to help him work with the constructs made from the Eldar material known as wraithbone.

Many battles have been won due to Faenyin being at the right place at the right time to repair a downed vehicle so it may fight on and deliver a decisive blow to the enemy.
Most notably, during a long campaign on a world fought over by armies represented by at least 5 groups(Orks, Eldar, Imperium, Necrons and Chaos)...Faenyin repaired a Revenant Titan which swayed the battle in the favor of the Eldar. The Revenant had been hit by a lucky shot from a Warhound Titan and left for dead as it sat immobilized on the ground behind an industrial complex, its holofields preventing it from detection. Faenyin rebuilt the war construct's legs enough that it could right itself, and came in behind the Titan maniple, destroying both Warhounds before the realized the Revenant was even there.

Bonesinger Faenyin
"Bonesinger of Yme'Loc"
HQ Choice - 125pts

WS - 4
BS - 4
S - 3
T - 3
W - 3
I - 5
A - 1
Ld - 10
Sv - 3++

In addition to the abilities available to the Farseer normally, add:

Mend: Cast on a friendly Eldar unit within 18"
If a vehicle or Wraith-construct is targetted, may repair one hull point or remove one wound taken(can never bring a creature above it's normal starting wounds). Cannot be cast on flyers unless they are in Hover Mode.
If it is an infantry unit, they may re-roll any failed armor saves.

If the Farseer has a Core Rulebook power, 'Mend' counts as a Blessing costing 1 Warp Charge. If the Farseer has Eldar Powers, it counts toward the number that can be cast per turn like any other Eldar power.

Wraithspear - This is an item that was created with the idea of the creation and destruction of vehicles.
Allows Faenyin to cast one additional power per turn(+1 Warp Charge if casting from Core rulebook), but the power MUST be 'Mend'. This can allow Faenyin to cast 'Mend' twice per turn, but it must be on different units.
May be thrown as a Singing Spear with the following rules:
Range 18" - SX AP2. This wounds creatures on a roll of 3+ instead of the normal 2+ for Singing Spears, due to its psychic charge being saved for vehicles. Against a vehicle is is STR 9 with the 'Lance' special rule.
In close combat, this weapon counts as AP2.

Runes of Lesser Warding: These produce the same effect as Runes of Warding, but only affect a psycher if he is within 24" of Faenyin

Wargear: Wraithspear, Enhanced Rune Armor, Spirit Stones, and Runes of Lesser Warding.

EDIT: Cleaning up some things that I realized would cause rules problems, and spaced paragraphs a bit better.


Your Own Unique characters in 40K @ 2013/05/10 18:35:49


Post by: Kain


Sweet blue monkey emperor use PARAGRAPHS!


Your Own Unique characters in 40K @ 2013/05/10 19:06:47


Post by: BaconUprising


 Farseer Faenyin wrote:
The Craftworld of Yme'Loc is not as well known as the other primary Craftworlds that the Imperium faces on a more regular basis. This Craftworld is noted for its participation in some of the largest, and most apocalyptic(see what I did there?) battles in recent history involving this enigmated race. Their armies are formed with a large number of grav-tanks and elegant titans.

Bonesinger Faenyin is one of the Seers that sits on the Council of Yme'Loc, guiding the actions of his people of and ensuring their continued survival. As is expected from a Craftworld so well known for their ability to construct vehicles and even titans in numbers unheard of from other Craftworlds, Faenyin's battlefield abilities have been honed to help him work with the constructs made from the Eldar material known as wraithbone.

Many battles have been won due to Faenyin being at the right place at the right time to repair a downed vehicle so it may fight on and deliver a decisive blow to the enemy.
Most notably, during a long campaign on a world fought over by armies represented by at least 5 groups(Orks, Eldar, Imperium, Necrons and Chaos)...Faenyin repaired a Revenant Titan which swayed the battle in the favor of the Eldar. The Revenant had been hit by a lucky shot from a Warhound Titan and left for dead as it sat immobilized on the ground behind an industrial complex, its holofields preventing it from detection. Faenyin rebuilt the war construct's legs enough that it could right itself, and came in behind the Titan maniple, destroying both Warhounds before the realized the Revenant was even there.

Bonesinger Faenyin
"Bonesinger of Yme'Loc"
HQ Choice - 125pts

WS - 4
BS - 4
S - 3
T - 3
W - 3
I - 5
A - 1
Ld - 10
Sv - 3++

In addition to the abilities available to the Farseer normally, add:

Mend: Cast on a friendly Eldar unit within 18"
If a vehicle or Wraith-construct is targetted, may repair one hull point or remove one wound taken(can never bring a creature above it's normal starting wounds). Cannot be cast on flyers unless they are in Hover Mode.
If it is an infantry unit, they may re-roll any failed armor saves.

If the Farseer has a Core Rulebook power, 'Mend' counts as a Blessing costing 1 Warp Charge. If the Farseer has Eldar Powers, it counts toward the number that can be cast per turn like any other Eldar power.

Wraithspear - This is an item that was created with the idea of the creation and destruction of vehicles.
Allows Faenyin to cast one additional power per turn(+1 Warp Charge if casting from Core rulebook), but the power MUST be 'Mend'. This can allow Faenyin to cast 'Mend' twice per turn, but it must be on different units.
May be thrown as a Singing Spear with the following rules:
Range 18" - SX AP2. This wounds creatures on a roll of 3+ instead of the normal 2+ for Singing Spears, due to its psychic charge being saved for vehicles. Against a vehicle is is STR 9 with the 'Lance' special rule.
In close combat, this weapon counts as AP2.

Runes of Lesser Warding: These produce the same effect as Runes of Warding, but only affect a psycher if he is within 24" of Faenyin

Wargear: Wraithspear, Enhanced Rune Armor, Spirit Stones, and Runes of Lesser Warding.

EDIT: Cleaning up some things that I realized would cause rules problems, and spaced paragraphs a bit better.

Wow great character, don't like the ap-2 spear though... This sounds a bit like the thing I am working on about a mechanised Eldar leader. Mine draws inspiration from that battle between knight commander Pask and the eldar guy. How about yours?


Your Own Unique characters in 40K @ 2013/05/10 19:12:32


Post by: BrotherOfBone


A Sgt. Telion, but for actual Space Marines, he's essentially a Sargeant who declined the offer to become a Company Captain after the previous one died, he gives the squad of Space Marines he's in the Bolter Drill special rule, and is basically slightly better/worse (better in some ways, worse in others, like he only has 1 wound, but also wears artificier armour to improve his durability) than a basic captain, but is permanently attached to the squad to balance it out. He can also be upgraded in some ways, like you can give him power weapons, or combi-weapons, but he can't take both at the same time


Your Own Unique characters in 40K @ 2013/05/10 19:29:39


Post by: Spydermonkey1351


 Kain wrote:
Sweet blue monkey emperor use PARAGRAPHS!


I DID! I just didn't double space between them. It's less of a forum post and more of a short story.


Your Own Unique characters in 40K @ 2013/05/10 20:39:24


Post by: Kain


 Spydermonkey1351 wrote:
 Kain wrote:
Sweet blue monkey emperor use PARAGRAPHS!


I DID! I just didn't double space between them. It's less of a forum post and more of a short story.

Space it dangit!


Your Own Unique characters in 40K @ 2013/05/11 00:20:01


Post by: Spydermonkey1351


 Kain wrote:
 Spydermonkey1351 wrote:
 Kain wrote:
Sweet blue monkey emperor use PARAGRAPHS!


I DID! I just didn't double space between them. It's less of a forum post and more of a short story.

Space it dangit!


Fixeded it.


Your Own Unique characters in 40K @ 2013/05/11 01:55:58


Post by: PandaMango141


CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.


Far too cheap for 120 points, especially in that codex.
I reckon close to 180 sounds about right, especially as she's an Instant Death Machine.


Your Own Unique characters in 40K @ 2013/05/11 08:14:07


Post by: BaconUprising


CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USRak. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.
why would she have better LD than a space marine when she can't even speak?


Your Own Unique characters in 40K @ 2013/05/11 11:21:49


Post by: CalasTyphon216


all inquisitors are Ld10, go figure


Your Own Unique characters in 40K @ 2013/05/11 11:53:42


Post by: Thatguyhsagun


BaconUprising wrote:
CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USRak. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.
why would she have better LD than a space marine when she can't even speak?

Don't most psykers have the ability to speak directly into peoples minds?


Your Own Unique characters in 40K @ 2013/05/11 13:08:08


Post by: Ovion


CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.
All models always have the Gunslinger rule all the time, so long as it has 2 pistols. It's not a USR, it's effectively a rule built into the Pistols.
The Rending means whenever you cause Instant Death, you autowound at AP2 aswell...


Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.


Costing!
Spoiler:
Inquisitor - 25
-Carapace Armour -4
-Bolt Pistol -3
+2 Laspistols +6
-Chainsword -2
-Krak Grenades -2
-Psyk-out Grenades -2
+Rending +10
+Instant Death(6) +10
+Psyker Level +25
+Power +10
+Eternal Warrior +35
+FnP +10
+2DTW +10
+Troops Unlock +5
133: Round Up
Total: 135


Your Own Unique characters in 40K @ 2013/05/11 13:14:29


Post by: CalasTyphon216


 Ovion wrote:
CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USR. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.
All models always have the Gunslinger rule all the time, so long as it has 2 pistols. It's not a USR, it's effectively a rule built into the Pistols.
The Rending means whenever you cause Instant Death, you autowound at AP2 aswell...


Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.


Costing!
Spoiler:
Inquisitor - 25
-Carapace Armour -4
-Bolt Pistol -3
+2 Laspistols +6
-Chainsword -2
-Krak Grenades -2
-Psyk-out Grenades -2
+Rending +10
+Instant Death(6) +10
+Psyker Level +25
+Power +10
+Eternal Warrior +35
+FnP +10
+2DTW +10
+Troops Unlock +5
133: Round Up
Total: 135

I wasn't quite sure re gunslingers, and i CBF looking it up
my costing wasn't that far off though


Your Own Unique characters in 40K @ 2013/05/11 15:07:29


Post by: BaconUprising


Thatguyhsagun wrote:
BaconUprising wrote:
CalasTyphon216 wrote:
Sienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USRak. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.
why would she have better LD than a space marine when she can't even speak?

Don't most psykers have the ability to speak directly into peoples minds?

With that logic all psykers should be LD10.


Your Own Unique characters in 40K @ 2013/05/11 15:50:43


Post by: Thatguyhsagun


BaconUprising wrote:
Thatguyhsagun wrote:
BaconUprising wrote:
CalasTyphon216 wrote:
S
Spoiler:
ienne the Silent

Sienne was a member of the Ordos Malleus, known as 'the Silent' after her throat was slit by a bloodletter's hellblade. Miraculously surviving long enough for her throat to be replaced by bionics, she refused to have her vocal chords fixed. She disdained the use of advanced armor and weaponry available to an inquisitor of her standing, insisting on fighting on the front line despite being woefully under equipped to do so. Her faith in the Emperor is legendary, and though long disappeared, there are many who insist that she will return in the end times to stand by the Emperor's side.

Codex: Grey Knights

Points: 120

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv5+

Wargear: Flak armor, 2 laspistols, frag grenades

Special Rules: Independent Character, Stubborn

Crack Shot: Sienne has the Gunslinger USRak. Her shooting attacks using her laspistols have the Rending USR, and inflict Instant Death on a roll of a 6 to wound. In addition, once per turn she may initiate volley fire. Declare this at the start of her shooting phase. For the rest of the shooting phase, her laspistols fire D6 shots each, but gain the Get's Hot USR. Furthermore, she may not fire overwatch in the opponent's following turn, nor may she strike blows in combat: she is busy reloading.

Unshakable faith: Sienne is a level 1 psyker. She has access to the following 2 psychic powers, and may not swap them out.

Shield of faith: Blessing. Sienne has a 5+ invulnerable save, conferred to any friendly unit she joins.

Fire! Fire! Fire!: Blessing. Sienne and any friendly unit she joins count all their shooting weapons as twin-linked.

The Emperor Protects!: Sienne has Eternal Warrior, Feel No Pain, and Denys the Witch on a 4+.

Inquisitor: Sienne unlocks Inquisitorial Henchmen as troops. However, each Inquisitorial Henchmen unit MUST contain at least 1 Mystic and 1 Banisher.
why would she have better LD than a space marine when she can't even speak?

Don't most psykers have the ability to speak directly into peoples minds?

With that logic all psykers should be LD10.

Just putting it out there. You wanted to know why she could be LD10 and not being able to speak, I merely gave the reason that there is more ways to communicate aside from vocally.


Automatically Appended Next Post:
So reboot of my dreadnought character. Steering away from the previous fluff for the simple reason the (only) chaos player called cheese and list gearing so heres my new dready captain:
Venerable Captain Drakassi (C:SM)..................300 pts
WS/5 BS/5 S/6(8) F/13 S/12 R/11 A/4 Ld/10
Wargear:
The Iron Carapace: This is a suit of relic dreadnought armor that grants a +1 on the front and rear facings
Shredder Cannon: This is a quad-mounted autocannon. It fires as a twin-linked autocannon or in the following profile: Dispersed burst 48" S6 AP5 Large Blast Assault 1
The Blade of Sunderment: This is a Relic Blade with the profile: S: User +2 AP: 3
Internal Shield Generator: This is a relic generator salvaged from a Contemptor Dreadnought. It grants a 5+ save from ranged attacks and a 6+ in CC
Banner of Determination: All units who can draw LoS to the banner or Drakassi may re-roll all failed tests requiring Leadership.
Special Rules:
Living relic (as Bjorn the Fell-Handed)
Venerable
Inspiring Presence
Brain Trauma: every turn roll a d6; on a 1 Drakassi is controlled by the opponent. If there are any orks on the field you must re-roll successful rolls.
Some Fluff:
Spoiler:
The Ice Drakes chapter, as descendants of Dorn, are masters of siege warfare, preferring to slay foes at range with icy precision. They specialize in the ability to outshoot almost any for they may meet. As such they outfit more devastator squads and fewer assault. Many masters have indeed served double or triple runs through these forces prior to taking command of a company. At the forefront of these masters was Captain Drakassi. Leading the first company in his personal relic Terminator armor, wondrously crafted assault cannon in one hand, crackling relic blade in the other, company banner flying high over his head. He fought on the forefront of many engagements for the better end of two centuries, slaying uncounted foes and spearheading a multitude of assaults, arguably wining them singlehandedly.
Then came the Divide. the crusading chapter-fleet was assaulted by a massive force of orks. They appeared from the warp Hundreds of ships pounded the crusade fleet mercilessly as boarding torpedoes shot out of the front waves. Within hours the fleet was crippled, all but the one chapter Battle Barge wholly destroyed or overrun. The survivors boarded thunderhawk gunships and made their way to the remaining barge. The first company, having been the head of the assault along with the scout company, bore the brunt of the casualties. The entire chapters terminator armed veterans wiped away. Dozens of these heroes were dragged onboard thunderhawks and evacuated, the terminator armor too valuable to waste. Singlehandedly holding a boarding-breach and fending off hundreds of orks, Drakassi ensured the survival of the chapter.
Upon completion of the evacuation the 10th's captain and command squad made their way to Drakassi and start a fighting retreat. They arrived just in time to watch as he was struck down by a mega nob, relic blade impaled within the beasts chest, other arm nowhere to be seen. They secured his body and were able to drag it back to the remaining thunderhawk before blowing the plasma reactors and destroying the flagship.
Upon their arrival at the battle barge the survivors immediately set to repairing his sundered body. Working day and night the remaining three apothecaries attempted to bring him out of the sus-an coma. Having failed for the third day straight, they consulted with the remaining commanders. The choice was made to inter him within the most venerated relic the chapter had: The Iron Carapace.
The proper rituals undergone, he was successfully interred and activated. In the opening moments of his new live he slew three techpriests and dozens of servitors prior to his realization that he was safe. Having taken massive brain trauma at the end of the battle, drakassi is prone to these violent outbursts. He has since taken command of the chapter, ever awakened, disarmed and secured within the command platform he is harmless; Armored on the battlefield he is dangerous to those around him as he is to his enemies.


Your Own Unique characters in 40K @ 2013/05/12 04:14:32


Post by: ruricferrinwheel


Nekhbek, Lord of Imposition 215 pts

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

Equipment: Maul of Maws, Bolt Pistol, Spell Familiar, Inferno Bolts, Power Armor, Aura of Dark Glory, Frag and Krak Grenades

Special Rules: Master of the Rubricae, Grand Puppeteer, Champion of Chaos, Psyker (Mastery Level 3), Fearless, Veterans of the Long War, Mark of Tzeentch, Independent Character 

Psyker – Nekhbek must generate all of his powers from the telepathy discipline.

Master of the Rubricae - If a primary detachment contains Nekhbek, Thousand Sons are a troop choice instead of elites.

Grand Puppeteer – Once per game, during the shooting phase, Nekhbek may attempt to manipulate the minds of an enemy unit instead of shooting. Select one unengaged enemy unit Nekhbek has line of sight to within 24”, that unit immediately makes a leadership test. If the unit passes, nothing happens. If the unit fails the test, the target unit immediately makes a shooting attack as if it was one of your squads (the unit may not target itself). After resolving the attack, the target unit shakes free of the Nekhbek's control and immediately reverts to the owning player's control.

CHAOS ARTEFACT
Maul of Maws
This twisted hammer is covered in a hundred snapping mouths, each spouting a stream of incoherent babble.
The Maul of Maws has the profile below. In addition, enemy psykers find it difficult to concentrate near the Maul of Maws and take all psychic tests on 3d6.
Range AP Str Type
---------------------------------------------------------------------------------------------------------------------------
- 4 +2 Daemon Weapon

Warlord Trait: Princeps of Deceit

Once a librarian of the Athanaean cult, the rubric of Ahriman forever changed Nekhbek into an omnipotent telepath. Like many sorcerers of the Thousand Sons he searches tirelessly for more knowledge and power. The Sons of Deception warband was created to serve as his personal bodyguard in his quest. He has since taken on several apprentices and thralls, as well as an innumerable many slaves. He takes great delight in manipulating “lesser” minds into elaborate plots against one another, often utilizing such tactics on the fields of combat to sow chaos and distrust amongst the ranks of his enemies.


Your Own Unique characters in 40K @ 2013/05/12 11:51:05


Post by: Dragonfodder


A joke for a couple characters a friend of mine and I had come up with at our flgs

Background-

Spoiler:

Far off on the backwater desert world of Carri-Beta, known for it's rich mineral deposits, lies the realm of an eccentric ork warboss. Going by the name of "Kaptain Mad-Dog", he and his band of ork raiders strike out across the desert, constantly raiding human settlements for loot and plunder. Such a state has persisted for decades, with the mighty warboss running with little to no opposition form the guard regiment, the 4th Royals, who are woefully under equipped to deal with the orkish threat, much less to actually make headway eradicating it. Mad-Dog, known for appearing across the endless wastes upon his mighty wagon, "Gork's Revenge", leading a "fleet" of other trukks and wagons in his wake, will often make lightning strikes against setlements, loot anything to his liking, and retreat across the endless dune sea as fast as he has appeared. Mad-Dog, curiously, has not seemed to realize this is not an ocean.

Lately, however, a new threat has arisen. Across the vast, endless wastes, a necron tomb has begun to awaken. Overlord Barbotehk, once a powerful lord over a thriving dynasty in the planets ancient past has awoken to find that his once lush aquatic world has turned... a shade more yellow and orange than he remembers. But clearly, it is the same ocean that it ever was. Once ruler of his ocean, he now once again uses his ship, the Darkest Pearl, to usurp all those who think to lay claim to his water world, whether it be the rival Mad-Dog or the weak settlements on the islands


Kaptain Mad-Dog (145)
Spoiler:

WS 5 BS 2 S 5 T 5 A 5 W 3 I 4 Ld 9 Sv 4+

Wargear- 'eavy armor, attack squig, (Both represented in the profile), cybork body, Da Kaptain's Kustom Kutlass, 'And Cannon

Da Kaptain's Kustom Kutlass- A custom sword made by the finest mek in the fleet, it's wicked bite shreds flesh and metal alike. It is a close combat weapon with the following profile- S- AP 3 Fleshbane, Armorbane

"And Cannon- A large and unwieldy pistol, nevertheless used with reckless bravado by it's owner. It has the following profile- Range 12", S 5, AP 4, pistol, blast, hand cannon*
*this weapon may be snap fired, despite being a blast weapon. However, if you snap fire this weapon, it always scatters, and you may not reduce the scatter with your ballistic skill

Special Rules- Independent Character, Mob Rule, Furious Charge, WAAAAAGH!, Boardin' Action!, I'm Drownin!

Boardin Action!- There are orks who have mastered the long-forgotten art of vehicle-to-vehicle melee combats. When any infantry models in your army are inside of an open-topped transport with a boarding plank, the unit may instead engage an enemy unit inside a transport in range of the plank instead of using the plank as normal. This follows the rules for a disordered charge through difficult terrain. Both vehicles (The assaulting and assaulted) are immobilized until the combat is resolved. Any unit that is forced to retreat must disembark from it's vehicle before attempting to run away. Every unit is counted as being in base contact with every other unit.

I'm Drownin! The character is convinced he is on an all-water world! If the character finds himself outside of a transport, he may not act for the first turn that he is out on open ground. Every subsequent turn that he is not in a vehicle, he must pass an unmodified leadership test at the beginning of the controlling player's turn, or else he may not act.

Kaptain Mad-Dog may also take the following-
Gork's Revenge (Dedicated Transport) (180)

BS 2, Av 14/12/10, 4 HP

Tank, Transport (20), Open Topped

Wargear- 2 Broadkannons, 4 big shootas, Boarding Plank, Reinforced Ram
Broadcannons- 3 cannons mounted to each side of the wagon. Each fires as 3 kannons with frag or krak rounds. Each Broadkannon array may target a different target than the rest of the vehicles weapons.


Overlord Barbotehk (190)
Spoiler:

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

Wargear- Resurrection Orb, Particle Caster, Manreaper, Ghosfield

Manreaper- A customized scythe for fighting close-range, ship to-ship encounters. It is a close combat weapon with the following profile- S +1, AP 2, Armorbane

Ghostfield- Barbotehk and his troops almost seem to only half- exist. Any unit within 6" of Barbotehk has a 5+ invul save.

Special Rules- Independent Character, Reanimation Protocols, Ever Living, Dreadfleet, I'm Drownin!

Dreadfleet- The presence of the necron fleet inspires fear into the hearts of their foes! Any necron infantry unit may embark on a ghost ark, and may take it as a dedicated transport.. In addition, the entire army has the fear USR

I'm Drownin! The character is convinced he is on an all-water world! If the character finds himself outside of a transport, he may not act for the first turn that he is out on open ground. Every subsequent turn that he is not in a vehicle, he must pass an unmodified leadership test at the beginning of the controlling player's turn, or else he may not act.

In addition, Barbotehk may take-

The Darkest Pearl (175)

Dedicated Transport

BS4 AV 11/11/11 4 hp

Transport (Capacity 10), Open Topped, Chariot, skimmer

Wargear- Gauss Flayer Array x2, Quantum Shielding

Special Rules- Living metal, Repair Barge


Your Own Unique characters in 40K @ 2013/05/12 12:11:05


Post by: Ovion


 ruricferrinwheel wrote:
Nekhbek, Lord of Imposition 207 pts

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

Equipment: Maul of Maws, Bolt Pistol, Spell Familiar, Inferno Bolts, Power Armor, Aura of Dark Glory, Frag and Krak Grenades

Special Rules: Master of the Rubricae, Grand Puppeteer, Champion of Chaos, Psyker (Mastery Level 3), Fearless, Veterans of the Long War, Mark of Tzeentch, Independent Character 

Psyker – Nekhbek must generate all of his powers from the telepathy discipline.

Master of the Rubricae - If a primary detachment Nekhbek, Thousand Sons are a troop choice instead of elites.

Grand Puppeteer – Once per game, during the shooting phase, Nekhbek may attempt to manipulate the minds of an enemy unit instead of shooting. Select one unengaged enemy unit Nekhbek has line of sight to within 24”, that unit immediately makes a leadership test. If the unit passes, nothing happens. If the unit fails the test, the target unit immediately makes a shooting attack as if it was one of your squads (the unit may not target itself). After resolving the attack, the target unit shakes free of the Nekhbek's control and immediately reverts to the owning player's control.

CHAOS ARTEFACT
Maul of Maws
This twisted hammer is covered in a hundred snapping mouths, each spouting a stream of incoherent babble.
The Maul of Maws has the profile below. In addition, enemy psykers find it difficult to concentrate near the Maul of Maws and take all psychic tests on 3d6.
Range AP Str Type
---------------------------------------------------------------------------------------------------------------------------
- 4 +2 Daemon Weapon

Warlord Trait: Princeps of Deceit

Once a librarian of the Athanaean cult, the rubric of Ahriman forever changed Nekhbek into an omnipotent telepath. Like many sorcerers of the Thousand Sons he searches tirelessly for more knowledge and power. The Sons of Deception warband was created to serve as his personal bodyguard in his quest. He has since taken on several apprentices and thralls, as well as an innumerable many slaves. He takes great delight in manipulating “lesser” minds into elaborate plots against one another, often utilizing such tactics on the fields of combat to sow chaos and distrust amongst the ranks of his enemies.
Pricing says:
Spoiler:
Sorcerer 60
+Maul of Maws +10
+Psychic Test +10
+Spell Familiar +15
+Inferno Bolts +10
+Aura of Dark Glory +15
+Grand Puppeteer +10
+2 Psyker ML +50
+Fearless +10
+VOTLW +5
+MoT +15
+Set Warlord Trait +5
Total: 215


Your Own Unique characters in 40K @ 2013/05/12 17:58:16


Post by: ruricferrinwheel


You rlly think inferno bolts on a bolt pistol is 10pts O.o


Your Own Unique characters in 40K @ 2013/05/12 18:11:37


Post by: Ovion


On a character - yes.
Standard pricing conventions for home-brew units that have served me well in making balanced units so far:
Find closest base unit.
Apply standard-costed wargear / upgrades as best as possible, first from within the parent codex, then from other codexes.
All other upgrades are base +10pts, Stats at +/-10pts with Ld being +/-5pts per.
(Elite Troops it is +/-3pts/2pts, basic troops it's +/-2pts/1pts)

+2 AP. 10pts is 5pts per, which is being a little generous.
But if you really want, I can figure out a points breakdown for Thousand Sons to figure out the cost, then triple it for a HQ cost.


Your Own Unique characters in 40K @ 2013/05/12 18:18:56


Post by: ruricferrinwheel


I always thought it would be a 5pt upgrade (and have to have the MoT) is all, its not really the primary thing a Tzeentch Sorcerer has is all, and its on a bolt pistol. Not that I disagree with a total of 215 for the model, I just don't think inferno bolts on a bolt pistol are THAT good.


Your Own Unique characters in 40K @ 2013/05/15 23:05:21


Post by: Thatguyhsagun


Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

Spoiler:
Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.


Your Own Unique characters in 40K @ 2013/05/16 04:09:16


Post by: Dantioch


Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?


Your Own Unique characters in 40K @ 2013/05/16 08:18:31


Post by: Kain


Any comments for mine one or two pages back?


Your Own Unique characters in 40K @ 2013/05/16 11:35:11


Post by: Thatguyhsagun


Dantioch wrote:
Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

Haad not thought about that. makes sense though. Ill just tweak the weapon and give it a new name


Automatically Appended Next Post:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice) 300
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a Mega Gatling Cannon with the following profile: R: 36" S5 AP5 Heavy 10. It is an ancient relic hard-built into drakassi's dreadnought armor.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invouln from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

Spoiler:
Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

EDIT: found some horrid spelling and did a quick update on pricing and weaponry


Your Own Unique characters in 40K @ 2013/05/16 11:56:04


Post by: Thatguyhsagun


 Kain wrote:
Chapter Master Gorbachev of the Ice Dragons

Cost 240
ws bs s t w a i ld sv
5 5 4 4 4 3 5 10 2+ 4++ 5+ FNP
wargear
Artificer Armour
Plasma pistol
Frag and Krak Grenades
Iron Halo
Chain fist
Auspex Targeter
Augmetics (Grants 5+ FNP)
Auspex Targeter: The Targeter may only be used if the "In for the ride" rule is in use, in this case, the Targeter improves the ballistic skill of one weapon to Six.


Special Rules
Chapter master
Independent character
And They Shall Know No Fear
Eternal warrior
Armoured assault
Tank master
In for the ride

Chapter master: See codex space marines.

Armoured assault: Following in the steps of the Auroras, the Ice Dragons have considerably more armored vehicles and Dreadnought shells acquired following the discovery of a cache of unused shells from a horus heresy era supply depot; in their chapter than is standard for codex compliant chapters to engage in their famed and extremely devastating armored pushes. Predator tanks, Vindicators, Whirlwinds, and Dreadnoughts may be taken in squads of up to three.
Tank master: An master of armoured warfare, having studied both Space Marine and Imperial guard tank tactics extensively seeking to find a way to show that the vehicle arm of a space marine chapter can be just as deadly as the more famous infantry, Gorbachev has refined his chapter's already proud history of tank tactics to a razor sharp degree. Gorbachev may either outflank or bring in one unit of vehicles with the scouts rule.
In for the ride: Gorbachev may be used as the commander for any one predator, vindicator, whirlwind, land raider or Spartan assault tank, giving it his BS, the tank hunters USR, and an immunity to crew shaken results on armour penetration results.

Fluff: An Iron Hands descended chapter, the Ice Dragons express their love of the mechanical in a fondness for vehicles of all shapes and sizes, from aircraft to tanks to APCs, to them a Rhino or Predator tank is as much an honored part of the chapter as the marine himself and extensive (some would say excessive) care is taken for them, gaining them the mildly derisive nickname of the "Marines Immaculate" for their painstaking efforts in keeping their vehicles as well maintained as possible. Recruiting from a bitterly cold semi-civilized world known as Rodina which despite it's modern amenities, cities, and considerable industrial output, still has massive stretches of largely untamed wilderness where small communities eke out a living in a landscape filled with dangerous predators including the dreaded Saber-Tyrant or Jiralhanix.

Primarily recruiting from these hinterlands where survival depends on one's ability to keep the insidious threat of flesh freezing cold in the winter, miserable mud and rain that one can drown in during the spring and autumn, and baking summer heat along with highly unfriendly wild life, an ambull infestation that has to date proven impossible to remove, left over Tyranid bioforms from a failed attack by a splinter fleet of hive fleet Hydra over a century ago (this is by M42 mind you) who have grown to become a part of the ecosystem, and periodic assaults by the mysterious xenos known as the Slaugth who more often than not leave many of their hideous bioweapons on the planet, as if to test their monstrosities, the Ice Dragons have a good stock of hardy boys to forge into proud warriors.

Strangely, the Ice Dragons take a similar attitude towards their people as chapters such as the Salamanders and Ultramarines, and encourage their brothers to spend their somewhat greater (an entire hour!) amounts of free time with the civilian population to remind them of what they are fighting for. As the Ice Dragons are frequently called back to their home world whenever signs of the local Tyranid populace (which the Munitorium has "discouraged" them from purging as they are thought to be a useful aid for the training of the PDF) boiling over become apparent or to throw back Slaugth incursions, and more worryingly, Necrons and Eldar of many varieties, leading the Ordo xenos to believe that Rodina is riddled with webway gates.

During a particularly fearsome clash between Imperial forces, a Slaugth raiding group, a Tyranid "boil", and Dark Eldar slavers who emerged to try and claim the world's population, a great many were left displaced, orphaned and very much dead during the chaos. Working in tandem with the PDF and several imperial guard divisions and the local order of the sisters of battle deployed to keep the planet in Imperial hands, the Ice Dragons manage to force the xenos back, in a bloody battle that razed many towns and cost the lives of over three hundred million during the so called "Campaign of sorrow" for the loss of three entire companies and the gutting of many other Ice Dragon units in the midst of the slaughter at Rodina. But some survived, some through hiding, others through cleverness and bravery.

Gorbachev was one of these boys, selected for managing to survive deep behind enemy lines and having impressed brother captain Putin by showing valor against the vile Slaugth. Brought in, he proved himself to be a skillfull tank commander and warrior who eventually found himself as one of the land raider commanders of the Chapter, bringing ruin to enemy infantry and vehicle elements with his sacred armored death box. While not a techmarine, he was on good terms with those of his brothers who were close to the Omnissiah and could count on them to help him sanctify his vehicle in preparation for every battle against the foes of the Imperium. and following previous chapter master Suvorov's messy demise at the hands of the Slaugth lord known as Kay-uss, was elected as his replacement.

Having lost much of his body to an indirect hit from a Slaugth rot cannon, the chapter master is now heavily cybernetic, though he says this helps him get more in touch with the machine spirits of his chapter's vehicles. Recently, the chapter master has been engaged in actions against the advance of Hive Fleet Hydra, easily the largest of the new hive fleets which has only grown even more bloated following it's happy consumption of an entire Chaos held subsector. To many guardsmen, the sight of a mass of Icy blue and glacier indigo tanks bearing a Maroon dragon is a symbol of hope in the face of the tide of the never ending swarms of the Tyranids.

Ice Dragon Motto: The heroes ride over the field

Russian theme eh? too bad the Valhallans aren't plastic, you coulda used the heads for commanders
Few things:
By chapter master do you mean he has the Orbital Bombardment? as far as I know that's the only difference
Does he die if the vehicle he is crewing is destroyed? or does he pull a chronus and on a d6 roll of (2+?) he jumps out unscathed?
Was it intentional for the ws5 or typo?
Breakdown:
Spoiler:

Chapter Master-125
-1 WS (-5)
+1w-10
Artificer-15
PP-15
Chain Fist-30 (25 for pfist base so +5 for 2d6 Armor pen)
auspex-5
augmentics-10
EW-15
Armored Assault- kinda up in the air for this one. It can get expensive but you could also just flood the board with 945 points of MM dreadnoughts or 585 points of base preds to spam armor easily with plenty of points left over for troops so 30-50 seems about right. 30
Tank Master-seems like a warlord trait to me-15
In for the ride-5 because you run the risk of losing him to a single lascannon. Although put him in a thawk and he'd be golden the entire game

so 270, not too far off. id be fine meeting in the middle for 250, id be cool playing with him for that


Your Own Unique characters in 40K @ 2013/05/16 13:53:44


Post by: Kain


Right 260 it is. I'll put up the fighter ace ice dragon soon.


Your Own Unique characters in 40K @ 2013/05/16 14:06:47


Post by: CalasTyphon216


Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


Your Own Unique characters in 40K @ 2013/05/16 14:19:44


Post by: Ovion


CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts


Your Own Unique characters in 40K @ 2013/05/16 15:09:46


Post by: BaconUprising


CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.
Accoding to these rules he is as skilled in close combat as Angron and a better Mastery Level that Tigurius... No just no...


Your Own Unique characters in 40K @ 2013/05/16 15:16:39


Post by: Kain


CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


Lolwut at the stats.

No, just...no....



Your Own Unique characters in 40K @ 2013/05/16 16:03:32


Post by: Thatguyhsagun


 Ovion wrote:
CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

everything he said. But swap the invouln. Easier to parry swords than lasers moving at the speed of light


Your Own Unique characters in 40K @ 2013/05/17 00:41:08


Post by: acekevin8412


Commander Puretide - The Tauctical Genius[200pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.

Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.

Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.

Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.

Mont'ka - Before Deployment D3 units gain Shred, Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.


Your Own Unique characters in 40K @ 2013/05/17 09:24:22


Post by: Kain


 Kain wrote:
The jaws of the deep. (Ruiner of Gryphonne IV, Tremorbeast) (Apocalypse only)

Codex: Tyranids

Points: 1500 pts

Type: Gargantuan creature

WS 7
BS 4
S 8
T 8
W 8
I 5
A 8
Ld 10
Sv 2+ 5++ FNP

Biomorphs: x2 Scything Talons, Armored Carapace, Regeneration, Toxin sacs, Adrenal Glands, Adamantium tusks, Dread Containment spines, Bio-plasma barrage, Warp shield, Scythe tail

Adamantium tusks: A biomorph commonly seen on Carnifexes, this allows the creature to impact on a charge with greater ferocity, allowing it an additional attack upon entering combat.

Dread containment spines: As this creature is to the Trygon as the Trygon is to the ravener, this beast has even greater containment spines with which to unleash upon it's foes, it's body storing up incredible amounts of electricity before discharging them in a cataclysmic storm of charged death. The sheer volume of fire this monstrosity can unleash is staggering, leading some to proclaim it as a living thunder storm. It has the following profile.

Range 24', Str 6, AP4, Assault 18.

Bio-plasma barrage: With an ululating shriek, the terror of the deep may release a burning gust of deadly plasma to accompany it's thunderous lightning, vomiting out green death at short range that can burn through the toughest armor with the following profile

Range 24", Str 7, Ap 2, Assault 6, blast.

Warp shield: A potent node in the psychic web of the Hive Mind, the jaws of the deep possesses some measure of psychic ability that allows it to generate a shield around itself, certainly not as strong as that of the Zoanthrope of telekinetic hive tyrants, but enough to occasionally deter lascannon rounds, as such it has a 5++ invulnerable save.

Scythe tail: Another biomorph commonly associated with carnifexes, the Scythe tail allows the Jaws of the Deep to make 2d3 additional attacks at half strength with no AP value in assault.


Special Rules:
Deep strike, Fearless, Fleet, Shadow in the Warp, Synapse creature, Subterranean assault (as Trygon), Unstoppable frenzy, titan crusher, Tremorbeast, Burrow

The endurer: The last it was seen, the beast managed to claw and tear it's way through a Titan legion before finally being brought to heel, it shrugged off grievous wounds, pushing forward to slaughter it's foes with a hateful frenzy and slamming into them like an angry god. As such it is treated as having Feel no pain and Rage.

Titan Crusher: Infamous for single handedly tearing apart a Titan legion, this creature's body seems well adapted to the task of ripping open the hulls of superheavy vehicles, it's strong talons capable of cutting through adamantium and piercing into vital systems and seems equally effective against similarly large monsters. Treat it as being AP1 in melee and having Armorbane and monster hunter in assault.

Tremorbeast: Much like the lesser mawlocs, this colossal beast's emergence from the earth below is immensely destructive. If it deep strikes into a space occupied by other models, do not roll on the deep strike mishap table, but instead do the following.

Place a 10' blast template directly over where the Jaws of the Deep is emerging from. Every unit caught by the marker suffers a number of S9 AP1 Armorbane hits equal to the number of models either fully or partially covered by the template. Vehicles are always struck on their rear armor. If any unit still has surviving models from the furious assault, move that unit the minimum distance away to clear all models from beneath the blast template while still maintaining unit coherency and avoiding impassable terrain. Units that were locked in combat before the Jaws emergence must remain in base contact if possible, but otherwise the model cannot be moved within 1' of an enemy model. Vehicles, including immobile vehicles, retain their original facing if moved. Any models that cannot be moved out of the way are destroyed. After all casualties are determined replace the 10' blast template with the Jaws of the Deep.

Additionally, mark the position under the Jaws of the Deep's base. Any Tyranid unit (excluding those with wings or Gargantuan creatures) may attempt to utilize this tunnel network and emerge from it instead of arriving as normal. If they chose to do so, place the entire unit so that all units are within 6' of the marker and are in unit coherency. If any models cannot be placed because of enemy models within 1' or impassable terrain the excess are removed as casualties. The unit may assault on the same turn as it arrives as well as move and shoot due to the sheer size of the tunnel created. No more than two units may emerge from each tunnel entrance per turn. If a second unit emerges from the same entrance during the turn, then neither may assault on that turn.

Unlike most units, the Jaws may assault on the same turn it emerges from reserves.

Burrow: The Jaws of the deep can at any time if it is not locked in close combat, elect to re-burrow into the earth. If it chooses to do so, remove it from the table and place it back in reserves. It automatically emerges via deep strike on your next movement phase. Note that the Jaws may not deep strike and burrow on the same turn.

Fluff: First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Gryphonne IV. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Gryphonne IV after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult.

The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind.

Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall.

But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.

Battle of forgefane:

On forgefane it lead the push past the Iron Warrior's defenses, earning it the moniker of "tremorbeast" from the fearful Iron Warriors as it terrorized them. The Chaos Space marines and their legions of traitor guardsmen, dark mechanicus, daemons, and cultists soon grew to fear the creature more than their own gods as it would emerge without warning, lay waste to all in it's sight, then disappear just as suddenly.

"We thought we were safe.We had our mighty engines, and obliterators, our legions of guardsmen and cultists, our great daemons and sorcery, our dark fleet in orbit, our own mighty armor and weapons. We had held this world for ten thousand years against xenos and the slaves of the corpse emperor. When our world shook and churned, we dismissed it as abnormal geological activity, nothing for the warriors of Chaos to fear. But then our sorcerers started to scream...not of the scratching of daemons or the gnawing of our gods, but of the voices of a billion billion hungry mouths, clawing and biting and casting a dark shadow. We thought the gods were testing us, until our scanners and sorcery revealed them, a Tyranid fleet a thousand hive ships strong with more Krakens than we could fathom.

We dismissed them, what threat could mere hungry beasts pose to the scions of Perturabo? We were veterans of ten thousand years of defense. We engaged in a defense throughout the system, striking at their fleet as our dogma dictated, pulling back as they came in their multitudes. But On the third hit and run assault, what we mistook for clouds of gas passing through the system revealed themselves to be spores hiding the other half of their fleet. Most of our ships were caught in the vise, and they descended upon them like savage animals. Ships that had seen thousands of years of battle, mighty chaos leviathans, and xeno mercenaries all wiped out in a few hours. The sorcerers said they all died screaming.

The rest of our fleet hung above us, our defense lasers and batteries filled the void with death. But they smashed through without pause or heed. Some of us requested to flee, but that fool. That warp damned fool Kolvax bid us to stay, proclaiming that we would not fall. At first it was glorious, to kill so many writhing, screaming and mewling xenos. They ground theirselves against our defenses as every other foe had. Dying in piles so thick we used their corpses to make ramparts. But they never stopped coming. They came in waves and we pushed them back, again and again and again.

But the gifts became harder and harder to receive. The voice of our gods quieter and quieter, until it was drowned out by the scratching hunger of a race that outnumbered the stars. We fought and killed, we sacrificed their corpses to the Dark Gods, we gloried in their deaths, but whereas every tide before them broke, they only seemed to feed on our efforts. They were beyond mere beasts, they learned and adapted, each wave better suited to our slaughter than the last. But we didn't know our doom until that thing appeared. We rallied around a bloodthirster we had summoned, cutting through them like a scythe through chaff.

But then the ground itself betrayed us, crumbling into the abyss below before the tremorbeast as it rose and devoured a dozen battle brothers and slaughtered our cultists. The Bloodthirster roared it's challenge and bellowed chants to Khorne, but the creature simply reached over and impaled it with one of it's claws before biting it in half. And following it came the Great Devourer in all it's multitudes. Thousands of lesser serpent beasts rose and let forth more of them through, our fortresses began collapsing as they ate away their foundations.

Kolvax, damnable fool, thought to slay the beast himself. Even as it destroyed our Titans and slew our Daemons, he sought to fight it. When he finally found it after it slaughtered four bloodthirsters and reduced two of our titans into scrap and sent a lord of change screaming into the warp, he still sought to charge it. The imbecile only got off a single swing before it ran him through with it's tail and tossed him into it's mouth before ripping the walls of our fortress down like cardboard. Six hundred defilers lost in two hours, hundreds of brothers eaten, billions of slaves, dozens of titans, thousands of daemons, millions of mercenaries all lost to us!

Before I fled on a stormbird, I saw one of them...like the Hive Tyrants but with four swords and a malevolent intelligence to it's eye. Looking at the Tremorbeast lay waste to our defenses approvingly. Later I would learn the loyalist's name for the beast, Swarmlord. And that the creature that shattered our defenses helped the devourer Shatter Gryphonne IV, a world Kolvax long dreamed of claiming for himself. Know this cretin, we are warriors of chaos, but we are not invincible, do not underestimate the Xeno, they are a more dogged threat to us than the false Imperium, and now they are at your doorstep.

Over a thousand iron warriors died on that world, their geneseed forever lost to us and the enemy now aware of all our weaknesses. You think yourselves peerless for overwhelming this subsector a scant century ago. You dismiss the Hive Fleet battering down at your walls as simple beasts. You have not learned how to properly scorn the devourer with the gifts of Chaos.. And that is why I came to your wretched subsector, to warn you of the threat these aliens pose. To whip you dogs into shape and form a proper defense against the greatest threat to Chaos...*distant rumbling*...What was that?....

*Room shakes* No...it cannot be....*screeching and roaring* No...The Tyranids could not have advanced so quickly! *sound of masonry collapsing* No! The beast returns! *Firing of reaperautocannon and screaming* I WILL NOT BE TAKEN BY YOU BE-*Sound identified as terminator armor being penetrated, low growling, and teeth chomping*-AAAAAAAGGGGGHHHH" Iron Warriors Chaos Lord Argentik Solemnbane's last known words during the fall of the traitor held subsector Jyrl, lost to the Imperium following the "Descent of the Ravagers" to Hive Fleet Hydra, over four thousand traitor marines belonging to several renegade chapters, the Iron warriors, Word Bearers, and Emperor's children traitor legions, roughly three hundred fifty billion cultists, and eight hundred million traitor guardsmen and chaos PDF elements estimated to have been slain. Recording found by Grey Knights purgatory squad following the arrival of a crusade fleet dispatched earlier to reclaim or exterminate subsector for the Imperium. The Grey Knights detachment reportedly informed the Inquisition that they were extremely disappointed, a sentiment held by everyone involved in what has become known as "The non-crusade" among other more farcical nicknames.

"What a bloody waste of our time." - Warmaster Rodrick bitterly reported upon finding that the subsector was stripped clean of all life by Tyranids a year before arrival.

The Administratum officials in charge of organizing the crusade who failed to authorize further intelligence into the subsector were promptly sent to Gulags in northern Valhalla as penance.



Any comments on my superheavy?


Your Own Unique characters in 40K @ 2013/05/17 13:35:34


Post by: Thatguyhsagun


 Kain wrote:
 Kain wrote:
*SNIP*


Any comments on my superheavy?

I think the bio-plasma range should be longer, the thing is tall as a titan im sure it can arc shots to at least 48"
bioelectricity should be AP3 to bring it in line with a Vulcan mega bolter imho, nids have so little AP3 anyway
Tremorbeast I really like, make the hole impassable terrain for anything not emerging because nobosy will get back in the fight after falling the 50 yards to the bottom
I think if the beast took on titans it needs a 4+ at least, otherwise one all titan weapons aside from Mega-bolter will almost always wound the beast
I really like the burrow rule. Maybe clarify: can it use the tremorbeast rule each time it ds's or only the first time? could get very crowded if there are holes all over the map
I also think its lightly overcosted. You could get 2 warhounds or a reaver for the price, which has longer range, more survivability (except in melta range and loaded dice) and can step on this guy if he doesn't get into melee ASAP, id say 1250-1300 points would be fair unless he can Tremorbeast every other turn, that would really FUBAR some plans up


Your Own Unique characters in 40K @ 2013/05/18 06:06:15


Post by: McNinja


Thatguyhsagun wrote:
 Ovion wrote:
CalasTyphon216 wrote:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

everything he said. But swap the invouln. Easier to parry swords than lasers moving at the speed of light
haveyou actually seen star wars? Do you know how jedi and sith force powers work?


Your Own Unique characters in 40K @ 2013/05/18 12:24:17


Post by: Ovion


 McNinja wrote:
Thatguyhsagun wrote:
 Ovion wrote:
CalasTyphon216 wrote:
Spoiler:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.

1: Too much everything.
He would be WS5-7, BS4-5, S3, T3, W3, I6-8, A3, Ld10, save is fine.
2: Sidious only had 1 Lightsaber to my recollection, 2 seems simply to grant +1 attack.
Lightsabers, by rights, should simply ignore armour, not have an AP value (as they receive no particular bonus against vehicles other than cutting it up easily).
I would run lightsabers as a Str6, AP-, Melee, Armourbane, Ignores Armour weapon, that grants a 2+ invun against shooting and a 4+ invun against cc attacks.
3: Sidious should be a level 2-3 psyker, with a force lightning style attack, and some sort of 'clouding' ability.
Being level 4 is silly, and would add 100pts to the cost alone, even ignoring access to 42 powers.

As a rough cost guesstimate... 550-600pts

everything he said. But swap the invouln. Easier to parry swords than lasers moving at the speed of light
haveyou actually seen star wars? Do you know how jedi and sith force powers work?
Furthermore, Sidious wasn't the toughest or strongest Sith physically, his strengths lay in his abilities to cloud minds, hide movements, manipulate and control beings, etc, this is what led him to becoming the galactic Emperor.


Your Own Unique characters in 40K @ 2013/05/18 14:24:42


Post by: Ktulhut


"Number 6", an exceptionally deadly Genestealer bred in captivity by the Magos Biologis who subsequently escaped and caused havoc. Taken as a unit upgrade for one brood instead of a broodlord.

Ws 7 Bs 0 St 5 To 4 Wo 2 In 7 At 3 Ld 10 Sv 4+

Biomorphs:

- Rending Claws
- Implant Attack
- Acid Blood

Special Rules:

- Infiltrate
- Fearless
- Feel No Pain (4+)
- Regenerate (6+)

Unsure about points cost. Maybe similar to a Broodlord?


Your Own Unique characters in 40K @ 2013/05/18 16:22:31


Post by: Kain


 Ktulhut wrote:
"Number 6", an exceptionally deadly Genestealer bred in captivity by the Magos Biologis[i] who subsequently escaped and caused havoc. Taken as a unit upgrade for one brood instead of a broodlord.

Ws 7 Bs 0 St 5 To 4 Wo 2 In 7 At 3 Ld 10 Sv 4+

Biomorphs:

- Rending Claws
- Implant Attack
- Acid Blood

Special Rules:

- Infiltrate
- Fearless
- Feel No Pain (4+)
- Regenerate (6+)

Unsure about points cost. Maybe similar to a Broodlord?

I'd decry that as a violation of fluff, then I remembered that the Magos Biologis technically falls under the purview of organizations like the Ordo Xenos and Adeptus Mechanicus, neither of which are known for such things as "reasonableness."


Your Own Unique characters in 40K @ 2013/05/18 19:42:06


Post by: BaconUprising


BaconUprising wrote:
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 a single unit.
(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!!!!!


Automatically Appended Next Post:
Even a titan

Posted this earlier in the thread it didn't get much feedback anyone care to?


Your Own Unique characters in 40K @ 2013/05/18 19:56:37


Post by: pelicaniforce


Kain wrote:Any comments for mine one or two pages back?


Thatguyhsagun wrote:
Spoiler:
Dantioch wrote:
Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

Haad not thought about that. makes sense though. Ill just tweak the weapon and give it a new name


Automatically Appended Next Post:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice) 300
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a Mega Gatling Cannon with the following profile: R: 36" S5 AP5 Heavy 10. It is an ancient relic hard-built into drakassi's dreadnought armor.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invouln from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

[spoiler]Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

EDIT: found some horrid spelling and did a quick update on pricing and weaponry[/spoiler]


CalasTyphon216 wrote:
Spoiler:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


acekevin8412 wrote:
Spoiler:
Commander Puretide - The Tauctical Genius[200pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.

Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.

Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.

Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.

Mont'ka - Before Deployment D3 units gain Shred, Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.


This post has very good advice for all four of you.


Your Own Unique characters in 40K @ 2013/05/18 20:26:15


Post by: Kain


pelicaniforce wrote:
Kain wrote:Any comments for mine one or two pages back?


Thatguyhsagun wrote:
Spoiler:
Dantioch wrote:
Thatguyhsagun wrote:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice)
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a punisher gatling cannon hard-built into drakassi's dreadnought armor. It is salvo 10/20 as opposed to heavy 20 due to the weapon being mounted to a more delicate vessel.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invould from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal


You do know that as he is a walker he will always fire his punisher gatling cannon at full effect?

Haad not thought about that. makes sense though. Ill just tweak the weapon and give it a new name


Automatically Appended Next Post:
Decided to go a different way with my homebrew army, being inspired by this:

and the fact assault units got hit in 6th so here goes nothing:
Venerable Captain Drakassi (C:SM HQ choice) 300
Ws/5 BS/5 S/6(8) F/13 S/12 R/11 HP/4 I/5 A/3 Ld/10 Sv/5++/6++
Wargear:
Drakes Thunder: This is a Mega Gatling Cannon with the following profile: R: 36" S5 AP5 Heavy 10. It is an ancient relic hard-built into drakassi's dreadnought armor.
Relic Blade (S:+2 AP3)
Iron Carapace: this is a suit of dreadnought armor from the Horus Heresy. It is interred with a Shield Generator (5+ invouln from ranged attacks, 6+ from melee as per Contemptor rules).
Special Rules
Living Relic
Touched in the Head: At the start of each turn roll a d6. On a 6 Drakassi believes himself surrounded by enemies. The opposing player controls him for that turn only. On a 1-5 he acts as normal

[spoiler]Being the highest-ranking surviving member of his chapter after it being obliterated in the First War for Armageddon, he has led an increasingly lengthy campaign to redeem the chapter. Launching countless attacks against the orks on their home turf, the remnants of the chapter soon met a force much larger than they could handle. M 41, Aiding evacuation attempts all around the Armageddon sector, they were besieged for days while trying to ferry the highest members of the local hives back to their battle-barge.
It was during this action that they saw the largest number of orks since the First War. Holding their ground, they dug in for 12 hard hours, protecting the dignitaries for as long as they were able. Finally being overrun on their left flank, they pulled back to their extraction thunderhawks. Drakassi and his Honor Guard covered the last of the retreating neophytes got stuck in with the warboss and his personal retinue. Taking the beast in single combat, he watched as those he knew were cut down. Dodging and stabbing, he accounted for no less than the warboss and a half dozen of his Nob retinue in mega-armor.
Seeing their beloved captain fall under a furry of blows, the neophytes ran to the swirling melee to aid him. Bolter and blade taken to the orks, they fought with enough ferocity the orks routed, buying a few moments of breathing room to gather the fallen for extraction. Digging through the bodies of the orks, they found what was left of the Honor Guard. Butchered to pieces, they loaded the fallen onto the waiting Thunderhawk. Further digging found Drakassi, missing his right arm from the elbow down other still clutching his ancient Relic Blade. Carrying his dismembered body to the thunderhawk they soon realized he was still breathing ragged, shallow and pained.
Upon his return to the Apothecaron onboard the Battle Barge, he was determined to be in a rapidly failing state of health. Immediate procedures were decided to have him encased in a Stasis casket and for him to be interred within the chapters most vaunted relic-a heresy-era suit of dreadnought armor, his retrieved blade fitted in place of a Dreadnought weapon. Within this suit he has led the chapter for the last century, being seen as the idol of the chapter, perfectly embodying the stubborn spirit of Dorn, the chapters primarch. He is viewed by all his brothers as the most important thing on a field, for should he fall, the chapter will disintegrate.

EDIT: found some horrid spelling and did a quick update on pricing and weaponry[/spoiler]


CalasTyphon216 wrote:
Spoiler:
Trying to fit Darth Sidious into 40k, not sure re pricing though

Darth Sidious (circa Clone Wars)

WS9 BS6 S6 T6 W5 I9 A5 Ld10 Sv6+

Wargear:

Sith robes: provides a 6+ armor save and the Stealth USR

Sith lightsabers: 2 close combat weapons with AP1. Provides a 4+ invulnerable save, increased to 3+ in combat (parrying ranged and combat attacks)

Special rules:

Psyker: Mastery level 4. Has access to every psychic power from every lore in the main rulebook. (Representing various force powers)

Blademaster: May re-roll all failed to hit and failed to wound rolls in combat.


acekevin8412 wrote:
Spoiler:
Commander Puretide - The Tauctical Genius[200pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.

Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.

Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.

Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.

Mont'ka - Before Deployment D3 units gain Shred, Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.


This post has very good advice for all four of you.

Erm, alrighty?


Your Own Unique characters in 40K @ 2013/05/18 21:08:51


Post by: Thatguyhsagun


 Kain wrote:

Erm, alrighty?

Im in the same boat don't worry


Your Own Unique characters in 40K @ 2013/05/19 01:21:37


Post by: acekevin8412


Puretide Recosting
XV8 Commander 75pts
Iridium Armor 25pts
Command Link ability 20pts - The Drone that normally grants this costs 20pts. As an upgrade, a wound is lost, but the ability is harder to remove.
Mont'ka/Kauyon Abilities - 15pts per unit - I based this cost off the Puretide Engram Chip. The chip gives a variety of unit wide abilities, except for Furious Charge. My tactics rules gives fewer rules and can't be changed in game. Also assumed 2 units for each rule giving a total of +60pts.

This sets leaves 20pts for Infiltrate, Warlord Trait, God of War, and multiple Overwatches. I concede that he is a bit undercosted.

Chosen Warlord Trait 10pts
Infiltrate 10pts
Expert Command 10pts - Derived from Calgar, by my calculations, came down to about 20pts with Titanic Might and God of War left.
Cover Fire 15pts - Derived from Longstrike(45pts): +1BS(10pts), Tank Hunters(10pts), Point Defense Relay(10pts). Not including BSF or Preferred Enemy(IG) since BSF is 1pt and PE is situational.

Revised Rules here:

Commander Puretide - The Tauctical Genius[250pts]
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv2+/4++
Special Rules
Infiltrate
Cover Fire - Puretide and his unit have the Support Fire rule and may fire multiple Overwatches in the Assaut Phase.
Expert Command - Puretide and his unit may choose to pass or fail any Leadership test they are called to take. Puretide can choose his Warlord Trait from the Tau Warlord Table.
Command Link - Friendly Tau Empire Units within 12" gain Preferred Enemy against the opposing army/armies and can use Puretide's Ld.
Kauyon - Before Deployment, D3 units gain the Infiltrate and Counter-attack special rules. If Puretide is deployed with the unit, he gains the rules.
Mont'ka - Before Deployment D3 units gain Shred or Tank Hunter and Fearless. If Puretide is deployed with the unit, he gains the rules. Expert Command overrides Fearless.


Your Own Unique characters in 40K @ 2013/05/19 04:49:39


Post by: Dragonfodder


 Dragonfodder wrote:
A joke for a couple characters a friend of mine and I had come up with at our flgs

Background-

Spoiler:

Far off on the backwater desert world of Carri-Beta, known for it's rich mineral deposits, lies the realm of an eccentric ork warboss. Going by the name of "Kaptain Mad-Dog", he and his band of ork raiders strike out across the desert, constantly raiding human settlements for loot and plunder. Such a state has persisted for decades, with the mighty warboss running with little to no opposition form the guard regiment, the 4th Royals, who are woefully under equipped to deal with the orkish threat, much less to actually make headway eradicating it. Mad-Dog, known for appearing across the endless wastes upon his mighty wagon, "Gork's Revenge", leading a "fleet" of other trukks and wagons in his wake, will often make lightning strikes against setlements, loot anything to his liking, and retreat across the endless dune sea as fast as he has appeared. Mad-Dog, curiously, has not seemed to realize this is not an ocean.

Lately, however, a new threat has arisen. Across the vast, endless wastes, a necron tomb has begun to awaken. Overlord Barbotehk, once a powerful lord over a thriving dynasty in the planets ancient past has awoken to find that his once lush aquatic world has turned... a shade more yellow and orange than he remembers. But clearly, it is the same ocean that it ever was. Once ruler of his ocean, he now once again uses his ship, the Darkest Pearl, to usurp all those who think to lay claim to his water world, whether it be the rival Mad-Dog or the weak settlements on the islands


Kaptain Mad-Dog (145)
Spoiler:

WS 5 BS 2 S 5 T 5 A 5 W 3 I 4 Ld 9 Sv 4+

Wargear- 'eavy armor, attack squig, (Both represented in the profile), cybork body, Da Kaptain's Kustom Kutlass, 'And Cannon

Da Kaptain's Kustom Kutlass- A custom sword made by the finest mek in the fleet, it's wicked bite shreds flesh and metal alike. It is a close combat weapon with the following profile- S- AP 3 Fleshbane, Armorbane

"And Cannon- A large and unwieldy pistol, nevertheless used with reckless bravado by it's owner. It has the following profile- Range 12", S 5, AP 4, pistol, blast, hand cannon*
*this weapon may be snap fired, despite being a blast weapon. However, if you snap fire this weapon, it always scatters, and you may not reduce the scatter with your ballistic skill

Special Rules- Independent Character, Mob Rule, Furious Charge, WAAAAAGH!, Boardin' Action!, I'm Drownin!

Boardin Action!- There are orks who have mastered the long-forgotten art of vehicle-to-vehicle melee combats. When any infantry models in your army are inside of an open-topped transport with a boarding plank, the unit may instead engage an enemy unit inside a transport in range of the plank instead of using the plank as normal. This follows the rules for a disordered charge through difficult terrain. Both vehicles (The assaulting and assaulted) are immobilized until the combat is resolved. Any unit that is forced to retreat must disembark from it's vehicle before attempting to run away. Every unit is counted as being in base contact with every other unit.

I'm Drownin! The character is convinced he is on an all-water world! If the character finds himself outside of a transport, he may not act for the first turn that he is out on open ground. Every subsequent turn that he is not in a vehicle, he must pass an unmodified leadership test at the beginning of the controlling player's turn, or else he may not act.

Kaptain Mad-Dog may also take the following-
Gork's Revenge (Dedicated Transport) (180)

BS 2, Av 14/12/10, 4 HP

Tank, Transport (20), Open Topped

Wargear- 2 Broadkannons, 4 big shootas, Boarding Plank, Reinforced Ram
Broadcannons- 3 cannons mounted to each side of the wagon. Each fires as 3 kannons with frag or krak rounds. Each Broadkannon array may target a different target than the rest of the vehicles weapons.


Overlord Barbotehk (190)
Spoiler:

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

Wargear- Resurrection Orb, Particle Caster, Manreaper, Ghosfield

Manreaper- A customized scythe for fighting close-range, ship to-ship encounters. It is a close combat weapon with the following profile- S +1, AP 2, Armorbane

Ghostfield- Barbotehk and his troops almost seem to only half- exist. Any unit within 6" of Barbotehk has a 5+ invul save.

Special Rules- Independent Character, Reanimation Protocols, Ever Living, Dreadfleet, I'm Drownin!

Dreadfleet- The presence of the necron fleet inspires fear into the hearts of their foes! Any necron infantry unit may embark on a ghost ark, and may take it as a dedicated transport.. In addition, the entire army has the fear USR

I'm Drownin! The character is convinced he is on an all-water world! If the character finds himself outside of a transport, he may not act for the first turn that he is out on open ground. Every subsequent turn that he is not in a vehicle, he must pass an unmodified leadership test at the beginning of the controlling player's turn, or else he may not act.

In addition, Barbotehk may take-

The Darkest Pearl (175)

Dedicated Transport

BS4 AV 11/11/11 4 hp

Transport (Capacity 10), Open Topped, Chariot, skimmer

Wargear- Gauss Flayer Array x2, Quantum Shielding

Special Rules- Living metal, Repair Barge


Any thoughts on these guys? I had a lot of fun working with the eternal-rivalry-pirate-insanity aspect. If I knew more about guard, I would have also liked to add a Guard Commander who has taken one-too many blows to the head to act as the "Imperial Navy"


Your Own Unique characters in 40K @ 2013/05/19 05:32:55


Post by: pelicaniforce


Oh you didn't notice. I regard them so highly that instead of giving advice, I linked some people with boring / poorly constructed characters to your post so they would be exposed to fun and competent special characters.

I think the ghost field and the scythe are a little unnecessary, possibly the 'and cannon too. You can get away with them though, since the main concepts are what this game is really supposed to be about.

I can hardly think of how this would work with guard, but maybe he should think of himself as a submarine commander, or some similar departure from the pattern.


Your Own Unique characters in 40K @ 2013/05/19 19:19:23


Post by: Dragonfodder


Oh, haha thanks man, yeah, I didn't quite catch that. I just think this thread is great for helping with game design skills, to actually be able to come up with something fun and fair


Your Own Unique characters in 40K @ 2013/05/19 22:31:59


Post by: Kain


Hey now, Gorbachev and Jaws are my babies...


Your Own Unique characters in 40K @ 2013/05/19 22:51:03


Post by: CalasTyphon216


Pre-heresy character, in celebration that FW will be doing the Battle of Prospero in Book 4

Ahzek Ahriman, Chief Librarian, Captain of the First Fellowship, Magister Templi of the Corvidae

for use with the Horus Heresy campaign book series

Points: 355

Thousand Sons Legion

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS6 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, master-crafted bolt pistol, iron halo, frag and krak grenades

Hequa staff: This is a long bladed staff, the signature weapon of the Thousand Sons librarian-captains. Strength +2, AP3, Two-handed, Master-crafted. May re-roll all failed psychic tests.

Psychic hood: The Thousand Sons had prototype versions of psychic hoods integrated into their armor. This is a psychic hood, as described in the Warhammer 40000 rulebook.

Special Rules: Independent Character, Legiones Astartes, Master of the Legion, Rite of War: Pride of the Legion

Master psyker: Ahriman is the most powerful psyker amongst the legions, trained by Magnus himself. He is a Psyker with Mastery Level 3. Deny the Witch tests taken against Ahriman's psychic powers suffer -1 to the dice roll.

Master of the Corvidae: Ahriman has the greatest precognition amongst a cult specialising in precognition. Ahriman only has access to the Divination discipline. However, he may choose his powers without having to roll for them.


Your Own Unique characters in 40K @ 2013/05/20 21:43:34


Post by: ruricferrinwheel


Might need some point increase on Ahriman, thats only 10pts more then the CSM version, and this one is in better armor, can re-roll psychic tests, better BS, an AP 3 weapon, and has master crafted just about everything. Just think over all he is a lot stronger then the CSM one, so he needs a points increase.


Your Own Unique characters in 40K @ 2013/05/20 22:02:09


Post by: CalasTyphon216


CalasTyphon216 wrote:
Pre-heresy character, in celebration that FW will be doing the Battle of Prospero in Book 4

Ahzek Ahriman, Chief Librarian, Captain of the First Fellowship, Magister Templi of the Corvidae

for use with the Horus Heresy campaign book series

Points: 240

Thousand Sons Legion

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS6 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, master-crafted bolt pistol, iron halo, frag and krak grenades

Hequa staff: This is a long bladed staff, the signature weapon of the Thousand Sons librarian-captains. Strength +2, AP3, Two-handed, Master-crafted. May re-roll all failed psychic tests.

Psychic hood: The Thousand Sons had prototype versions of psychic hoods integrated into their armor. This is a psychic hood, as described in the Warhammer 40000 rulebook.

Special Rules: Independent Character

Master psyker: Ahriman is the most powerful psyker amongst the legions, trained by Magnus himself. He is a Psyker with Mastery Level 3. Deny the Witch tests taken against Ahriman's psychic powers suffer -1 to the dice roll.

Master of the Corvidae: Ahriman has the greatest precognition amongst a cult specialising in precognition. Ahriman only has access to the Divination discipline. However, he may choose his powers without having to roll for them.

Pricing:
Basic Praetor statline and equipment (artificer armour): 100 points
+1 BS, -1 WS: free
Iron halo: 25
Master-crafted bolt pistol: 15
Hequa staff: 45
Librarian upgrade (HH): 25
20 per mastery level: 60
Psychic hood: 25
Extra deny the witch: 10
Choosing divination: 50
Total: 355 points
Recosted


Your Own Unique characters in 40K @ 2013/05/22 10:30:14


Post by: Arais


Here's my concept of a half human, half Tau chick. Well not completely fluff accurate, theres some stuff written in her background that explains it all. The second guy, is well, explained as well. Also its a major WIP
Its a two man HQ choice.

Ki’ola Oren I’shii (Fringe Commander Bluestreak)
WS: 5 BS: 3 S: 3 T: 3 W: 3 I: 4 A: 3 Ld: 9 Sv: 4+/(4++/5++)
Rendon Slovaz
WS: 3 BS: 3 T: 3 W: 2 I: 3 A:1 Ld: 9 Sv: 4+/5++
These two units count as a single HQ Choice for Codex: Tau Empire
Ki’ola Oren I’shii
Unit type: Infantry (Character)

Wargear:
• Built in Hotshot Laspistol, Pulse Pistol
• “Fringe Armor” – A custom piece of armor made out of Fire Warrior Armor and plated with remnants of Imperial Guard Carapace armor. It confers a 4+ armor save to the bearer.
• “Friends with Benefits” – A terrifying design created from pieces of Choas Space Marine Lightning Claws that are crisscrossed with plasma conducting wires that discharge a strong plasma current on impact. These are a pair of close combat weapons that strike at S5Ap2 in close combat.
• The “Infernus” Jetpack – A unit equipped with this wargear can make an addition D6 movement in the movement phase. If a unit equipped with this wargear suffers a roll of 3 or lower for charge distance, the Infernus Jetpack backfires and the bearer suffers one savable wound in addition to failing the charge. Such is the price of failure for such an unorthodox design!
• Ionized Shield – Grants a 5++ invulnerable save when not in Close Combat and a 4++ invulnerable save when in Close Combat.


Ki’ola Oren I’shii’s Special Rules:

• Special Character
• Independent Character
• Preferred Enemy – Chaos
• Fringe Commander – Ki’ola may take auxiliary forces (Kroot, Vespid, and Gue’Vesa) as troop choices, and must take at least one (1) auxiliary troop choice.
• Till' Death Do Us Part – As long as both Ki'ola Oren I’shii and Rendon Slovaz are alive on the board, and both are within 36” and LOS, Till Death Do Us Part is active. If Rendon should get charged by an enemy unit, and Ki’ola is capable of performing Till Death Do Us Part, Ki’ola can attempt to intercept a single unit that has declared a charge on Rendon. If the distance between her and Rendon is 24” or less, then Ki’ola and Rendon must both pass their unmodified Leadership tests. If both the tests are passed, then Ki’ola will move into base contact of the unit charging Rendon. She is then locked in combat with the charging unit. Note that neither unit will receive a bonus to attacks for charging, as this movement symbolizes her intercepting the enemy squad before they can react. Also note that Rendon can still use Till Death Do Us Part, as long as the conditions and tests are passed. Their communication and dedicated teamwork to each-other are so well in tune, that they are able to spot enemies and coordinate and plan themselves to keep the two of them alive. However, if either Ki'ola Oren I’shii or Rendon Slovaz are to be destroyed or removed from play, the surviving unit must immediately take a morale check on their unmodified leadership. If the test is passed, the unit may act as normal. If the test is failed, the unit will suffer a single wound with no saves of any kind allowed. The failure of one of them, results in a fault in resolve of the survivor. Such is their dedication to eachother to survive hell itself.



Rendon Slovaz
Unit Type: Infantry (Character)
Wargear:
• Sniper Rifle – As per Codex: Imperial Guard
• Laspistol – As per Codex: Imperial Guard
• Close Combat Weapon – Refer to the Warhammer 40k Rulebook
• Carapace Armor – As per Codex: Imperial Guard


• Combat Shield– As per Codex: Space Marine

Rendon Slovaz Special Rules:
• Fringe Subcommander – This unit may only be attached to auxiliary squads in Codex: Tau Empire
• Preferred Enemy – Chaos
• Till' Death Do Us Part – • Till Death Do Us Part (Rendon) – As long as both Ki'ola Oren I’shii and Rendon Slovaz are alive on the board, and both are within 36” and LOS, Till Death Do Us Part is active. If Ki’ola should take a wound in close combat, and Rendon is capable of performing Till Death Do Us Part, then Ki’ola and Rendon must both pass their unmodified Leadership tests. If both the tests are passed, Rendon can take a single shot at her attacker before the attackers hit is resolved, at BS5. Their communication and dedicated teamwork to each-other are so well in tune, that they are able to spot enemies and coordinate and plan themselves to keep the two of them alive. However, if either Ki'ola Oren I’shii or Rendon Slovaz are to be destroyed or removed from play, the surviving unit must immediately take a morale check on their unmodified leadership. If the test is passed, the unit may act as normal. If the test is failed, the unit will suffer a single wound with no saves of any kind allowed. The failure of one of them, results in a fault in resolve of the survivor. Such is their dedication to eachother to survive hell itself.


Total Cost - 240 Points (Subject to change)



Your Own Unique characters in 40K @ 2013/05/22 11:52:31


Post by: Tau Skyfire


What about a Kroot Special Character??



GENERAL MAWNAK - 80 ------ HQ

WS4 BS3 S5 T4 W2 I5 A4 Ld9 4+

Type: - Infantry

Wargear: General Mawnak has a Kroot Rifle with Sniper Rounds

Special Rules:

- Mawnak Call Hearing Mawnak's Call the Kroot find fire inside them to fight on harder. Any unit of Kroot that General Mawnak joins have the fearless special rule.

- Persistent Aim All Shots from General Mawnak Rend on a 4+

- Some Shot! If General Mawnak is killed by a shooting attack, all Kroot on the board must take a Leadership test with a -3 Modifier. If they fail this check then they are removed from play. If General Mawnak is killed in Close Combat, all Kroot units must take a Leadership test. If the test is passed they have the Fearless and Feel no Pain special rules for the rest of the Game

- Independent Character (But may only join Kroot units)

- Infiltrate

- Stealth


Your Own Unique characters in 40K @ 2013/05/22 13:45:35


Post by: Amoras


My new chapter and their chapter master Character.

Name: Celestial Spirits
Origin: Succesor of the celestial lions
Founding: 998.M41
Allegiance: Imperium
Primarch: Rogal Dorn
Chapter master: Apothecary Ophiuchus
Chapter Colors and livery: ------
Homeworld: Fleet-based centred on the Dictator class cruiser, Rector in Via ( Path of Righteousness )

"Your future life shall be a series of trials, one after the other, until the day you are called upon to give that life for your brother,
You shall face the emperor in death, Do not disapoint him."

— Chaplain Caellum of the Celestial Spirits


Favored Tactics:

The Celestial spirits space marine chapter main focus in every battle is the survival of its own men.
Self preservation till the day they can cleanse the imperium of all thats wrong with it and return it to the
true immage the Emperor had for his subjects.

Fighting from well fortified positions they are able to hold against the gravest treats avoiding casualties on
their own. But if the risk of suffering casualities becomes to great they have been known to retreat rather thenn deffend the interests of the imperium, sacrifising both the ground as well as their allies. Sending themm to get slaughetered only to ensure their safe retreat.

For this reason the men of the imperial guard wo are deployed amongst themm both admire themm for
their tactical insight feeling safe behind the near flawless deffensife lines drawn up, as well as fear the gruesome fate that awaits themm whenn those same lines are broken.


History:

Khattarn Insurrection (988.M41)

During the event known as the Khattarn Insurrection,
five companies of the Celestial Lions were attached to Inquisitor Apollyon in order to crush the ongoing revolt on the main planet, Khattar.
It became soon evident that this was no mere minor rebellion.
Apparently the Imperial Cult's priesthood on Khattar had been corrupted by Chaos and had led the leaders of the planet into the arms of the Chaos God Slaanesh.
Local renegade Imperial Guard and Planetary Defence Force regiments were quickly defeated and within three months the rebellion was crushed.
The detachment of the Celestial Lions boarded their ships and left for their fortress-monastery.

As the ships left orbit, the Imperial Navy, under the orders of Inquisitor Apollyon, carried out an Exterminatus and bombarded the planet, obliterating its entire population.
This action horrified the Celestial Lions who proceeded to condemn the Inquisitor.

Captain Saul, the commander of the Imperial Navy flagship in orbit of Khattarn, had attempted to halt the bombardment, but could not countermand an Inquisitor.
From then on, the Celestial Lions were highly vocal opponents of the Inquisition, as they believed it had been unnecessary to destroy the planet.
They proclaimed a series of very loud and very public condemnations against the Inquisition that was intended to reach the powers-that-be within the Imperium.

A delegation of senior Chapter officers left for Terra to further their cause, but the ship never arrived. It was blown wildly off course by a freak Warp Storm,
far into Ork territory. The wreckage was eventually found two years after the disappearance of the vessel, although this was not enough to deter the Celestial Lions,
who kept demanding an investigation into the events surrounding the destruction of Khattar. Their efforts, though valiant, were completely in vain.

The Inquisition technically answers to no one but itself and the Emperor, and is immune to any outside pressure or criticism, even from the Adeptus Astartes.
Since the Khattarn Insurrection the Celestial Lions have refused to work alongside the agents of the Inquisition again.


The Third War for Armageddon (998.M41)

With the outbreak of the Third War for Armageddon, the entire Celestial Lions Chapter was deployed to a crucial Imperial Hive World to defend Hive Volcanus.
They suffered horrendous casualties within only months of arriving.

The intelligence they received was horribly inaccurate and often led them into ambushes where they were outnumbered and outgunned.
Some of the higher ranking officers of the Chapter began to suspect this was intentional,
a ploy to wipe out the entire Chapter by the political machinations of the Inquisition, but nothing could be proven.

One particularly devastating battle was when 4 entire companies were wiped out in the Mannheim Gap by the combined forces of the Ork Warlord Thogfangs Gargant
and the Razor Speed Freeks. Losses mounted and the battle ended with a very well-coordinated attack on the Celestial Lions' base camp.
Hundreds of Space Marines fell to the overwhelming Greenskin forces. Sniper fire rained down from the mountain sides, relentlessly targeting the Chapter's Apothecaries.

A tactic like this was never before seen employed by the orks. The entire existance of the chapter was threatened by these actions.
Further more strenghtening the Celestial Lions belief their crual fate was the doing of the Inquisition.

Only 96 Celestial Lions Space Marines survived and to make matters worse, the last Apothecary was mortaly wounded within hours of arriving at the Hive by an unknown assailant.
At that moment the remaining marines new it was the end of their chapter and all minds where alike.

"The Inquisition betrayed themm and in doing so they betrayed the Emperor himself"

At that moment they swore they would cleanse the imperium of this tainted entity that festers at its very hearth.

Suddenly after doing so the apothecary wo lay dying at their feet by sheer force of will or powers from beyond
forced his wounds to close and the bleeding to stop. Standing up feeling a new strenght he never felt before he gave call to the hearths of all the men around him.

He would become their leader given the gift of foresight to see the dangerous path they must walk, the geneseed he collected from his fallen brethen the start of a new chapter.
The Lions had died but their vengefull spirits had been given new purpose.


Current state of the Chapter (999.M41)

The celestial Spirits have started rebuilding their former strenght recruiting from planets at the farthest reach of the imperium.
With their armor forever altered sporting new colors and iconery removing all trace if their ancestry they elude the vigil eyes of the inquisition.
Hiding their past and serving amongst the imperium waiting for their chance of retribution.

Entry from Chapter master Ophiuchus journal:

" Every night i have the same dream, i relive the events of that dreadfull day we where betrayed i see my brothers die all around me and see the foul grins of the orks wo did it. Those pawns of our real enemy
nothing but mindless beasts.

Events i remember well repeating in my head. Till the end, I know i have been mortaly wounded.. but thenn find myself in a beautiful garden i find myself standing on a balcony, from there in front of me stand Space Marines an army so vast that i cannot count it, calling for me to lead them into conquest. im beign praised for my deeds in service to the emperor i get close and lookone into his eyes, in them i only see what the Imperium today is "eternal nagging paranoia, gnawing suspicion and hidden doubts that were acid to the soul"

This is the imperium that betrayed us, i thenn see Inquisitor Apollyon among themm and i attack with all my might but i am blocked by the army. I do not have the strenght to take revenge.. As i fall to my knees a beign of androgynous beauty stands before me and shows me visions of the things i must do to get my revenge.

Thenn i hear my brothers talking standing over my body, their words reinvigorating my resolve. I reject this beign! And next i find myself back on the ground i was struck down my wounds healed, i still have the visions it gave me, can i trust themm? if itsthe only way to save my chapter i will do whatever is nececary.

If i where to accept its help fully, all the things i could accomplish.. should i?"

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

Apothecary Ophiuchus ( HQ) 180

WS 5 - BS 5 - S 5 - T 5 - W 5 - I 5 - A 2 - Ld 10 - SV 3+

Wargear: Power armor, chainsword, Master crafted boltgun , Narthicium,

Special Rules:

Psyker Mastery 2
Favored enemy: Grey Knights
Independent Character
Chapter Tactics: Units within 12" of the apothecary have the hit and run special rule. Survival outweighting the value of holding ground.
Untrained psyker: this unit may never exchange his powers
Tainted: Whenn suffering perils of the warp instead of taking a wound cast the tainted power instead


Phycic powers:

Miraculous recovery: Ophiuchus restores 1 wound ( to a max of 5 ) if he already has 5 wounds increase toughness instead.
All allied units gain +1 leadership ( Tainted version Contagious wounds )

Foresight: All alied units gain a better understanding of their enemies movement giving themm a + 1 BS
( Tainted version Bad omens )

Psycic beacon: All allied units gain the fearless special rule for this turn. ( Tainted version Ruienous powers )


Tainted powers

Contagious wounds: All units within 6" of the psyker take 1 hit with str equal to Ophiuchus remaining wounds

Bad Omens: Seeing visions of their own demise all allied units must go to ground this turn, Vehicles are stunned instead. Fearless units are unaffected.

Ruienous powers: Every unit within 12"of the caster must take a leadership test if succesfull all is well.
If failed every model in the unit imediatly inflicts a single hit on the closest friendly unit. Ophiuchus automaticly fails the test.


Your Own Unique characters in 40K @ 2013/05/23 06:13:35


Post by: Dragonfodder


Little idea I had for statting up a character from the HH novels that I would love to play.

Ingo Pech, first captain of the Alpha Legion (Codex CSM) (180)

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

Unit type- Infantry

Warlord Trait- Princeps of Deceit (is this the one I am thinking of? Whatever the one that gives you d3 infiltrators)

Wargear- None

Special Rules- I Am Alpharius!, Mark of the Hydra, Traitors!

I Am Alpharius!
The alpha legion employs a non-standard force orginization, so Pech could literally be anyone! At deployment, nominate one infantry model in a unit (whether in reserve or on the table), and write it down without showing your opponent. This model is now Ingo Pech. He inherits that unit's statline and wargear. Pech may ONLY be deployed in this manner. At the start of each of your turns, your opponent is allowed one try to guess which model is Pech. If he succeeds, Pech is revealed, gains the independent character special rule, and the above statline, but maintaining his wargear. Pech is worth an extra d3 victory points when being killed after he is revealed. However, should he be killed without your opponent's knowledge, on a roll of a 2+, you may nominate another model in any other unit to be Pech. If Pech is killed without your opponent's knowledge and stays dead, your opponent gains no victory points from his death (whether it be slay the warlord or kill points)

Mark of the Hydra-
Any unit that is capable of taking marks of chaos may instead take the mark of the hydra, at 10 pts per infantry model, 2 point per model for cultists, and 50 points for any other model. This mark grants the Infiltrate USR

Traitors!
While Pech is your warlord, after all units have been deployed and all scout and infiltrate moves made, you may nominate 1d3 enemy models(whether in reserve or on the table) from any imperal codex (sm, ba, gk, sw, bt, da, ig, sob) or Codex CSM that cost less than 20 points, and write them down in secret. These models are alpha legion spies! During your opponent's shooting phase, you may reveal this unit and nominate this model to shoot his own unit instead. Afterwards, the spy model counts as a seperate unit and as having initiated close combat with the unit he is in. The spy inherits all the rules and wargear of the model he has taken over. He does not count as a kill-point or a victory point in any circumstance, but if the model he took over is scoring, he also counts as scoring.


Automatically Appended Next Post:
Amoras wrote:


Apothecary Ophiuchus ( HQ) 180
Spoiler:

WS 5 - BS 5 - S 5 - T 5 - W 5 - I 5 - A 2 - Ld 10 - SV 3+

Wargear: Power armor, chainsword, Master crafted boltgun , Narthicium,

Special Rules:

Psyker Mastery 2
Favored enemy: Grey Knights
Independent Character
Chapter Tactics: Units within 12" of the apothecary have the hit and run special rule. Survival outweighting the value of holding ground.
Untrained psyker: this unit may never exchange his powers
Tainted: Whenn suffering perils of the warp instead of taking a wound cast the tainted power instead


Phycic powers:

Miraculous recovery: Ophiuchus restores 1 wound ( to a max of 5 ) if he already has 5 wounds increase toughness instead.
All allied units gain +1 leadership ( Tainted version Contagious wounds )

Foresight: All alied units gain a better understanding of their enemies movement giving themm a + 1 BS
( Tainted version Bad omens )

Psycic beacon: All allied units gain the fearless special rule for this turn. ( Tainted version Ruienous powers )


Tainted powers

Contagious wounds: All units within 6" of the psyker take 1 hit with str equal to Ophiuchus remaining wounds

Bad Omens: Seeing visions of their own demise all allied units must go to ground this turn, Vehicles are stunned instead. Fearless units are unaffected.

Ruienous powers: Every unit within 12"of the caster must take a leadership test if succesfull all is well.
If failed every model in the unit imediatly inflicts a single hit on the closest friendly unit. Ophiuchus automaticly fails the test.


Love this dude, rad idea. seems like it would be a fun character to play against. foresight bay be a bit op if it applies to the whole army as opposed to 1 unit or a bubble around the caster. It would be fair in the event that he had a higher perils chance, but as it stands, It could be a little much.


Your Own Unique characters in 40K @ 2013/05/23 20:43:12


Post by: dbsamurai


Thought up another Tau one to coincide with the XV22 Suit I'm making for cosplay:

Fluff: Endless Winter has forgone his official title of Commander Stonewall because of the nature of his mission. A Former student of farsight, he has been tasked by the Ethereals to hunt him down and end him. He leads a small cadre that officially does not exist, and as such their ranks and names are known only to themselves. Should they be caught by any other tau forces, they will be fired upon as officially they are outlaws...such is the nature of their mission.

Crunch:

Shas'o Fal'shia Kau'yon Kais'kir'quath D'yanoi'lel-The Endless Winter-135pts

WS3 BS5 S4 T3 W3 I3 A4 L10 Sv3+ 4++

Equipment:
XV22 Experimental Stealth Suit
Plasma Rifle
Integrated Markerlight
Integrated Targetlock
Defender-class Detonator Whip

Warlord Traits:
Precision of the Skilled Hunter

Rules:
We are all Endless Winter: All squad leaders and ICs in Endless Winter's detachment have Sworn Protector...namely because no one can figure out who the leaders of each squad are...they're all marked the same.
IC
Supporting Fire
Infiltrate
Outflank
Black Ops: a detachment taking Endless Winter may not take any more detachments with models from Codex: Tau Empire in them. Also, because of the nature of his mission all battlebrother allies are now allies of convenience.

May Take:
Command Link Drone................20pts
May take up to 4 drones from
the drone list................................14pts/model

Defender-Class detonator Whip: As a student of Farsight, Endless Winter understands the value of shortening one's reach. Considering the prowess of his target and former mentor in close combat, he has trained diligently with an effective counter: the detonator whip. The detonator whip strikes with the following profile: S- AP- Rg18" Assault 4. For every hit on an enemy squad, place a small blast marker centered on the models nearest to Endless Winter. The marker does not scatter. Each blast template is S6 AP4 for the purposes of determining wounds. The detonator whip may be fired in overwatch at BS1, which may be modified by Markerlights.


Your Own Unique characters in 40K @ 2013/05/23 23:30:15


Post by: StarTrotter


A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?


Your Own Unique characters in 40K @ 2013/05/23 23:36:13


Post by: CalasTyphon216


 StarTrotter wrote:
A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

he is, thing is nobody knows if the original farsight is still alive, considering he stays in his battlesuit and presumably nobody sees him out of it. It is guessed he has somehow prolonged his lifespan, or that he disciples are simply pulling a 'I am Alpharius' with his armor.


Your Own Unique characters in 40K @ 2013/05/23 23:47:30


Post by: StarTrotter


CalasTyphon216 wrote:
 StarTrotter wrote:
A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

he is, thing is nobody knows if the original farsight is still alive, considering he stays in his battlesuit and presumably nobody sees him out of it. It is guessed he has somehow prolonged his lifespan, or that he disciples are simply pulling a 'I am Alpharius' with his armor.

My apologies. This was targeted to the above fluff for dB samurai.


Your Own Unique characters in 40K @ 2013/05/24 00:22:22


Post by: dbsamurai


 StarTrotter wrote:
CalasTyphon216 wrote:
 StarTrotter wrote:
A rude fluff question if I might. Isn't Farsight exceptionally old for a Tau Firewarrior?

he is, thing is nobody knows if the original farsight is still alive, considering he stays in his battlesuit and presumably nobody sees him out of it. It is guessed he has somehow prolonged his lifespan, or that he disciples are simply pulling a 'I am Alpharius' with his armor.

My apologies. This was targeted to the above fluff for dB samurai.


He's still right, Farsight at this point is something like 6 times older than the maximum age for tau...but Farsight is still around causeing trouble for the ethereals either with an Iamsparticus or the dawnblade keeping him alive somehow, which is enough cause to go after him with a black ops force...especially when he leads an ever growing army on the edge of the domacles gulf.


Your Own Unique characters in 40K @ 2013/05/24 09:47:34


Post by: Kain


2nd Company Captain Krukov of the Ice Draons

Cost 300?
ws bs s t w a i ld sv
5 5 4 4 3 2 3 10 2+ 5++ 6+ FNP
wargear
Artificer Armour
Tank foe
Frag grenades.
Melta bomb
Rosarius
Bolt pistol and master crafted power axe.
Bionics
(Optional for 25 points) Jump pack

(May only be taken in Codex: Space marines or siege assault vanguard lists with Iron hands chapter tactics)

Tank foe: A prized meltagun taken from one of the earlier dark age of technology supply caches the Ice Dragons helped to reclaim for the Imperium at the cost of half of an entire company in a battle to stop the Rak'Gol from looting the place, this Meltagun has been a weapon handed down through many generations of ice Dragon 2nd company veterans. It has the following profile

Rng 18', S8 AP 1 Assault 2 Melta. On a roll of a six to wound, it automatically deals a second wound.

Bionics: As per codex.

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Preferred enemy (Tyranids)

Sky captain: Bringing in the fury of the airborne arm of the Ice Dragons, Krukov's deployment usually heralds a much larger than normal wing of space marine aircraft about to bring ruin and woe to the foe. Krukov allows for Land Speeder Tempests, Stormravens, Storm eagles, and Storm talons to be taken in squadrons of up to three.

Ace pilot: Most comfortable within the cockpit, Krukov has a noted preference for taking command of aircraft rather than deploying on foot, to the light mockery of some of his comrades. Krukov may be deployed inside of a flier or skimmer, which then uses his BS instead and gains the fighter ace and strafing run rule and a +1 bonus to jink saves along with tank and monster hunter. If shot down, roll a scatter dice to see how far away Krukov ejects and then roll a d6, on a 1, Krukov is removed from the game, on a 2-3, Krukov takes an unsaveable wound, on a 4-5 Krukov takes a saveable wound, on a 6 Krukov is unharmed.

Preferred enemy (Tyranids): As the Ice Dragons are a part of the Frateris Nova; a coalition of fifteen space marine chapters dedicated to fighting the encroaching Tyranid swarm, and having long battled the xenos throughout his centuries of service, Krukov has developed a special hatred of the hive fleets, and the long struggle against Hive Fleet Hydra and other fleets has further embittered him. To him, there is no greater foe to the imperium than the Tyranids. And he has made it his mission to defend the people of the Imperium from the Hive mind's hunger.


Fluff: Copied from Gorbachev
Spoiler:
An Iron Hands descended chapter, the Ice Dragons express their love of the mechanical in a fondness for vehicles of all shapes and sizes, from aircraft to tanks to APCs, to them a Rhino or Predator tank is as much an honored part of the chapter as the marine himself and extensive (some would say excessive) care is taken for them, gaining them the mildly derisive nickname of the "Marines Immaculate" for their painstaking efforts in keeping their vehicles as well maintained as possible. Recruiting from a bitterly cold semi-civilized world known as Rodina which despite it's modern amenities, cities, and considerable industrial output, still has massive stretches of largely untamed wilderness where small communities eke out a living in a landscape filled with dangerous predators including the dreaded Saber-Tyrant or Jiralhanix.

Primarily recruiting from these hinterlands where survival depends on one's ability to keep the insidious threat of flesh freezing cold in the winter, miserable mud and rain that one can drown in during the spring and autumn, and baking summer heat along with highly unfriendly wild life, an ambull infestation that has to date proven impossible to remove, left over Tyranid bioforms from a failed attack by a splinter fleet of hive fleet Hydra over a century ago (this is by M42 mind you) who have grown to become a part of the ecosystem, and periodic assaults by the mysterious xenos known as the Slaugth who more often than not leave many of their hideous bioweapons on the planet, as if to test their monstrosities, the Ice Dragons have a good stock of hardy boys to forge into proud warriors.

Strangely, the Ice Dragons take a similar attitude towards their people as chapters such as the Salamanders and Ultramarines, and encourage their brothers to spend their somewhat greater (an entire hour!) amounts of free time with the civilian population to remind them of what they are fighting for. As the Ice Dragons are frequently called back to their home world whenever signs of the local Tyranid populace (which the Munitorium has "discouraged" them from purging as they are thought to be a useful aid for the training of the PDF) boiling over become apparent or to throw back Slaugth incursions, and more worryingly, Necrons and Eldar of many varieties, leading the Ordo xenos to believe that Rodina is riddled with webway gates.


Krukov is a long standing fixture of the Ice Dragons, having served for three centuries. Like many other Ice Dragons, he prefers to deploy from the safety of a vehicle, particularly from a flier such as a Stormraven, thunderhawk, storm talon, storm eagle, or even a land speeder tempest in a pinch. Due to the heavy preference for mechanized warfare in the Ice Dragons, he is quite used to being deployed to support vehicular assets of the Imperium and chasing away enemy fliers or clearing a path for them.

Assault marines and fliers are major fixtures of the second company and it's hangers on, as Ice dragon tactics focus on three groups of three companies acting in concert rather than independantly as in other chapters, which while having the downside of making them only able to respond to three (or four if the 10th company is deployed en masse) threats at once at most, allows them a good deal of concentration of force. Attached to the second company are the 4th and 8th companies.

During a battle to contain a force from Hive Fleet Barghest, a moderately sized hive fleet that advanced in front of Hydra, Krukov lost his right arm and had to have a lung and a heart replaced after being shot down by a Flying hive tyrant whose rain of devourer worms fouled up his engines and sent his Storm Talon crashing to the ground. Due to a botched ejection, he was left vulnerable to the Tyrant's swooping strike, and the Tyrant's scythe tail and tusks tore into his body while he struggled to get his melta into position.

Only the intervention of an imperial guard vendetta squadron saved him from being the Hive Tyrant's next meal, and even then he had to go through much reconstruction. Later in the campaign against Barghest, where allied elements from the Knights of the Stars, Grey Consul, Harbingers of Terra, Brothers of Nox, and Fire winds chapters were deployed, along with extensive aid from the sisters of battle, Deathwatch, Eldar from the craftworld of Alaitoc who had arrived in the name of prophecy, Eldar corsairs coerced by their craftworld brothers, a fleet from the reptilian Sauitza Xenos empire who agreed to a hastily negotiated truce against the Tyranids, Pirate, Rogue Trader, and mercenary ships who aided out of either the demands of the Imperium or altruism, Skitarii, and countless regiments of the Imperial guard to defend the vital civilized world of Ural from the full force of Barghest, Krukov returned to the fray.

The battle against the Tyranids was costly, with even the massive fleet deployed by the Imperium being heavily strained in it's effort to stop the thousands of hive ships barreling forward. Allowing himself only a minimal amount of rest, he deployed repeatedly to try and help clear the skies of the swarms of Gargoyles, Harpies, Harridans, Shrikes, Winged Tyrants, Sky slashers, and new more terrible airborne tyranid biomorphs such as airborne tyrant guards, winged zoanthropes, a hulking monstrosity loaded with spore bombs and wielding deadly devourers to ward off interceptors, flight capable modified tervigons, flying spore mines, stealthy airborne lictors, and even reports of the parasite of mortex.

The air battle was just as furious as the ground battle. With the sheer number of Tyranid fliers being so vast as to utterly block out the sun. The alliance of the Imperium, less than loyal elements of humanity, Eldar, Him-ral, and Hrud never fully trusted one another but in the face of the Hive fleet betrayal would be suicidial. Krukov flew again and again, always going in until his vehicle could no longer fire before returning to his ship, somtimes even having to eject due to Tyranid attack from the ground or above. But fight on he did. In space and in the atmosphere he relentlessly pushed forward.

Using the very tactics that broke Jormungandr, Kraken, Naga, and Behemoth, the alliance finally broke the back of the Tyranid fleet, disrupting the synapse web by targeting and destroying the hive ships while on the ground the leading dominatrix was cornered and slain after months of bloodshed. With all said and done, the Alliance broke apart to go their separate ways on uneasy ground, most of them having suffered heavy losses in the fighting.

Krukov emerged from the battle with an unrepentant loathing for the Tyranids, and he bears purity seals inscribed with the names of every fallen battle brother and attended the ceremony that honored the fallen. Many however, have begun to worry about his obsession with the Tyranids, he often makes mistakes, sloppy judgements, and brash decisions in his attempts to deal with the hive fleets, and his paranoia concerning genestealers is marked.

It is this blind, unreasoning hatred that has made him devote his life to ending the hive fleets, though it may just be his own end.

Ice Dragon Motto: The heroes ride over the field


Your Own Unique characters in 40K @ 2013/05/26 21:30:24


Post by: Lt. 'Tweek'


Hello there!
Been writing all kinds of notes and bits to myself for a while now, pulled out some which I thought were pretty good and wouldn't get a view apart from me
Sorry if it's a little dense, tried breaking it up where I can.
Let me know what you think ^^

Commando-Mark Stalker Lasgun (CMSL)
The CMSL is the Imperial Guard's big shooter. It is only trusted into the ranks of experienced veterans, assisting close quarters missions and breaching lethal territories. It consists of the Stormtrooper's signature Hot Shot Lasgun, with the addition of a rapid-firing explosive shotgun underbarrel. In large numbers, the sheer stopping force of the shells can destroy a hardened enemy force before melee combat is necessary. As such, the gun is perfect for grenadiers and commandos who aren't geared so well for close-combat attacks. The primary rifle's marginally greater range allows the user to lay down solid covering fire and pick off enemies during a fierce assault, until the command is heard to unleash the full fury. The secondary weapon takes time and great care to safely load for use, therefore is only able to be utilised once during the heat of the battlefield - trying to load toxic-shells into the superheated underbarrel whilst moving at a swift pace and listening to scruffilly ordered shouts would only end in disaster.
The CMSL is a Hot-Shot-Lasgun with the following secondary profile:
Range 12" | Strength 6 | AP 3 | Heavy 4, Rending, One use only
-----------------------------------------------------------------------------------------------------------------------------
Wide-shot Lasgun
The Wide-shot Lasgun is a poor immitation of the sophisticated CMSL. It is a self-crafted modified lasgun used by conscripts. The young, overly excitable conscripts often admire with great awe the veterans as they return off their shuttles, bruised and cut apart, clutching their beloved CMSLs after another successful mission. In an attempt to act just like their experienced superiors, they crudely cut and tie on improvised barrels to their rifles, fitting any rocks or grenades or bullets they can find in, and blasting at the enemy with a great hope of heroism. However, many of the conscripts can end up damaging themselves more than the enemy, and any successful hits are often shaken off with ease due to the low power of the weapons. The only common fortunate effect of the weapon, is that, providing it doesn't blow up in the user's hand, the flash of the badly-contained explosion can blind an enemy before they are clubbed with the stock of the rifle.
Wide-Shot Lasguns are normal Lasguns with the following secondary profile:
Range 6" | Strength 2 | AP - | Assault 1, Gets hot, Blind, One use only
Any conscripts squad in the army can upgrade to a Wide-Shot Lasgun for 2 points per model.
---------------------------------------------------------------------------------------------------------------------------
Hornet 1-1, drop specialists

WS3 | BS4 | S3 | T3 | W1 | I3 | A2 | Ld8 | Sv5+

Wargear:
Flak armour
Plasma scopes
Commando-Mark Stalker Lasguns
Stun grenades
Frag grenades
Krak grenades
Bracing technology

Special rules: Close quarters training
Close quarters training:
The squad was specially trained to deal with close-combat situations, being outfitted with lightweight materials, forced to move quickly and able to use assault weapons effectively.
In the shooting phase, upto 3 models may throw a grenade instead of firing their primary weapon, instead of the usual 1.

Bracing technology:
Collapsable stocks, foregrips, custom handles or bipods. Any method of reducing the kickback from the weapon allows the squad to move faster.
The unit can fire heavy or rapid fire weapons in the shooting phase, counting as having been stationary in the movement phase even if they moved. Alternatively, the unit can shoot with heavy or rapid fire weapons and then charge in the following assault phase, counting as having not fired them in the shooting phase. The unit can never do both in the same turn.
Plasma scopes:
The unit can fire at any target (including flyers) at their full ballistic skill in the shooting phase. They also shoot under normal conditions when night fighting is in effect.

Stun grenades:
Range 8" | S- | AP- | Stun*
*Roll 1D6 as usual to 'hit'. If the hit is successful, the target enemy unit is stunned. A stunned enemy unit fights at WS and initiative D3 until the end of that unit's next turn. (Roll for WS and initiative seperately, but the result is the same for every model in the squad, including independent characters). More than one - upto the three grenade allowneces per turn - stun grenades can be used per turn. After one has been used, another model can choose to throw one. Roll to 'hit' as usual, and, if successful, re-roll both the initiative and WS values in an attempt to obtain a lower result. However, note that the second or third attempts do not have to be kept, only the lowest results for each are used.
------------------------------------------------------------------------------------------------------------
sky Hornet

This helicopter is an ancient weapon of the catachans. Over centuries, different pilots have recieved the honour of utilising it on top-priority missions. It has been modified, repaired and reinforced by many mechanics but the heart of the machine has never faded. You can be sure that when the enemy forces daunt heavily on catachan, the Sky's Fist will be nearby, readying its hot-shot payloads.

BS 5 | FA 13 | SA 14 | RA 13 | HP 1

Wargear:
Vulcan mega-bolter
Twin-linked Avenger mega-bolter
Four blacksword missiles
2 Packed-iron payloads

Special rules:
Power of the machine spirit
Loyal to catachan
Tactical encirclement
Mobile overlord
Missile lock
Angry hornet

Loyal to catachan:
The Sky's Fist is an artifact of the catachan military, it is a powerful weapon and huge morale boost to the jungle fighters. Endangering it on unimportant missions, or entrusting it within the power of inexperienced or foriegn commanders would be an insult to the legacy.
The Sky's Fist may only be taken as part of the army list, if the list also contains Colniel 'Iron Hand' Strakken in a company command squad.

Tactical encirclement:
Only the best pilots are trained to fly this vehicle. It is outfitted with the best armour available, which is constantly replenished and upgraded to keep up with the demands of the military. Onboard tracking systems also alert the crew if the vehicle is being targetted or its heat signatures tracked. All in combination, the great defensive abilities of the flyer along with its exceptional manueverability allows it to succomb even the most skilled enemies, and survive what should have melted the walls to ash. Whenever the vehicle is attacked, the pilots simply relocate, spinning, dodging, and intimidating the enemy until they lay off.

At any time that the vehicle suffers a glancing or penetrating hit, and would otherwise lose it's last hull point, don't roll on the vehicle damage table as usual. Instead, the vehicle can move anywhere on the table it wishes, regardless of maximum distance or direction. However, it must move at least 6" away from its current position, in any direction. The vehicle cannot activate it's bombs during this movement. On the following turn, the vehicle cannot move in the movement phase. In the shooting phase, it may only fire snap shots. It may still fire missiles (if any are left, and would usually be able to be fired), however they are fired at BS1 and without the Missile Lock special rule. The craft can still rotate as described below, when suffering this effect.

Mobile overlord:
The helicopter is agile, favourable among others due to its speed and steadiness even during focussed combat.
The vehicle can rotate on the spot as much as it likes, to face any direction it likes, during the shooting phase. This essentially means the weapons can fire in any direction as long as the target is within their maximum range.

Angry hornet:
When the Sky's Fist first arrives on the battlefield it is a magnificent sight. The look of it's allies with great glee and relief, the sight of the enemy shrouded in fear.

The Sky's Fist can automatically deep strike at the beginning of either the first or second friendly turn, decided by it's controller. Do not roll for reserves as usual, the vehicle automatically enters the controlling player's table edge and can move upto 12" away from the edge.

The vehicle cannot move in the movement phase of that turn.
In the shooting phase of that turn, the Vulcan Mega Bolter is treated as 'twin-linked'. In addition, the Twin-linked Avenger Mega bolter is treated as being two Twin-linked avenger mega bolters.

In addition, on the turn Sky's Fist arrives, every friendly unit on the table increases its leadership value by 1, to a maximum of 10, until the beginning of the next friendly turn.
------------------------------------------------------------------------------------------------------------------------
Lord Smith Creed ‘The Caterpillar’, Son of Creed, Keeper of Cadia Bay
^ Basically my own version of U. Creed, I wanted to personalise it a bit. The difference is on my model of him, I used warhammer empire pistols as dual sawed-off shotguns, so, when I’m allowed with friends, he has a twin-linked shotgun instead of hot shot laspistols
-------------------------------------------------------------------------------------------------------------------------
The scholar is a powerful, religious fanatic. While born by human parents, the creature is nearly 300 years old and talks in a dialect unknown to the imperium. Some say it is mad, some say it is holy, most hate it’s presence with a fear. The being underneath the rotting robes once studied the laws of psykers and was a powerful ally to imperial officers. Many, however, believe that the warp cursed the gifted, however only too curious mind of the monster. It appears the creature never sleeps, and through every waking moment mutters a strange language under its futile breath. While fighting on the side of the imperium, it appears to judge all beings equally without favour. It scares all beings without prejudice. And will punish any who it believes to have dishonoured their cause with a same, unrelenting hatred. Despite its feeble appearance, the creature is immensely resilient, being able to shake off bullet after bullet and survive, even after soldiers have watched chunks of flesh flying off and holes running deep into its chest.
Scholar of Witchlore, Knoza the Retributer
WS-|BS-|S-|T2|W5|I-|A-|Ld10|Sv-
Wargear: Rite of crimson robe; Finger of retribution; Book of a tyrant
Special rules: Zealot, Fear, Isolation of Disrespect, Preferred enemy (everything), It will not die Psyker (level 1), Hammer of Wrath, Eternal warrior
(Infantry, independent character, unique)
Rite of crimson robe: An ancient garment stained in the blood of all manner of aliens.
Provides a 6+ invulnerable save, which can always be taken regardless of the attacker, weapon, or contradictory special rules.
Finger of retribution: The creature’s long, boney finger is always stretched. Whether pointing towards a victim of judgement or used to scale the torn and stained book which it always clutches with its other hand. Some rumour that the finger is stuck in shape, now a souvenir of the wise crushing dislike for all other beings.
Any unit (friendly or enemy) that fails a leadership test within 24” of Knoza is immediately recognised as a criminal by Knoza. He digs deep into their mind at once to punish them, represented by them automatically taking a toughness test, losing a wound if failed. If the unit contains multiple models randomly nominate a single model to be victimised.
Book of a tyrant:
Knoza disagrees with the fundamentals of most psychic practise, he will only ever follow his beloved, studied book which has been guarded for generations by his family.
Knoza can never use any of the powers explained in the main rulebook. He may, however, use 1 of the following powers each friendly shooting phase:
Fist of anguish: Knoza loses a single wound. In return, he feels his power grow immensely. He increases his WS, S and I by 4, and his A by 3 until the end of the next enemy turn.
Lord protector of a long dead man’s heart: Knoza loses 2, in return, his T is increased by 3 and his robe instead grants a 3+ invulnerable until the end of the next enemy turn.
Halo of stings: Knoza loses a single wound. In return, place the blast marker over Knoza’s head until the end of the next enemy turn. Any model whose base is at any time partially under the marker suffers a S3, AP5 attack.
Tide of thorns: Knoza loses 2 wounds, in return, place the large blast marker over Knoza’s head until the end of the next enemy turn. Any model whose base is at any time partially under the marker suffers D3+1 S6, AP4 attacks.
Retribution: Select a single unit within 12”. It takes a leadership using the lowest of that in the unit. If failed, that unit is falling back. Randomly select 1 model in the unit, and remove it as a casualty. If an independent character is selected due to this, inflict 1 automatic wound to it.
Replenish: Knoza cannot use this power if he moved earlier in the turn. He regains a wound, upto his maximum starting amount.

Isolation of disrespect:
Knoza is a feared symbol. Even the greatest of warriors are shocked by his presence, merely being on the battlefield has swayed the results of wars. However, he affects friendly units the same and can sometimes stop them from executing missions properly.
Knoza can never join a unit with another model which has a Ld10. He cannot join a unit that has a commissar, vice versa. All models within 12” of Knoza lose the fearless special rule and suffer from Knoza’s Fear even if not fighting him.
Knoza cannot join a unit for more than 2 turns; the members simply go mad in his presence. If Knoza ends a second game turn in the same unit, every other model makes a single attack at him using their base S with an AP-.
------------------------------------------------------------------------------------------------------------------------
Sky hunters 1-2
WS3 | BS4 | S3 | T3 | W1 | I 4 | Ld8 | Sv5+
Jump-infantry
Wargear: Flak armour, Shotguns, Stun grenades, Haywire grenades, Jump-packs
Special rules: Close combat training, Deep strike, Battlefield drift
Battlefield drift:
In the movement phase the unit can move into base contact with any flyer or skimmer within 6”. They then count as having attached themselves to it. Where ever it moves, they move along side it. They cannot move themselves or shoot while attached but they may make close combat attacks to the vehicle. They can un-attach themselves in the vehicles movement phase, choose any point in the vehicle’s movement path and scatter the unit D6”. They are initiative 1 until the beginning of the next friendly turn but can act normally in the next friendly turn.


Tweek


Your Own Unique characters in 40K @ 2013/05/26 21:35:32


Post by: Kain


Av13-14 on a flier? O_O


Your Own Unique characters in 40K @ 2013/05/26 23:00:06


Post by: BaconUprising


This is my stab at the Emperor for a couple of matches i have played. Be careful he is VERY powerful but actualy quite balanced in the higher point games I play him in:
Cost:575?
The Emperor:
Ws-8
BS-7
S-7
T-6
W-6
I-7
A-7 (two hand weapons)
LD-10
Sv-2+ 3++

Equipment: The Eagle Claw, Rune sword, Hauberk of the Imperium, Frag grenades

Rules: Weapons Master (see Horus), Sire of the Space Marines, Psyker Mastery Level 5 ( knows all the powers of chosen discipline)

The Eagle Claw: Strength-10 AP-2 Rending
: (bolt weapon) Strength-5 Ap-3 Assault-4

Rune sword: +1 strength as user Ap-2, Shred, Always strikes fist

Hauberk of the Imperium: 2+ armour save, 3+ re-rollable invulnerable save

Sire of the Space marines: All space marines in the Emperors army gain +1 LD, additionally all space marines within 12" of the Emperor may double fire their weapons even if they have moved already.

Additional Psychic powers:
Annihilate: If at any point in the match The Emperor is reduced to his last wound he may automatically make a single attack on the model that did the last wound he suffered (only if in base contact). It hits automatically and wounds on a 3+. No saves of any kind may be taken against this attack and it kills the model instantly. If a vehicle does the wound then it immediately suffers a single penetrating hit.


I played him a couple of days ago against a guy using 40k chaos with Angron. My entire army died pretty quick and I got left with only him and 2 space marines. He basically did a massive clutch and by himself killed: 14 daemons, 12CSM, 4 chaos terminators and killed Angron in a challenge! Oh by the way he only took 1 wound! Pure Awesomeness. The model is great too, the second Ronin one.


Your Own Unique characters in 40K @ 2013/05/27 00:09:29


Post by: McNinja


 Kain wrote:
Av13-14 on a flier? O_O
Yeah it looks that way, but you only need one glance to kill it.


Your Own Unique characters in 40K @ 2013/05/27 00:35:24


Post by: Lt. 'Tweek'


 McNinja wrote:
 Kain wrote:
Av13-14 on a flier? O_O
Yeah it looks that way, but you only need one glance to kill it.


I guess it's a little high, I wanted it to be very strong... was thinking around 500 points for this, so it's quite balanced
Originally put down 11 on all facings but then it's too vulnerable to midi attacks. Maybe i'm just too generous
By the way the glance won't kill it because of the special rules It essentially never dies, but weakens a lot when its shot down. That's why it gets massive bonuses when it arrives, will likely be BS1 for the rest of the game
Guess 12 on the sides and 11 on the front could be fair?


Your Own Unique characters in 40K @ 2013/05/27 01:27:04


Post by: Ovion


Lt. 'Tweek wrote:
 McNinja wrote:
 Kain wrote:
Av13-14 on a flier? O_O
Yeah it looks that way, but you only need one glance to kill it.

I guess it's a little high, I wanted it to be very strong... was thinking around 500 points for this, so it's quite balanced
Originally put down 11 on all facings but then it's too vulnerable to midi attacks. Maybe i'm just too generous
By the way the glance won't kill it because of the special rules It essentially never dies, but weakens a lot when its shot down. That's why it gets massive bonuses when it arrives, will likely be BS1 for the rest of the game
Guess 12 on the sides and 11 on the front could be fair?
Yeah, my initial reaction was 'Whaaaaa?', then I noticed 1HP, which I honestly think is fine... silly, but fine. xD


Your Own Unique characters in 40K @ 2013/05/27 13:19:20


Post by: CalasTyphon216


Illicc Nightspear

Illicc Nightspear is a Dark Eldar clone of the famed Pathfinder Illic Nightspear. Exactly how Illic's DNA was obtained from which the clone was created is unknown. Illicc retains the deadly skill of his progenitor, though without any of the restraint of the craftworld Eldar. He now functions as an assassin for Asdrubael Vect, and is often sent to kill targets deemed too difficult for mandrakes.

Codex: Dark Eldar (HQ choice)

Does not take up a HQ slot of taken in the same detachment as Asdrubael Vect

190 points

Type: Infantry (character)

WS6 BS9 S3 T3 W3 I8 A3 Ld10 Sv4+

Wargear: Stinger pistol, venom blade, defensive grenades

Shadow armour: This is a suit of hunting armor crafted from an unknown, shadowy material. It functions as Ghostplate armor that provides a 4+ cover save. In addition, the Night FIghting rule are always taken into account when shooting at Illicc.

Silence: This is an unusual weapon in that it utilises technology not seen in any other Dark Eldar weapon. A long slender rifle, with a scope connecting directly into Illicc's right eyeball, it fires a long toxin shard along a magnetic rail wrapped in a pulse field that allows it to bypass energy shields.
Range 120 Strength 6 AP 1 Poisoned (2+) Heavy 1 Instant Death Rending. Successful invulnerable saves taken against this weapon must be rerolled.

Special Rules: Power from Pain, Fearless, Fleet

Solitary Killer: Illicc cannot be taken as the compulsory HQ choice. He can never join a unit, nor can he be joined. He cannot be the Warlord.

Hunter from the Dark: Illicc has the Infiltrate and Scout USRs.

Marksman: Illicc can allocate all shooting attacks to any model in the target unit. Look Out Sirs cannot be taken against Illicc. Illicc can overwatch at full BS. He can choose to fire using the Interceptor and Skyfire USRs.


Your Own Unique characters in 40K @ 2013/05/27 13:48:44


Post by: McNinja


CalasTyphon216 wrote:
Illicc Nightspear

Illicc Nightspear is a Dark Eldar clone of the famed Pathfinder Illic Nightspear. Exactly how Illic's DNA was obtained from which the clone was created is unknown. Illicc retains the deadly skill of his progenitor, though without any of the restraint of the craftworld Eldar. He now functions as an assassin for Asdrubael Vect, and is often sent to kill targets deemed too difficult for mandrakes.

Codex: Dark Eldar (HQ choice)

Does not take up a HQ slot of taken in the same detachment as Asdrubael Vect

190 points

Type: Infantry (character)

WS6 BS9 S3 T3 W3 I8 A3 Ld10 Sv4+

Wargear: Stinger pistol, venom blade, defensive grenades

Shadow armour: This is a suit of hunting armor crafted from an unknown, shadowy material. It functions as Ghostplate armor that provides a 4+ cover save. In addition, the Night FIghting rule are always taken into account when shooting at Illicc.

Silence: This is an unusual weapon in that it utilises technology not seen in any other Dark Eldar weapon. A long slender rifle, with a scope connecting directly into Illicc's right eyeball, it fires a long toxin shard along a magnetic rail wrapped in a pulse field that allows it to bypass energy shields.
Range 120 Strength 6 AP 1 Poisoned (2+) Heavy 1 Instant Death Rending. Successful invulnerable saves taken against this weapon must be rerolled.

Special Rules: Power from Pain, Fearless, Fleet

Solitary Killer: Illicc cannot be taken as the compulsory HQ choice. He can never join a unit, nor can he be joined. He cannot be the Warlord.

Hunter from the Dark: Illicc has the Infiltrate and Scout USRs.

Marksman: Illicc can allocate all shooting attacks to any model in the target unit. Look Out Sirs cannot be taken against Illicc. Illicc can overwatch at full BS. He can choose to fire using the Interceptor and Skyfire USRs.
So, why is Rending needed on the Rifle?


Your Own Unique characters in 40K @ 2013/05/27 14:16:45


Post by: CalasTyphon216


rending is for eg shooting a vehicle through the vision slit and killing the driver, or shooting a flyer through the canopy and killing the pilot, etc


Your Own Unique characters in 40K @ 2013/05/27 14:25:48


Post by: Ovion


CalasTyphon216 wrote:
Illicc Nightspear

Illicc Nightspear is a Dark Eldar clone of the famed Pathfinder Illic Nightspear. Exactly how Illic's DNA was obtained from which the clone was created is unknown. Illicc retains the deadly skill of his progenitor, though without any of the restraint of the craftworld Eldar. He now functions as an assassin for Asdrubael Vect, and is often sent to kill targets deemed too difficult for mandrakes.
Seems... iunno... silly - especially giving it the same name....
Codex: Dark Eldar (HQ choice)

Does not take up a HQ slot of taken in the same detachment as Asdrubael Vect

190 points
definately far too cheap, and I haven't even costed it yet.
Type: Infantry (character)

WS6 BS9 S3 T3 W3 I8 A3 Ld10 Sv4+

Wargear: Stinger pistol, venom blade, defensive grenades
2+ poison pistol and 2+ poison cc attacks. o.k.

Shadow armour: This is a suit of hunting armor crafted from an unknown, shadowy material. It functions as Ghostplate armor that provides a 4+ cover save. In addition, the Night FIghting rule are always taken into account when shooting at Illicc.
so a 4+ save, 6+ Invun, and a 4+ cover, that also grants immunity to fire over 36" away, 2+ cover save at 24"-36", 3+ cover save at 12"-24".

Silence: This is an unusual weapon in that it utilises technology not seen in any other Dark Eldar weapon. A long slender rifle, with a scope connecting directly into Illicc's right eyeball, it fires a long toxin shard along a magnetic rail wrapped in a pulse field that allows it to bypass energy shields.
Range 120 Strength 6 AP 1 Poisoned (2+) Heavy 1 Instant Death Rending. Successful invulnerable saves taken against this weapon must be rerolled.
Holycrapballs, this is crazy and ott on so many levels.
Hits on 2's, with rerolls of 1's hitting on a 3+ (94.44% hit chance).
It then wounds on a 2+, that it rerolls against T6 or lower.
Oh, it's also AP1 and causes instant death.
OH, and on top of that, it forces you to re-roll invun saves.
Then it also can roll up to 15 for armour pen.
This will not be cheap.


Special Rules: Power from Pain, Fearless, Fleet
Fairly basic, standard stuff - my only thing here is, as a DE with Power from Pain, it should really have Night Vision.

Solitary Killer: Illicc cannot be taken as the compulsory HQ choice. He can never join a unit, nor can he be joined. He cannot be the Warlord.
A reasonable, if minor drawback.

Hunter from the Dark: Illicc has the Infiltrate and Scout USRs.
A scout sniper, so these are fine.

Marksman: Illicc can allocate all shooting attacks to any model in the target unit. Look Out Sirs cannot be taken against Illicc. Illicc can overwatch at full BS. He can choose to fire using the Interceptor and Skyfire USRs.
Permament precision shots, that can't be deflected, with the AP1, rerolling to-wound doom gun, and also gets Interceptor and Skyfire AND can overwatch at full BS..... yeeeeah, genius.

Costing:
Spoiler:
Base - Archon: 60
-1WS -10
+2BS +20
+1I +10
-1A -10
+Ghostplate Armour +10
+4+ Cover +15
+Nightfighting +10
+Stinger Pistol +5
+Venom Blades +5
Silence:
+Rail Rifle +15
+4x Range (90") +20
+Poisoned (2+) +10
+Rending +10
+Instant Death +15
+Re-Roll Invuns +15
+Fearless +10
Alwaysalone/Neverwarlord -5
+Infiltrate +10
+Scout +10
+Perm Precision Shots +10
That can't be LOS'd +10
Full BS Overwatch +40 (5 per +1 BS in overwatch, per the Counterfire Defence System in Codex Tau Empire.)
+Skyfire+Interceptor +25
Total: 310
At the end of the day, I'm surprised you didn't give it Armourbane and Eternal Warrior, it'd fit with everything else you've done.

First fixes - Sniper Rifle is StrX, AP2 at most, Poison (2+), Rending, Pinning (pseudo Sniper Rifle). Instant death on a 6+, no re-rolls for saves.
It has no need of a Venom Blade, though this can slide, and a Stinger Pistol is a Haemonculi tool - it wants a Splinter Pistol.
Give it Ghostplate that confers Shrouded, call it a day.
I can live with JUST always precision shots OR the LOS negation, but not both.
I'd just drop Interceptor and Skyfire... it's a sniper, snipers don't shoot down jets.
Outside of that, it'll probably be fine, and will drop the cost an easy 130-150pts.


Your Own Unique characters in 40K @ 2013/05/27 14:38:03


Post by: Thatguyhsagun


 Ovion wrote:
[color=red] Holycrapballs, this is crazy and ott on so many levels.

need you say more?


Your Own Unique characters in 40K @ 2013/05/27 15:42:35


Post by: Lt. 'Tweek'


Idea for a veteran deathwing unit...

regular termy models, but with putty on the chest and shoulders to buff them out even more. They'll basically be DW knights that have been through 100 campaigns and survived. as the final stage of promotion and eternal purity, they are locked inside mini dreadnaught suits

thinking around 300 points for a squad of 5. 5 will be the maximum that can be taken. they'll be a heavy support choice

they will each be treated as a vehicle (walker), with an A/v of 9 on each facing. (lasguns can score a glance on 6's, seems fair.)

for wargear they'll have 2 storm bolters (A+1) which are fired as twin linked.

as they'll lack a power fist, S6 seems OK.

Hammer of wrath, Very Bulky, DW assault, crusader, fearless



Your Own Unique characters in 40K @ 2013/05/27 19:09:33


Post by: Kain


 Kain wrote:
2nd Company Captain Krukov of the Ice Draons

Cost 300?
ws bs s t w a i ld sv
5 5 4 4 4 2 3 10 2+ 4++ 6+ FNP
wargear
Artificer Armour
Tank foe
Frag grenades.
Melta bomb
Iron Halo
Plasma pistol and master crafted power axe.
Jump pack
Light augmetics
(Optional for 25 points) Jump pack

Tank foe: A prized meltagun taken from one of the earlier dark age of technology supply caches the Ice Dragons helped to reclaim for the Imperium at the cost of half of an entire company in a battle to stop the Rak'Gol from looting the place, this Meltagun has been a weapon handed down through many generations of ice Dragon 2nd company veterans. It has the following profile

Rng 18', S8 AP 1 Assault 2 Melta. On a roll of a six to wound, it automatically deals a second wound.

Light augmetics: Grants 6+ FNP

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
Preferred enemy (Tyranids)

Sky captain: Bringing in the fury of the airborne arm of the Ice Dragons, Krukov's deployment usually heralds a much larger than normal wing of space marine aircraft about to bring ruin and woe to the foe. Krukov allows for Land Speeder Tempests, Stormravens, and Storm talons to be taken in squadrons of up to three, additionally, assault marines become troops.

Ace pilot: Most comfortable within the cockpit, Krukov has a noted preference for taking command of aircraft rather than deploying on foot, to the light mockery of some of his comrades. Krukov may be deployed inside of a flier or skimmer, which then uses his BS instead and gains the fighter ace and strafing run rule and a +1 bonus to jink saves along with tank and monster hunter. If shot down, roll a scatter dice to see how far away Krukov ejects and then roll a d6, on a 1, Krukov is removed from the game, on a 2-3, Krukov takes an unsaveable wound, on a 4-5 Krukov takes a saveable wound, on a 6 Krukov is unharmed.

Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.

Preferred enemy (Tyranids): As the Ice Dragons are a part of the Frateris Nova; a coalition of fifteen space marine chapters dedicated to fighting the encroaching Tyranid swarm, and having long battled the xenos throughout his centuries of service, Krukov has developed a special hatred of the hive fleets, and the long struggle against Hive Fleet Hydra and other fleets has further embittered him. To him, there is no greater foe to the imperium than the Tyranids. And he has made it his mission to defend the people of the Imperium from the Hive mind's hunger.


Fluff: Copied from Gorbachev
Spoiler:
An Iron Hands descended chapter, the Ice Dragons express their love of the mechanical in a fondness for vehicles of all shapes and sizes, from aircraft to tanks to APCs, to them a Rhino or Predator tank is as much an honored part of the chapter as the marine himself and extensive (some would say excessive) care is taken for them, gaining them the mildly derisive nickname of the "Marines Immaculate" for their painstaking efforts in keeping their vehicles as well maintained as possible. Recruiting from a bitterly cold semi-civilized world known as Rodina which despite it's modern amenities, cities, and considerable industrial output, still has massive stretches of largely untamed wilderness where small communities eke out a living in a landscape filled with dangerous predators including the dreaded Saber-Tyrant or Jiralhanix.

Primarily recruiting from these hinterlands where survival depends on one's ability to keep the insidious threat of flesh freezing cold in the winter, miserable mud and rain that one can drown in during the spring and autumn, and baking summer heat along with highly unfriendly wild life, an ambull infestation that has to date proven impossible to remove, left over Tyranid bioforms from a failed attack by a splinter fleet of hive fleet Hydra over a century ago (this is by M42 mind you) who have grown to become a part of the ecosystem, and periodic assaults by the mysterious xenos known as the Slaugth who more often than not leave many of their hideous bioweapons on the planet, as if to test their monstrosities, the Ice Dragons have a good stock of hardy boys to forge into proud warriors.

Strangely, the Ice Dragons take a similar attitude towards their people as chapters such as the Salamanders and Ultramarines, and encourage their brothers to spend their somewhat greater (an entire hour!) amounts of free time with the civilian population to remind them of what they are fighting for. As the Ice Dragons are frequently called back to their home world whenever signs of the local Tyranid populace (which the Munitorium has "discouraged" them from purging as they are thought to be a useful aid for the training of the PDF) boiling over become apparent or to throw back Slaugth incursions, and more worryingly, Necrons and Eldar of many varieties, leading the Ordo xenos to believe that Rodina is riddled with webway gates.


Krukov is a long standing fixture of the Ice Dragons, having served for three centuries. Like many other Ice Dragons, he prefers to deploy from the safety of a vehicle, particularly from a flier such as a Stormraven, thunderhawk, storm talon, or even a land raider tempest in a pinch. Due to the heavy preference for mechanized warfare in the Ice Dragons, he is quite used to being deployed to support vehicular assets of the Imperium and chasing away enemy fliers or clearing a path for them.

Assault marines and fliers are major fixtures of the second company and it's hangers on, as Ice dragon tactics focus on three groups of three companies acting in concert rather than independantly as in other chapters, which while having the downside of making them only able to respond to three (or four if the 10th company is deployed en masse) threats at once at most, allows them a good deal of concentration of force. Attached to the second company are the 4th and 8th companies.

During a battle to contain a force from Hive Fleet Barghest, a moderately sized hive fleet that advanced in front of Hydra, Krukov lost his right arm and had to have a lung and a heart replaced after being shot down by a Flying hive tyrant whose rain of devourer worms fouled up his engines and sent his Storm Talon crashing to the ground. Due to a botched ejection, he was left vulnerable to the Tyrant's swooping strike, and the Tyrant's scythe tail and tusks tore into his body while he struggled to get his melta into position.

Only the intervention of an imperial guard vendetta squadron saved him from being the Hive Tyrant's next meal, and even then he had to go through much reconstruction. Later in the campaign against Barghest, where allied elements from the Knights of the Stars, Grey Consul, Harbingers of Terra, Brothers of Nox, and Fire winds chapters were deployed, along with extensive aid from the sisters of battle, Deathwatch, Eldar from the craftworld of Alaitoc who had arrived in the name of prophecy, Eldar corsairs coerced by their craftworld brothers, a fleet from the reptilian Sauitza Xenos empire who agreed to a hastily negotiated truce against the Tyranids, Pirate, Rogue Trader, and mercenary ships who aided out of either the demands of the Imperium or altruism, Skitarii, and countless regiments of the Imperial guard to defend the vital civilized world of Ural from the full force of Barghest, Krukov returned to the fray.

The battle against the Tyranids was costly, with even the massive fleet deployed by the Imperium being heavily strained in it's effort to stop the hundreds of hive ships barreling forward. Allowing himself only a minimal amount of rest, he deployed repeatedly to try and help clear the skies of the swarms of Gargoyles, Harpies, Harridans, Shrikes, Winged Tyrants, Sky slashers, and new more terrible airborne tyranid biomorphs such as airborne tyrant guards, winged zoanthropes, a hulking monstrosity loaded with spore bombs and wielding deadly devourers to ward off interceptors, flight capable modified tervigons, flying spore mines, stealthy airborne lictors, and even reports of the parasite of mortex.


The air battle was just as furious as the ground battle. With the sheer number of Tyranid fliers being so vast as to utterly block out the sun. The alliance of the Imperium, less than loyal elements of humanity, Eldar, Him-ral, and Hrud never fully trusted one another but in the face of the Hive fleet betrayal would be suicidial. Krukov flew again and again, always going in until his vehicle could no longer fire before returning to his ship, somtimes even having to eject due to Tyranid attack from the ground or above. But fight on he did. In space and in the atmosphere he relentlessly pushed forward.

Using the very tactics that broke Jormungandr, Kraken, Naga, and Behemoth, the alliance finally broke the back of the Tyranid fleet, disrupting the synapse web by targeting and destroying the hive ships while on the ground the leading dominatrix was cornered and slain after months of bloodshed. With all said and done, the Alliance broke apart to go their separate ways on uneasy ground, most of them having suffered heavy losses in the fighting.

Krukov emerged from the battle with an unrepentant loathing for the Tyranids, and he bears purity seals inscribed with the names of every fallen battle brother and attended the ceremony that honored the fallen. Many however, have begun to worry about his obsession with the Tyranids, he often makes mistakes, sloppy judgements, and brash decisions in his attempts to deal with the hive fleets, and his paranoia concerning genestealers is marked.

It is this blind, unreasoning hatred that has made him devote his life to ending the hive fleets, though it may just be his own end.

Ice Dragon Motto: The heroes ride over the field

Anything for this?


Your Own Unique characters in 40K @ 2013/05/27 20:25:00


Post by: BaconUprising


Lt. 'Tweek wrote:
Idea for a veteran deathwing unit...

regular termy models, but with putty on the chest and shoulders to buff them out even more. They'll basically be DW knights that have been through 100 campaigns and survived. as the final stage of promotion and eternal purity, they are locked inside mini dreadnaught suits

thinking around 300 points for a squad of 5. 5 will be the maximum that can be taken. they'll be a heavy support choice

they will each be treated as a vehicle (walker), with an A/v of 9 on each facing. (lasguns can score a glance on 6's, seems fair.)

for wargear they'll have 2 storm bolters (A+1) which are fired as twin linked.

as they'll lack a power fist, S6 seems OK.

Hammer of wrath, Very Bulky, DW assault, crusader, fearless

I like it! I like it a lot. I once made Perturabo rules and he had av12 on the front just to wound him. Yours seems much more reasonable.


Your Own Unique characters in 40K @ 2013/05/27 21:35:11


Post by: Shadox


 Kain wrote:
2nd Company Captain Krukov of the Ice Dragons

Spoiler:
Cost 300?
ws bs s t w a i ld sv
5 5 4 4 4 2 3 10 2+ 4++ 6+ FNP
wargear
Artificer Armour
Tank foe
Frag grenades.
Melta bomb
Iron Halo
Plasma pistol and master crafted power axe.
Jump pack
Light augmetics
(Optional for 25 points) Jump pack

Tank foe: A prized meltagun taken from one of the earlier dark age of technology supply caches the Ice Dragons helped to reclaim for the Imperium at the cost of half of an entire company in a battle to stop the Rak'Gol from looting the place, this Meltagun has been a weapon handed down through many generations of ice Dragon 2nd company veterans. It has the following profile

Rng 18', S8 AP 1 Assault 2 Melta. On a roll of a six to wound, it automatically deals a second wound.

Light augmetics: Grants 6+ FNP

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
Preferred enemy (Tyranids)

Sky captain: Bringing in the fury of the airborne arm of the Ice Dragons, Krukov's deployment usually heralds a much larger than normal wing of space marine aircraft about to bring ruin and woe to the foe. Krukov allows for Land Speeder Tempests, Stormravens, and Storm talons to be taken in squadrons of up to three, additionally, assault marines become troops.

Ace pilot: Most comfortable within the cockpit, Krukov has a noted preference for taking command of aircraft rather than deploying on foot, to the light mockery of some of his comrades. Krukov may be deployed inside of a flier or skimmer, which then uses his BS instead and gains the fighter ace and strafing run rule and a +1 bonus to jink saves along with tank and monster hunter. If shot down, roll a scatter dice to see how far away Krukov ejects and then roll a d6, on a 1, Krukov is removed from the game, on a 2-3, Krukov takes an unsaveable wound, on a 4-5 Krukov takes a saveable wound, on a 6 Krukov is unharmed.

Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.

Preferred enemy (Tyranids): As the Ice Dragons are a part of the Frateris Nova; a coalition of fifteen space marine chapters dedicated to fighting the encroaching Tyranid swarm, and having long battled the xenos throughout his centuries of service, Krukov has developed a special hatred of the hive fleets, and the long struggle against Hive Fleet Hydra and other fleets has further embittered him. To him, there is no greater foe to the imperium than the Tyranids. And he has made it his mission to defend the people of the Imperium from the Hive mind's hunger.

Some things before I can get to the point cost:

Does he has to buy the jumppack or not?

Why the Plasma Pistol? He has a better ranged weapon already so a Bolt Pistol would do exactly the same.

Iirc BT bionics does exactly the same thing (even the ini reduction?) as your light augmetics

Sky Captain: Imho the assault marines as troops is a bit much, just squadrons for Stormtalons/ravens would be fine.

Fear no behemoth: First part is obsolete, you only need the part about ld.

What do you mean with fighter ace? Skilled Driver or the tables in Dfts?


So now for costing as far as possible:
100p Captain base
-10p -1 WS
+15p +1 W
-05p -1 A
-20p -2 I *
+15p AA
+20p mc Paxe
+15p PP
+05p Meltabombs
+10p fnp 6+ *
+40p Tankfoe
-> 10p Melta base
-> +10p Assault 2
-> +05p +6" range
-> +15p additional wound on 6
+20p Tank/Monsterhunter
+40p sky captain (not sure about this as I usually do not run squadrons; this includes AM troops)
+45p ace pilot (pretty hard to cost correctly)
(+25p Jumppack)
---
So with jp I get 315 points

*As I don't have the BT codex I just calculate it separate, until somebody with the codex can clarify this.


Your Own Unique characters in 40K @ 2013/05/28 09:18:02


Post by: Kain


 Shadox wrote:
 Kain wrote:
2nd Company Captain Krukov of the Ice Dragons

Spoiler:
Cost 300?
ws bs s t w a i ld sv
5 5 4 4 4 2 3 10 2+ 4++ 6+ FNP
wargear
Artificer Armour
Tank foe
Frag grenades.
Melta bomb
Iron Halo
Plasma pistol and master crafted power axe.
Jump pack
Light augmetics
(Optional for 25 points) Jump pack

Tank foe: A prized meltagun taken from one of the earlier dark age of technology supply caches the Ice Dragons helped to reclaim for the Imperium at the cost of half of an entire company in a battle to stop the Rak'Gol from looting the place, this Meltagun has been a weapon handed down through many generations of ice Dragon 2nd company veterans. It has the following profile

Rng 18', S8 AP 1 Assault 2 Melta. On a roll of a six to wound, it automatically deals a second wound.

Light augmetics: Grants 6+ FNP

Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
Preferred enemy (Tyranids)

Sky captain: Bringing in the fury of the airborne arm of the Ice Dragons, Krukov's deployment usually heralds a much larger than normal wing of space marine aircraft about to bring ruin and woe to the foe. Krukov allows for Land Speeder Tempests, Stormravens, and Storm talons to be taken in squadrons of up to three, additionally, assault marines become troops.

Ace pilot: Most comfortable within the cockpit, Krukov has a noted preference for taking command of aircraft rather than deploying on foot, to the light mockery of some of his comrades. Krukov may be deployed inside of a flier or skimmer, which then uses his BS instead and gains the fighter ace and strafing run rule and a +1 bonus to jink saves along with tank and monster hunter. If shot down, roll a scatter dice to see how far away Krukov ejects and then roll a d6, on a 1, Krukov is removed from the game, on a 2-3, Krukov takes an unsaveable wound, on a 4-5 Krukov takes a saveable wound, on a 6 Krukov is unharmed.

Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.

Preferred enemy (Tyranids): As the Ice Dragons are a part of the Frateris Nova; a coalition of fifteen space marine chapters dedicated to fighting the encroaching Tyranid swarm, and having long battled the xenos throughout his centuries of service, Krukov has developed a special hatred of the hive fleets, and the long struggle against Hive Fleet Hydra and other fleets has further embittered him. To him, there is no greater foe to the imperium than the Tyranids. And he has made it his mission to defend the people of the Imperium from the Hive mind's hunger.

Some things before I can get to the point cost:

Does he has to buy the jumppack or not?

Why the Plasma Pistol? He has a better ranged weapon already so a Bolt Pistol would do exactly the same.

Iirc BT bionics does exactly the same thing (even the ini reduction?) as your light augmetics

Sky Captain: Imho the assault marines as troops is a bit much, just squadrons for Stormtalons/ravens would be fine.

Fear no behemoth: First part is obsolete, you only need the part about ld.

What do you mean with fighter ace? Skilled Driver or the tables in Dfts?


So now for costing as far as possible:
100p Captain base
-10p -1 WS
+15p +1 W
-05p -1 A
-20p -2 I *
+15p AA
+20p mc Paxe
+15p PP
+05p Meltabombs
+10p fnp 6+ *
+40p Tankfoe
-> 10p Melta base
-> +10p Assault 2
-> +05p +6" range
-> +15p additional wound on 6
+20p Tank/Monsterhunter
+40p sky captain (not sure about this as I usually do not run squadrons; this includes AM troops)
+45p ace pilot (pretty hard to cost correctly)
(+25p Jumppack)
---
So with jp I get 315 points

*As I don't have the BT codex I just calculate it separate, until somebody with the codex can clarify this.


The jump pack must be bought.

The plasma pistol is there for fluff reasons really.

The ini reduction is a typo, but I'll roll with it and say it represents him being rather awkward for a marine outside of a fighter.

Sky captain: Fair enough, that can work.

Fear no behemoth: Oh really? i'll make the changes then when I have the time.

Fighter ace: The same version of the rule the dakkajet gets.



Your Own Unique characters in 40K @ 2013/05/28 09:44:48


Post by: Kain


Also some goodies from 5e in need of updating. What needs to be changed and how's the fluff?

 Kain wrote:
Rag'norra Edral-The underdark duke. (Part of the Slaugth)

Cost: 600

Type: Infantry

WS: 3 BS: 8 S: 5(7) T: 5 W: 4 I: 3 A: 5 LD: 10 Sv: 3+ 5++ FNP

Wargear: Shroud of Night, Shroud Cannon, The icon of darkness

Shroud of night: Shroud of the living dead: Like most of the Slaugth, Rag'norra likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Rag'norra' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Shroud cannon: A strange form of staff that opens up with eight obsidian prongs surrounding the opening, this weapon fires blasts of shadow matter that entrap and ensnare it's victims while ripping them apart and sapping the very energy of life from them. In melee this is counted as a two handed power weapon that confers 5+ rending as it renders matter brittle and easily broken as the dark energy saps their vitality.

when used to shoot it May be used as only one of the following per player turn.

Charged

Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending

Normal

Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.

Pulse

Rng 48' ST 6 AP 5 Blast 4, Twinlinked, pinning, 5+ rending

The Icon of darkness: A strange device on his back that creates a billowing shroud of shadows that hides nearby slaugth under the cover of darkness thus units firing at Slaugth units must roll to see them as per night fighting within a 24' radius. Additionally, due to the sheer difficulty of seeing through this deeper darkness, all friendly units within the effect count as having defensive grenades.

Special rules: Worm that walks, rapid regeneration, Life sucker, From the dark depths, light sensitive, acute senses, independent character


Worm that walks: Rag'Norra is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Life sucker: Rag'Norra drains the vitality out of those he attacks, eagerly drinking in their life force, for every wound he deals in close combat, roll a d6, if he rolls a four or higher, he regains one wound, if already at maximum wounds, add one more to a maximum of ten.

From the Dark Depths: Rag'norra may grant two units the ability to outflank as his mastery of stealth allows him to ambush and surprise his foes. Additionally, he grants a 1+ bonus on reserve rolls, for such is his skill at bringing in the armies of the Slaugth secretly.

Light sensitive: If for any reason, Rag'norra's nightfighting is completely nullified, such as by searchlights, he takes an immediate -1 penalty on Initiative, Weapon Skill, Attack, leadership, and Ballistic skill stats as his senses are overwhelmed. Once the source of this nullification is eliminated, he may use his normal stats.

Fluff: Rag'Norra is an strong ally of Lord Kay-yuss, commanding a conven of thirty systems that have started to become ever more bold in the forty second millennium. A lover of darkness, Rag'Norra spends much of his time underground and usually only emerges at night. Even when he emerges, it is never without his icon of darkness, which helps extinguish the hated light. He is is capable of limitless and extreme cruelty, taking relish in the suffering of his prey before he devours them utterly. He particularly hates those who would dare bring the painful light to bear on him, and thus bears particular loathing for Humans, Tau, Eldar, and Orks, for they always bring such bright and flashing lights.

Whereas many of the other Slaugth relish in close combat, Rag'Norra prefers to fight at a range, where his murderous shroud cannon can deal catastrophic amounts of damage to his foes, this is perhaps born out of his relative slowness compared to other slaugth, so he has instead practiced his marksmanship, which is with few equals in the entire galaxy, it is a rare occasion indeed that he misses. Whether his target is on foot or in a vehicle, he is more than capable of eliminating them from a comfortable distance.

When he has been beaten in personal combat, it was almost always because his targets charged him and overwhelmed him in the field of melee, where his skill is lackluster at best compared to most other slaugth lords. But with the sudden rise of the Slaugth, who have begun to explosively expand out of their corner of the galaxy, he has been found leading their armies in their implacable march forward from the Calaxis sector and it's neighbours.

Recently, Dem'Orcus, Kay'Yuss, and Rag'Norra pooled their resources to attack a Chaos Forge World. The three's armies dropped out of their inertialess drives and quickly crippled the surprised dark mechanicus fleet before vomiting forth their hordes of Bio-constructs and mercenaries, lead by a fearsome core of Slaugth and their arcane techno-sorceries. Rag'norra himself ambushed the Blood Pact styled Armoured Regiment, unleashing harbinger tanks and ulugurstas upon the armoured regiment, while he himself came up from behind and took out an entire leman russ squadron, aiming at their vulnerable rear armour and puncturing them with the lethal shroud cannon.

When the World's native Titan legion came to eliminate Rag'norra's contingent, his forces melted in the shadows, allowing for Kay-yuss and his Obyrith bio-monstrosities and Slaugth Colossi to engage the titan legion in a furious battle that laid countless square miles of Forgeworld Hjar to waste while Rag'norra, under the cover of night, launched a surprise raid on the centre of administration and with a contingent of burrowing avolkias, got within Chaos Lord Varaxar's personal lair.

Spitting with rage, Varaxar attempted to lead a personal counter attack, spearheaded by his Chosen Terminator Bodyguard. Once again melting into the shadows, the Slaugth shrouded the entire area in noxious gas and darkness, incapacitating those marines who had chosen to forgo their helmets long enough for them to be picked off. Unleashing a horde of Slaugth zombies, the chaos marines and their daemons were occupied long enough for Varaxar and his ten chosen to become split off from the rest of their force.

Though the chosen easily slaughtered the slaugth zombies in their thousands, leaving a veritable mountain of corpses, and they themselves killed hundreds of bio-constructs, Varaxar's dark blade claiming the lives of no less than four ulurgurstas, they were unprepared for a charged shroud cannon blast that killed half of the chosen in a single shot, enwrapping them in tendrils of shadow matter that made them brittle and fragile.

The remaining chosen fired off their weapons, spitting curses and litanies of hatred as they attempted to find their targets, but one by one, they would be dragged off by Avolkias to be slaughtered until only Varaxar was left, having killed dozens of avolkias himself. Screaming his hatred and challenging Rag'norra to show himself, he was answered by a charged shroud cannon blast that finally ended his reign. With the death of Varaxar, the Slaugth overwhelmed the Chaos World, leaving an entire grand company of the Black Legion and their armies of daemons and heretics dead.

Darkbeak:

Cost 300?

Type: Jump infantry

WS: 6 BS: 3 S: 5 T: 4 W: 3 I: 7 A: 6(8) LD: 10 Sv: 3+, 5++

Wargear: twinlinked Heavy Rot gun, razor claws, thruster modulators, stealth shroud, assault grenades, defensive grenades

Twin Linked Heavy Rotgun

S5 AP4 Heavy 3 36' Autowounds on a five to hit with armour saves allowed.

Razorclaws: Darkbeak's claws and beak are razor sharp, capable of clawing through most matter with ease, they confer 4+ rending and rerolls to hit and wound and count as power weapons, as it has two talons and a beak of equal sharpness, it gains two bonus attacks and an extra bonus attack on the charge. Against vehicles, it counts as AP1, gaining a 1+ bonus on the vehicle damage roll.

Thruster modulators: Darkbeak may roll a 3d6 for running checks and may take the highest result.

Stealth Shroud: Darkbeak's hide has been laced with special light absorbing meshes, giving it the benefit of the stealth and infiltration rules. Additionally, those firing at dark beak find that it's body absorbs light around it, making it difficult to see, units shooting at Darkbeak must roll for nightfighting.

Special rules: Furious charge, Move through cover, Relentless, Fleet of foot, Rag'norra's favoured, acute senses, counter attack, tank hunter, defend the master, grief, regeneration, independent character, divebomb

Rag'norra's favoured, Darkbeak must always be taken with Rag'norra and does not count against the force organization chart, when within 24' of Rag'norra, it becomes fearless and gains feel no pain, ignoring threat to both body and mind to defend it's master.

Defend the master: If Darkbeak would confer cover onto Rag'Norra, it's instinctive bond with Rag'norra improves the save granted by 1, or it may instead take the shot in Rag'Norra's stead as if it were being allocated onto it, interposing itself between the master and the shot. It cares nothing for it's own safety.

Grief: If Rag'norra is removed from play, Darkbeak becomes stricken with what can only become an overwhelming sense of grief and attempts to lash out against the killers of it's master, it gains fearless, feel no pain, eternal warrior, and rage, caring nothing for personal injury and fighting on despite wounds that should by all rights have killed it several times over. If Rag'Norra returns to play as per rapid regeneration, Darkbeak ceases it's grief stricken anger.

Regeneration: For each wound on Darkbeak, roll a d6, on a roll of a five or higher, it recovers that wound, if removed from play, it may roll a d6 for every turn, on a roll of a six, it returns to play with one wound remaining. While not a Slaugth, the strange creature known only as Darkbeak shares a measure of their incredible powers of healing, recovering from even the most debilitating of injuries with surprising speed.

Divebomb: on a charge, Darkbeak may forgo it's bonus attacks from having multiple weapons and fromc harging to make it's remaining attacks count as if they were two handed, conferring a 2+ strength bonus for a total of S8.

Fluff: Darkbeak is a mysterious creature that seems to combine the worst aspects of a vulture and a pterodactyl with just a dash of centipede into one entirely unwholesome creature. This being, with a wingspan of nearly twelve feet, stands some five feet tall, and can perch itself on the arm of the twelve foot high Rag'Norra or even upon it's shoulder should it choose to scrunch itself up enough. The being is never far apart from Rag'Norra unless it is specifically commanded by him to embark on a long distance mission, which it always attempts to the very best of it's ability.

Many who have attempted to slay Rag'Norra have noted the suicidal devotion it has to it's master, throwing itself in front of incoming attacks to defend the Slaugth from them with little regard for it's own safety, sometimes even going so far as to directly interpose itself in front of the shot. But for all of this, it is not a particularly durable creature, so many would question why it would be created as a body guard. The simple answer is that it is actually not a bodyguard, but more of an assassin.

Created to help Rag'Norra's noted deficiency in melee combat, the creature launches itself outwards to attack and assault foes in melee, slicing them into ribbons with it's extremely sharp claws, making full usage of a body that is significantly more powerful than it's slender form would suggest. When divebombing a foe, the being has a documented ability to carve open tanks, it's sharp claws latching onto the metal and ripping at it, carving open the top hatch and then quickly slicing the crew into ribbons.

A lictor brood that was once dispatched to assassinate Rag'Norra launched their ambush from within the cover of jungle, only for Darkbeak to quickly throw itself into the path of their flesh hooks, fouling their aim frequently and taking several hits in it's master's stead. Before it's body had even begun to regenerate, Darkbeak took to the skies and flung itself at the Lictors, divebombing them with incredible lethality. The first lictor's head was immediately crushed by a massive beakfirst slam that pulped it's skull. The second lictor followed soon after in death after having the talons of Darkbeak impaled through it's skull, and the final one was dispatched with a rapid barrage from the creature's rotguns.


 Kain wrote:
I like the fluff for the Slaugth a lot so I thought to start on the arduous process of a fandex for them. To test the waters, I thought I'd create one. To me, the Slaugth seem like the C'tan's second try at creating a servant race, they just have so many similarities to the Oldcrons (hard to kill, hyperadvanced, don't need the warp, have a basic gun with weird effects) that I think that the surviving independent C'tan elevated the Slaugth into a new servants to continue their plan to nom on delicious life essence.

Kay-yuss Atushkar, Lord of Atrocity.

550 points

Type: Infantry

WS8 BS5 S5(8) T5(6) W5(6) I6 A6 Ld10 Sv 3+ 4++ FNP

Wargear: Frag and krak grenades, Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex

Atropus, a mighty two handed double scythe that counts as a two handed power weapon, granting +2 strength for hits, those killed by the scythe rot away into nothing within moments, an extremely disturbing sight that forces the rest of the unit the victim was in to take a leadership check at a -2 penalty, fearless units do not have to take this check. The scythe is incredibly virulent, corroding flesh and metal with equal ease and gains an additional d6 for armour penetration against vehicles and may reroll to wound. On a roll of a four or more to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot. On a charge, he gains +2 attacks rather than the typical one due to the spear like spike on it's tip, it additionally counts as two CCWs granting a bonus attack. During the shooting phase it can fire as the following.

S5 AP4 Assault 4, twinlinked, 4+ rending 36'

Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, this increases his toughness, wounds, and strength by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.

Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the stealth and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.

Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Relentless, Fleet of foot, Worm that walks, Rapid regeneration, Great commander, Furious charge, counter attack, acute senses

Preferred enemy (Everything): Kay-yuss gains the benefits of Preferred enemy against everything.

Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or a six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Great commander: Kay-yuss has been commanding the vat grown armies of the slaugth for so long that he grants a +1 to reserve rolls and allows one unit that may normally not outflank to use the rule, additionally, he may bring in one unit with the scouts rule. He may always attempt to seize the initiative on a 4+ except against necrons, where he may not attempt to seize the initiative at all, and against the Eldar, whom he may steal the initiative from on a 3+.

Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years. Though some theorize that the Slaugth were creations of the old ones, and what little information about Slaugth history hints that they may have been present since the War in heaven, the Slaugth's lack of psykers and nonreliance on the warp makes it highly unlikely that they were the creations of the highly psychic old ones. Indeed, Kay-yuss in particular seems to have a particular loathing of the old one's creations, the Eldar in particular, and has launched many preemptive attacks against nearby craftworlds and exodite worlds for little reason other than to kill as many of them as possible.

The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match.

The only thing he fears is the Necrons. For the Necrontyr are both older and arguably more advanced than even the Slaugth, who had laid claim to their old titles of masters of the materium during the great sleep. Now that the metal warriors have awakened once again, Kay-yuss, along with many other Slaugth, fear that the Necrons will purge them for their deals with some of their oldest foes, a fear further founded by their fact that the mastery of the flesh that the Slaugth have is matched by the Technomancy of the Necrons if not surpassed.

What cannot be disputed though, is that Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds.

His hate for the Eldar is the stuff of legends to those aware of the Lord of Atrocity. For millenia he has waged war against the Eldar, and many other Slaugth lords have taken up his banner of war against their kind. Whether they be Dark, Craftworld, Corsair, Exodite, or Harlequin Eldar, he attacks them all with little distinction. Only relatively recently has he turned his ire towards the Imperium of man to gain more resources for his personal vendetta against the favoured children of the old ones. Two dozen systems have been added to his empire within the past thousand years in seemingly inexplicable raids, and Ordo Xenos investigations into the matter confirmed that these worlds were being converted into ghastly slaught worlds, overrun by worms and bioconstructs.

Imperial reports of worlds assaulted by the Atushkar conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more slaugth.

Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle. He was reported to have congratulated a Callidus assassin that had managed to infiltrate her way into his fortress before engaging in single combat with her, only to turn his Hand of Silence on her once he tired of the fight, ending it in a furious barrage of necrotic blasts.


Now for some battle fluff. This probably would go in the all fluff section of a codex and not under Kay-yuss' rules section were my Slaugth codex ready.
Battle of Lolar Prime.

During an imperial guard encounter with Atushkar Conven, in which a dozen regiments, four death korps, three vendolands, and five catachans, supported by a Warhost of craftworld alaitoc which decided to aid the Imperium in dealing with a long standing foe of their species, as well as roughly three hundred space marines from the Ice Dragons, Gray Consuls, and Crystal Blades chapter, and the order of the celestial lady of the Sisters of battle and perhaps most surpisingly, an entire Hrud Clan that had decided to throw it's lot with this rag tag force to exact revenge on many raids on their kind, Kay-yuss readily picked on the fragile nature of the alliance.

Probing attacks by his forces were made in a way to ensure that the disparate forces would not be able to support one another, to cause accusations that the factions were attempting to bleed one another dry so they could walk in to what seemed to be an inevitable victory with minimal losses. Thinking that they were in for a guerilla campaign, the imperial forces prepared or an anti-insurgency campaign, which the Hrud thought to be wise, joining them in the endeavor though keeping their distance from the humans lest their entropic fields cause incidents that would further weaken the fragile alliance. The Eldar however, saw through the Ruse and attempted to warn the imperial forces, saying that the seemingly light nature of the conflict was merely an illusion to cause them to lower their guard.

The warning was ignored, by both the Hrud and the Imperials, and when Atuskhar unleashed a full scale spear and pincer attack, they were caught unprepared with defenses suited to the entirely wrong kind of enemy. The Eldar rallied for a counter attack that broke the northern pincer of Atushkar's attack, Autarch Yllaya personally slaying Kay-yuss' lieutenant Neveragush the Tormentor while the Avatar of Khaine butchered four of Kay-yuss' mighty Ulurgurstas that were supposed to form the lynchpin of the assault.

Victorious, the Eldar moved in to the southern pincer where the embattled Hrud awaited. There they managed to tie down Kay-yuss' forces, shurikens and fusil blasts flaying through the air to be met with necrotic beams and the myriad weapons of those mercenaries that Kay-yuss did not equip with deadly slaugth weaponry. Hrud Brutes and Wraithlords hacked into revolting Avolkias and Shadow walkers. Grav tanks and hrud vehicles fought monstrous Ulurgustas and revolting Slaugth tanks. An Eldar Phantom titan even wrestled with the colossal, unreal form of a titanic Ibix-ob Obyrith.

But for the imperials it was too late. Surrounded and cut off, the Imperials sought for a fighting retreat. The pincer that the Eldar thought was broken began to rally once again, and closed off the exits for the imperials in a large cauldron. The imperials fought bravely and valiantly, giving their lives none too cheaply, reaping a large number of mercenaries, enslaved beasts, bioconstructs, and other horrors as the coils of the formation tightened. Finally deciding to get himself involved, the Lord of Atrocity waded into battle accompanied by his personal retinue, the hand of silence.

The hand of silence ambushed and made short work of the Lord General's command squad, though the Krieg General's power sword did inflict a deep cut across his side, his retaliatory strike cut the General open from neck to sternum, his guts rotting out of his body even as he fell. Ice Dragons Captain Rokossovsky proved to be a greater challenge. His power axe clashed with Atropus several times as his command squad fought the hand of silence. His plasma pistol burned out a large portion of his chest, but the vile xeno pushed through the pain before hooking his scythe into the marine's helmet and rotting his brain, killing him.

Having dismissed Cannonness Augustine as a non-threat, he was not prepared for when Augustine shot her plasma pistol repeatedly into his back before discarding it as it overheated, picking up the marine's power axe and jamming it into his back, striking with enough fury to go through even his absorbtion field and then cutting off one of his arms with her power sword, eliciting a roar of rage and frustration from the Lord of Atrocity before she picked up her discarded plasma pistol and that of the marine, firing at the Slaugth lord.

Though pained, the slaugth lord fired Atropus' necrotic beam into her repeatedly, rotting the cannonness apart. With the death of their commanders, most of the imperial forces fell back in a disorganized route, with only 10% managing to escape. Only the Krieg, Sisters, and Marines never broke. The eldar and hrud, sensing the defeat of their allies, broke off and fled after taking as much of their dead as possible. Since then, Kay-yuss has a grudging respect for the Sisters of Battle, and considers them to be perhaps the greatest threat to him that the Imperium can muster.

Overview:

Kay-yuss is supposed to be a beatstick that gives something to his army, hence his enormous points cost. He's also very survivable, but is supposed to have some trouble getting into range to wreck face. He has a flagrant weakness to template happy armies, meaning that SoBs and Salamanders will really ruin his day. On the charge, he is going to wreck anything that gets in his way's face, but if I've done my mathhammer right, he should have a problem with being tarpitted.


 Kain wrote:
Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: ???

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 3+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll one missed hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. Additionally, it grants two rather than one extra attacks on the charge and counts as a power weapon.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus armour save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP Mindless, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+. As this pistol has it's own blade and can easily be wielded as a melee weapon, it allows for two extra attacks.

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, acute senses, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.

Overview: If you've noticed that his powers are geared towards breaking tarpits and snatching objectives, good for you, you're paying attention. He gains a massive number of attacks for dealing large amounts of damage, but is also heavily reliant on chance, with a double six being really awesome and a double one being very, very bad for you.


Your Own Unique characters in 40K @ 2013/05/29 00:19:52


Post by: Lt. 'Tweek'


Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Your Own Unique characters in 40K @ 2013/05/29 01:08:50


Post by: BaconUprising


Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops
Really? Where do I start? Stronger than a space marine with a powerfist? No. You might as well have chucked on rending, flesh bane and instant death and just give him everything. He has far to many bonuses on his weapons. Why would a dagger confer rampage? And if it gives off a shower of sparks with every hit it's not very well master crafted. Why would a hammer give hammer of wrath to a guardsmen? Why does he have monster hunter, tank hunter, crusader and deepstrike? Can this man do everything? Is he supposed to be able to do everything "normal" hq do but in 1 turn? Lastly why would a Melta weapon have have shred or missile lock? Ludicrous...


Automatically Appended Next Post:
Hang on wait, it gets worse. You gave tha super powered melta missile launcher blast as well!


Your Own Unique characters in 40K @ 2013/05/29 02:04:38


Post by: A GumyBear


Necron Triarch Praetorian Special Character (Namesof just about anything open to change)

Opellio, Seer of the Covenant 195

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

Composition
One (Unique)

Unit Type
Jump Infantry

Wargear
Phase Shifter
Sempiternal Weave
Rod from Heaven

Rod from Heaven
-the Rod from Heaven is a stave that was forged during the War in Heaven by the C'tan out of the armor of the Old Ones as a trophy of their acomplishment

The Rod from Heaven is a close combat weapon with the following profile

Range -
S +1
AP 2
Type Melee, Soul Blaze

Special Rules
Fearless, Ever Living, Counter Attack, Independent Character

Honor of the Triarch
-An army that has Opellio as its warlord cannot include Deathmarks

Word of the Silent King
-All Necrons within 12" of Opellio are fearless

Seer of the Covenant
-If Opellio is chosen as the armies warlord he makes Triarch Praetorians troops choices

Voice of Reason
-an army that includes Opellio may offer a draw at any point of the game and may only offer once. Should the opponent decline Opellio has the prefered enemy special rule when in a challenge with enemy warlords. In addition, Opellio and his unit may not make a Sweeping Advance.

Final Judgment
-If Opellio defeats an enemy in a challenge then he and his unit automatically count as winning combat regardless of combat resollution (the enemy must fall back regardless of if they would stay in combat otherwise)

Council of the Covenant
You must purchase Triarch Reclaimers instead of Crypteks or Necron Lords if you chooses to include a royal court that corresponds to Opellio

Triarch Reclaimer 45 points
WS 5
BS 4
S 5
T 5
I 2
A 2
LD 10
SV 3+

Composition
1 Triarch Reclaimer

Unit Type
Jump Infantry (Character)

Wargear
Rod of the Covenant

Special Rules
Fearless, Ever Living, Voice of Reason

Options
May exchange RoC with one of the Following
-Aeonstave free
-Voidblade and Particle Caster free
-Hyperphase Sword and Particle Caster 5 points

May take one of the following
Veil of Darkness 30
Gaze of Flame 10
Timesplinter Cloak 30

May take any of the following
Sempiternal weave 15
Resurrection Orb 30

Judge of the Court
-if Opellio is included in your army you may upgrade one squad of Triarch Praetorians to Triarch Bishops at 10 points per model

Triarch Bishops
WS 5
BS 4
S 5
T 5
I 2
A 2
LD 10
SV 2+

Wargear
Rod of the Covenant
Sempiternal Weave

Unit Type
Jump Infantry

Special Rules
Fearless, Reanimation Protocols, Counter Attack


Your Own Unique characters in 40K @ 2013/05/29 02:26:48


Post by: curran12


Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Wow...just wow...

Did you intentionally look for every overpowered and unfitting thing ever? Because you succeeded.


Your Own Unique characters in 40K @ 2013/05/29 07:59:30


Post by: BaconUprising


 curran12 wrote:
Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Wow...just wow...

Did you intentionally look for every overpowered and unfitting thing ever? Because you succeeded.
I'm just surprised he didn't go for a 2+ rerollable invulnerable save to make it complete...


Your Own Unique characters in 40K @ 2013/05/29 12:14:04


Post by: Thatguyhsagun


BaconUprising wrote:
 curran12 wrote:
Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


Wow...just wow...

Did you intentionally look for every overpowered and unfitting thing ever? Because you succeeded.
I'm just surprised he didn't go for a 2+ rerollable invulnerable save to make it complete...

Be fair. Dude dies to a single ML shot.
Although if I HAD to price him... maybe 300? I mean dude is a bigger beatstick than most space marine IC's are. Insane.


Your Own Unique characters in 40K @ 2013/05/29 12:38:58


Post by: Kain


S10?!? S10 *armorbane* with *tankhunters* and hammer of wrath!?! With AP1 no less!? This guy can kill a land raider in one turn! Four S10 hits, three with armorbane, tank hunters, poison, monster hunter, strike down, and an entirely pointless furious charge. Heck this guy could kill a baneblade in one turn with some luck! Or punch out a fething *CARNIFEX*.

His other weapon isn't half as absurd but holy hell the first one.

I mean, Kay-Yuss costs three times more (probably will up his price) and won't kill as much as three of this guy.


Your Own Unique characters in 40K @ 2013/05/29 13:08:02


Post by: Thatguyhsagun


 Kain wrote:
S10?!? S10 *armorbane* with *tankhunters* and hammer of wrath!?! With AP1 no less!? This guy can kill a land raider in one turn! Four S10 hits, three with armorbane, tank hunters, poison, monster hunter, strike down, and an entirely pointless furious charge. Heck this guy could kill a baneblade in one turn with some luck! Or punch out a fething *CARNIFEX*.

His other weapon isn't half as absurd but holy hell the first one.

I mean, Kay-Yuss costs three times more (probably will up his price) and won't kill as much as three of this guy.

or one IMHO


Your Own Unique characters in 40K @ 2013/05/30 18:19:23


Post by: Lt. 'Tweek'


I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments


Automatically Appended Next Post:
Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run


Your Own Unique characters in 40K @ 2013/05/30 18:38:50


Post by: BaconUprising





Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Your Own Unique characters in 40K @ 2013/05/30 18:49:09


Post by: Kain


So any comments for my three wormies? What changes need to be made to make them 6e and new apoc compatible?


Your Own Unique characters in 40K @ 2013/05/30 19:14:21


Post by: BaconUprising


 Kain wrote:
So any comments for my three wormies? What changes need to be made to make them 6e and new apoc compatible?
Yeah the C'tan is really nicely done. Love the fluff and the rules. He isnt in the slightest bit op. I could see him fitting into many apocalypse games very nicely. Hes going to be wrecked if you face sisters of battle though... Id say he is a bit, only a bit overcosted


Your Own Unique characters in 40K @ 2013/05/30 19:21:40


Post by: Kain


BaconUprising wrote:
 Kain wrote:
So any comments for my three wormies? What changes need to be made to make them 6e and new apoc compatible?
Yeah the C'tan is really nicely done. Love the fluff and the rules. He isnt in the slightest bit op. I could see him fitting into many apocalypse games very nicely. Hes going to be wrecked if you face sisters of battle though... Id say he is a bit, only a bit overcosted

There's three (well four technically) characters there as part of my restarted plans for Fandex: Slaugth.


Your Own Unique characters in 40K @ 2013/05/30 19:25:58


Post by: Lt. 'Tweek'


BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?


Your Own Unique characters in 40K @ 2013/05/30 19:27:17


Post by: Kain


Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Your Own Unique characters in 40K @ 2013/05/30 19:45:22


Post by: Lt. 'Tweek'


 Kain wrote:
Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Oh I see, so perhaps... more... physically powered beings... yea, I guess taking along a favourite knife wouldn't help then


Your Own Unique characters in 40K @ 2013/05/30 19:59:26


Post by: Kain


Lt. 'Tweek wrote:
 Kain wrote:
Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Oh I see, so perhaps... more... physically powered beings... yea, I guess taking along a favourite knife wouldn't help then

Well if the Dark Eldar have it, it would probably involve a drug induced adrenaline frenzy. It's essentially wildly thrashing around with enough force to actually make said thrashing reasonably dangerous.

Theoretically a human could do it with some augments or some powerful combat drugs.

But currently your character is actually more cost effective for sheer hurtiness than Kay-Yuss. Who seems to be something of a bar for uber-killy Fan characters.


Your Own Unique characters in 40K @ 2013/05/30 20:21:47


Post by: Lt. 'Tweek'


Lt. 'Tweek wrote:
Quartermaster-Corporal 'Dice' - 200 pts
ws5|bs4|s4|t3|i3|a2|w2|ld10|sv 4+
infantry (unique)
wargear: carapace armour, Dragon Bane, Envenomed bastard, Dead Man's Dagger, haywire grenades, krak grenades
rules: deep strike, tank hunter, monster hunter, crusader, fleet (of boot).

dragon bane - 12"|S8|AP1|Assault 1, blast, shred, missile lock
honed envenomed bastard: S10|AP1| melee, Hammer of wrath, armourbane, unweildy, two handed, poisoned (2+), furious charge, strikedown
dead man's dagger: S user|AP6|melee, rage, counter attack, shred, volley of sparks, rampage, master crafted

(volley of sparks: 'Dice' will always fight at the same initiative as the enemy - it is increased to that of the highest enemy model's Initiative in all combats)

^^
So, he's another rambo type IG guy. has a buffed up melta gun and 2 cc weapons. on the one hand he can dish out very slow, but immensely powerful hits. alternatively, can hit with a whole load of attacks, get the chance to re-roll another load, and be able to match the speed of a fast enemy.
he's outfitted for close quarters battle and for helping take down heavy enemy units primarily but the second weapon helps deal with enemy troops


So let's see if I can revise this. My main problem is obviously being too generous

HQ slot:
Quartermaster Corporal 'Dice'
- 250 points
WS5|BS4|S3|T3|I3|A2|W2|Ld9|Sv 4+
Infantry, Independent Character
Wargear: Dragon Bane, Envenomed Bastard, Dead Man's Dagger, Hot shot laspistol, Krak Grenades, Carapace armour
Special rules: Deep strike, Monster hunter

*Dragon bane: 12"|S6|AP2|Heavy 1, Blast
*Envenomed bastard: Sx2|AP2|Melee, Fleshbane, Two handed, Unwieldy
*Dead Man's Dagger: S user|AP6|Melee, Volley of sparks, counter attack, shred

Now he's specifically about taking down monsters rather than just anything big He's also been toned down, and made a more expensive, HQ choice. The second CC knife is now a defensive weapon
Any better?


Your Own Unique characters in 40K @ 2013/05/30 20:30:43


Post by: McNinja


 Kain wrote:
Lt. 'Tweek wrote:
 Kain wrote:
Lt. 'Tweek wrote:
BaconUprising wrote:



Automatically Appended Next Post:
Lt. 'Tweek wrote:
I see I made quite a stir...
My intention was kind of to make him insanely powerful
But I guess the first sword is TOO much
Maybe Sx2 instead of auto 10...
And a single wound instead of 2? Even though anything S6+ will kill him that means a lucky shot will down him in 1

My justification for deep strike was that he's 'dug in-to' the battlefield and waiting for a perfect moment, the infiltrator rules wouldn't have worked quite the same
He's monster/tank hunter so that he can be used on taking down enemy heavies quickly while he's alive, considering he will absorb most enemy firepower at the end of the turn it seems appropriate to increase his strength a LOT

And the spark thing represents his speed rather than the weapons' durability, although if pushed, the fact it still works so well after so many sparks makes it seem even more impressive

Thanks for all the comments

Ah, and hammer of wrath... reason for that - the weight: just hold it in a defensive stance and run

with the greatest respect even a space marine in power armour carrying a thunderhammer doesnt cause a single hammer of wrath hit. this guy definately shouldnt. Im still intersted as to how a non-daemon weapon confers rampage to the wielder...


Righty, fair enough
The rampage is just him going crazy when he's outnumbered, spinning and kicking and what-not... It doesn't apply to specifically daemon weapons, does it?

It's usually seen on Daemons but could sensibly apply to things like Orks, Tyranids, or Dark Eldar who can give the laws of biology the middle finger.


Oh I see, so perhaps... more... physically powered beings... yea, I guess taking along a favourite knife wouldn't help then

Well if the Dark Eldar have it, it would probably involve a drug induced adrenaline frenzy. It's essentially wildly thrashing around with enough force to actually make said thrashing reasonably dangerous.

Theoretically a human could do it with some augments or some powerful combat drugs.

But currently your character is actually more cost effective for sheer hurtiness than Kay-Yuss. Who seems to be something of a bar for uber-killy Fan characters.
No. Rampage is someone being on the losing end of a fight and instead of caving, they turn and go "yeah well feth YOU". It has nothing to do with wild thrashing, it's a dude or monster being on the numerically disadvantaged side and going apeshit.


Your Own Unique characters in 40K @ 2013/05/30 20:40:16


Post by: Lt. 'Tweek'


Hmm, well on my revised version rampage would be a bit out of place anyway. The new attitude is a 1-on-1 with a huge beast, unless, he gets fearless as well and throws himself into a herd of daemons...


Your Own Unique characters in 40K @ 2013/05/30 20:43:27


Post by: Kain


Dem'Orcus for 6e.

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: 400

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 4+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll ones to hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. May either be used in power maul, power sword, or power axe mode.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 4+ save, and it additionally bends light around him, granting him the stealth and shrouded special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart, four in double FOC games, three if you are bringing allies, or six if you are both playing a double FOC game and bringing allies. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.


Automatically Appended Next Post:
Recosted.


Your Own Unique characters in 40K @ 2013/05/30 21:19:46


Post by: BaconUprising


I really love these characters, how many more are you going to make? And yes, yes he is heinously over costed. I mean he's twice the price of Abbadon! 450 points? Maybe less...


Your Own Unique characters in 40K @ 2013/05/30 21:22:13


Post by: Lt. 'Tweek'


 Kain wrote:
Dem'Orcus for 6e.

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: 575

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 4+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll ones to hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. May either be used in power maul, power sword, or power axe mode.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 4+ save, and it additionally bends light around him, granting him the stealth and shrouded special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart, four in double FOC games, three if you are bringing allies, or six if you are both playing a double FOC game and bringing allies. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.


Automatically Appended Next Post:
I have a feeling that Dem'Orcus may be heinously overcosted.


Nice character, well, actually quite a vile being, but a nice idea
I was planning on saying he has wayyy too many attacks, at even base strength. However, there are a lot of recoil on all of his rules, so I think they counteract it well
It looks like there's going to be a lot of back and forth-ing with his wounds. I'd say it looks like it could be a big gamble at times. (triple damage on template weapons? I'm sure any squad packed with flamers would damage that.) Then again, in retaliation he can really dish it out.
I agree on the points, especially considering how it could go sour with a few unlucky saves. 400 max?
He would really spearhead a force!


Your Own Unique characters in 40K @ 2013/05/30 22:02:00


Post by: dementedwombat


I had an idea for a character once. It was actually two separate people that you bought as a single HQ choice (as in two characters bought together, each can go in a separate squad, etc). One guy was a really good sniper bodyguard for the other guy, who was a Imperial Guard inspiring general type guy.

The big gimmick was that whenever the general guy got into a challenge the sniper was allowed to shoot into the close combat with an automatic precision shot if he was in range. I also planned on the sniper's wounds causing instant death or something like that. The point was to have the general get into a challenge, and the opponent mysteriously gets shot in the head as the battle was about to start.


Your Own Unique characters in 40K @ 2013/05/30 22:03:36


Post by: Mitranekh the Omniscient


Triarch High Adjudicator Holinakh
WS5 BS5 S5 T5 W3 I2 A4 Ld10 Sv 2+

Unit Type Jump Infantry

Wargear;
Stave of the High Triarch; This ancient weapon has been passed to every High Adjudicator of the Triarch since the earliest days of the Necrontyr. It follows the design of the rod of covenant wielded by triarch praetorians, but it incorporates a far more powerful power source that can turn all but the strongest vehicles into smouldering wrecks. It counts as a power weapon at +1Str in melee but can shoot with the following profile;
Range 12" Str7 AP2 Assault 2 Armourbane
Purging Judgement; This modified gauntlet can be fired as a heavy flamer
Resurrection Orb
Phase Shifter
Sempiternal Weave
Helm of Adjudication; This confers the Eternal Warrior rule to Holinakh

Special Rules;
High Adjudicator; A single unit of Triarch Praetorians may be taken as a troops choice. As these Praetorians have travelled with Holinakh they have gained valuable knowledge of the lesser races, and so they have the PE USR
Preferred Enemy (All)
Fearless
Reanimation Protocols
Ever-Living

Points: 200-250? Open to opinion on this

Fluff/Background

Holinakh was a high ranking Triarch Praetorian at the time of the Great Sleep. With the Triarch dead and the Silent King gone, the remaining Praetorians elected Holinakh to stand as their leader until such a time as the Silent King returned and the Necron dynasties were returned to dominance. He took a phalanx of his most trusted Praetorians, known as the Keepers of the Covenant, as his guard before dispersing the remainder on their eternal quest to re-unite the dynasties.

Holinakh has travelled the length of the galaxy, searching out Tomb Worlds and re-awakening them, always remaining with them until other Praetorians can be assigned to them. He is currently stationed on the world of Trivocarus, crownworld of the Kharunokh dynasty.

Holinakh met with the Silent King very briefly upon his return to the galaxy. Szareh gave his blessing to the decision of the Praetorians, and presented the now official High Adjudicator with the symbols of office, the Stave of the High Triarch and the Helm of Adjudication.


Your Own Unique characters in 40K @ 2013/05/30 22:10:40


Post by: Lt. 'Tweek'


 dementedwombat wrote:
I had an idea for a character once. It was actually two separate people that you bought as a single HQ choice (as in two characters bought together, each can go in a separate squad, etc). One guy was a really good sniper bodyguard for the other guy, who was a Imperial Guard inspiring general type guy.

The big gimmick was that whenever the general guy got into a challenge the sniper was allowed to shoot into the close combat with an automatic precision shot if he was in range. I also planned on the sniper's wounds causing instant death or something like that. The point was to have the general get into a challenge, and the opponent mysteriously gets shot in the head as the battle was about to start.


That's a good idea, I'd suggest the sniper cannot join a squad and is an infiltrator so that his objective is more specifically just guarding the officer.
But, he can shoot, automatically directly hit, and then confer instant death? That needs work, otherwise who would accept the challenge?
Maybe something, like, in addition to a wound if it hits, the enemy has Fear, but if it misses all of the enemies immediately charge abandoning the challenge... and gain a single initiative? That would add more a gamble, certainly


Your Own Unique characters in 40K @ 2013/05/30 22:13:38


Post by: dementedwombat


What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).

The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.

I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.


Your Own Unique characters in 40K @ 2013/05/30 22:22:37


Post by: Lt. 'Tweek'


 Mitranekh the Omniscient wrote:
Triarch High Adjudicator Holinakh
WS5 BS5 S5 T5 W3 I2 A4 Ld10 Sv 2+

Unit Type Jump Infantry

Wargear;
Stave of the High Triarch; This ancient weapon has been passed to every High Adjudicator of the Triarch since the earliest days of the Necrontyr. It follows the design of the rod of covenant wielded by triarch praetorians, but it incorporates a far more powerful power source that can turn all but the strongest vehicles into smouldering wrecks. It counts as a power weapon at +1Str in melee but can shoot with the following profile;
Range 12" Str7 AP2 Assault 2 Armourbane
Purging Judgement; This modified gauntlet can be fired as a heavy flamer
Resurrection Orb
Phase Shifter
Sempiternal Weave
Helm of Adjudication; This confers the Eternal Warrior rule to Holinakh

Special Rules;
High Adjudicator; A single unit of Triarch Praetorians may be taken as a troops choice. As these Praetorians have travelled with Holinakh they have gained valuable knowledge of the lesser races, and so they have the PE USR
Preferred Enemy (All)
Fearless
Reanimation Protocols
Ever-Living

Points: 200-250? Open to opinion on this

Fluff/Background

Holinakh was a high ranking Triarch Praetorian at the time of the Great Sleep. With the Triarch dead and the Silent King gone, the remaining Praetorians elected Holinakh to stand as their leader until such a time as the Silent King returned and the Necron dynasties were returned to dominance. He took a phalanx of his most trusted Praetorians, known as the Keepers of the Covenant, as his guard before dispersing the remainder on their eternal quest to re-unite the dynasties.

Holinakh has travelled the length of the galaxy, searching out Tomb Worlds and re-awakening them, always remaining with them until other Praetorians can be assigned to them. He is currently stationed on the world of Trivocarus, crownworld of the Kharunokh dynasty.

Holinakh met with the Silent King very briefly upon his return to the galaxy. Szareh gave his blessing to the decision of the Praetorians, and presented the now official High Adjudicator with the symbols of office, the Stave of the High Triarch and the Helm of Adjudication.


He's obviously made for CC, giving him jump pack (deep strike) makes him very dangerous as he won't have to climb to the back of a unit as a shield and run to the enemy's edge. He can also take a lot of damage, 3x t5 2+, I don't think eternal warrior helps that much as he's immune to most things upto a lascannon anyway, but it never hurts if he ever takes a challenge.
Can he fire both weapons or just 1 before charging? if he somehow fires both I'd go for around 300 points, if he can't 250 or just above seems good.
Cool idea


Automatically Appended Next Post:
 dementedwombat wrote:
What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).

The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.

I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.


Ah, I getcha'.
To be honest I think the GW rules for sniper rifles are silly, they should be at least S7 AP3, they're built for tearing through armour at high velocity, so what good's s3 against a tank?
Instant death would be nice for snipers fluff, but in general I think it's a little too much (depends if it's in my favour or not )
So say he's BS4, on a 3+ you get a good advantage, a free wound and slower enemies - deal?


Your Own Unique characters in 40K @ 2013/05/30 22:31:14


Post by: Mitranekh the Omniscient


Lt. 'Tweek wrote:
 Mitranekh the Omniscient wrote:
Triarch High Adjudicator Holinakh
WS5 BS5 S5 T5 W3 I2 A4 Ld10 Sv 2+

Unit Type Jump Infantry

Wargear;
Stave of the High Triarch; This ancient weapon has been passed to every High Adjudicator of the Triarch since the earliest days of the Necrontyr. It follows the design of the rod of covenant wielded by triarch praetorians, but it incorporates a far more powerful power source that can turn all but the strongest vehicles into smouldering wrecks. It counts as a power weapon at +1Str in melee but can shoot with the following profile;
Range 12" Str7 AP2 Assault 2 Armourbane
Purging Judgement; This modified gauntlet can be fired as a heavy flamer
Resurrection Orb
Phase Shifter
Sempiternal Weave
Helm of Adjudication; This confers the Eternal Warrior rule to Holinakh

Special Rules;
High Adjudicator; A single unit of Triarch Praetorians may be taken as a troops choice. As these Praetorians have travelled with Holinakh they have gained valuable knowledge of the lesser races, and so they have the PE USR
Preferred Enemy (All)
Fearless
Reanimation Protocols
Ever-Living

Points: 200-250? Open to opinion on this

Fluff/Background

Holinakh was a high ranking Triarch Praetorian at the time of the Great Sleep. With the Triarch dead and the Silent King gone, the remaining Praetorians elected Holinakh to stand as their leader until such a time as the Silent King returned and the Necron dynasties were returned to dominance. He took a phalanx of his most trusted Praetorians, known as the Keepers of the Covenant, as his guard before dispersing the remainder on their eternal quest to re-unite the dynasties.

Holinakh has travelled the length of the galaxy, searching out Tomb Worlds and re-awakening them, always remaining with them until other Praetorians can be assigned to them. He is currently stationed on the world of Trivocarus, crownworld of the Kharunokh dynasty.

Holinakh met with the Silent King very briefly upon his return to the galaxy. Szareh gave his blessing to the decision of the Praetorians, and presented the now official High Adjudicator with the symbols of office, the Stave of the High Triarch and the Helm of Adjudication.


He's obviously made for CC, giving him jump pack (deep strike) makes him very dangerous as he won't have to climb to the back of a unit as a shield and run to the enemy's edge. He can also take a lot of damage, 3x t5 2+, I don't think eternal warrior helps that much as he's immune to most things upto a lascannon anyway, but it never hurts if he ever takes a challenge.
Can he fire both weapons or just 1 before charging? if he somehow fires both I'd go for around 300 points, if he can't 250 or just above seems good.
Cool idea


Only the one, depend's on the opposition. Made a model from a spae overlord/imotekh/TP kit (I'd made LG although having asked around they kinda suck, but thats another story) and thought "He looks cool, but there's nothing for him in the 'dex". So I made something. Thanks


Your Own Unique characters in 40K @ 2013/05/30 22:38:07


Post by: dementedwombat


Lt. 'Tweek wrote:

Automatically Appended Next Post:
 dementedwombat wrote:
What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).

The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.

I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.


Ah, I getcha'.
To be honest I think the GW rules for sniper rifles are silly, they should be at least S7 AP3, they're built for tearing through armour at high velocity, so what good's s3 against a tank?
Instant death would be nice for snipers fluff, but in general I think it's a little too much (depends if it's in my favour or not )
So say he's BS4, on a 3+ you get a good advantage, a free wound and slower enemies - deal?


I could roll with that. I just think of him as a nice fluffy way for a squishy IG general to actually survive a challenge against things that aren't world shatteringly powerful. I don't really know much about guard, so I wouldn't even know where to start as far as giving the general some rules and costing the characters. I play Tau, but unfortunately this idea is about as against the Tau way of war as I can think if, so no luck there.


Your Own Unique characters in 40K @ 2013/05/30 23:12:58


Post by: Lt. 'Tweek'


 dementedwombat wrote:
Lt. 'Tweek wrote:

Automatically Appended Next Post:
 dementedwombat wrote:
What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).

The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.

I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.


Ah, I getcha'.
To be honest I think the GW rules for sniper rifles are silly, they should be at least S7 AP3, they're built for tearing through armour at high velocity, so what good's s3 against a tank?
Instant death would be nice for snipers fluff, but in general I think it's a little too much (depends if it's in my favour or not )
So say he's BS4, on a 3+ you get a good advantage, a free wound and slower enemies - deal?


I could roll with that. I just think of him as a nice fluffy way for a squishy IG general to actually survive a challenge against things that aren't world shatteringly powerful. I don't really know much about guard, so I wouldn't even know where to start as far as giving the general some rules and costing the characters. I play Tau, but unfortunately this idea is about as against the Tau way of war as I can think if, so no luck there.


Well, IG commanding officers are generally fairly good (as puny humans go), as they're really toughened and experienced soldiers. Even creed, who's now an elderly fat man, is still pretty decent in a fight.
Commanders are suited for CC rather than ranged fights, I guess because they take the duty of issuing orders rather than shooting. Even sergeants aren't allowed a rifle.
A general would normally have a pistol and power weapon, probably a fist to compensate for the normal low strength. He'd also have a good few wounds, so he's not that weak, but if you can it's best to keep them out of combat so the sniper would help tip the odds against anything armoured




Automatically Appended Next Post:
Oh, and special rules
For an IG HQ, the roundabout rule would be Senior Officer (err, how familiar with IG exactly are you? -- commanders can issue orders to lower ranked squads each turn... there's Junior (platoons), Senior (company), and Supreme (creed), varying the amounts of orders and radius of shouting range)
As for other rules it really varies on what expertise, M.O, or regiment they abide.


Your Own Unique characters in 40K @ 2013/05/30 23:49:01


Post by: dementedwombat


I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).

Ok, so for the general we're looking at something like:

WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)

war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++

He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.

And the sniper gets:

WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+

rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.

with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)


Your Own Unique characters in 40K @ 2013/05/31 00:09:27


Post by: McNinja


The Ice Reavers Chapter of Space Marines
A relatively standard codex chapter, the Ice Reavers made their mark during the battle of Levia II, where the fourth company in its entirety descended and annihilated a vast portion of the attacking Tyranid Swarm. Their preference for chain weaponry lacks the same finesse as the Power weapons that other chapters use, but the Ice Reavers make up for it by being incredibly skilled, knowing or figuring out an enemy’s weak points and striking where it hurts most. Their tactics generally do not factor in long-range weaponry, instead favoring repeated and rapid attacks on multiple weak point until those points are either reinforced or give way.

Fourth Company Captain Killus Alotys....................180
The Chapter Master of the Ice Reavers is a hard man, made only harder by his insane ability to disregard pain, sustaining injuries that take normal Space Marines to their knees and keeping up the fight without hesitation.
.
.......................WS BS..S..T..W...I...A...Ld...Sv
Killus Alotys...6.....5...4..5...3...5..3...10...3+
[Unit Type]: Infantry
[Composition]: 1 (Unique)
[Wargear]: Power Armor, Bolt Pistol, Eviscerator, Iron Halo
[Special Rules]: Independent Character, And They Shall Know No Fear, The Most Dangerous Game, Chapter Tactics

The Most Dangerous Game: Killus Alotys has killed and hunted nearly every creature in the galaxy. He has the Preferred Enemy (Everything) rule.

Chapter Tactics: The Ice Reavers specialize in two things: running and killing. They replace their Combat Tactics with the following Chapter Tactics: Each model increases its base cost by 10 points. They swap their standard weapons for one of the following: two Chainswords or a Heavy Chainsword. They also gain the Rending and Fleet rules.

[Warlord Trait]: Killus Alotys and his unit have the Crusader rule.


I'm not sure why, but I really wanted to make another The Most Dangerous Game reference.


Your Own Unique characters in 40K @ 2013/05/31 00:16:00


Post by: Lt. 'Tweek'


 dementedwombat wrote:
I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).

Ok, so for the general we're looking at something like:

WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)

war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++

He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.

And the sniper gets:

WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+

rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.

with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)


That's looking good, I'd certainly say 3 wounds max, he is only human
Could throw a Rosarius in and give him some sort of religious emblem, 4+ 4++ isn't too extreme either way, but if he's in a CCS with medi pack he'll always have 4+ 5++ FNP
IG definitely have camo cloaks, but models that have them (including my own) are more ghillie suit than cloak, and seeing as we're making the rules, shrouded is more appropriate as it's 5+ in the open.


Automatically Appended Next Post:
 McNinja wrote:
The Ice Reavers Chapter of Space Marines
A relatively standard codex chapter, the Ice Reavers made their mark during the battle of Levia II, where the fourth company in its entirety descended and annihilated a vast portion of the attacking Tyranid Swarm. Their preference for chain weaponry lacks the same finesse as the Power weapons that other chapters use, but the Ice Reavers make up for it by being incredibly skilled, knowing or figuring out an enemy’s weak points and striking where it hurts most. Their tactics generally do not factor in long-range weaponry, instead favoring repeated and rapid attacks on multiple weak point until those points are either reinforced or give way.

Fourth Company Captain Killus Alotys....................180
The Chapter Master of the Ice Reavers is a hard man, made only harder by his insane ability to disregard pain, sustaining injuries that take normal Space Marines to their knees and keeping up the fight without hesitation.
.
.......................WS BS..S..T..W...I...A...Ld...Sv
Killus Alotys...6.....5...4..5...3...5..3...10...3+
[Unit Type]: Infantry
[Composition]: 1 (Unique)
[Wargear]: Power Armor, Bolt Pistol, Eviscerator, Iron Halo
[Special Rules]: Independent Character, And They Shall Know No Fear, The Most Dangerous Game, Chapter Tactics

The Most Dangerous Game: Killus Alotys has killed and hunted nearly every creature in the galaxy. He has the Preferred Enemy (Everything) rule.

Chapter Tactics: The Ice Reavers specialize in two things: running and killing. They replace their Combat Tactics with the following Chapter Tactics: Each model increases its base cost by 10 points. They swap their standard weapons for one of the following: two Chainswords or a Heavy Chainsword. They also gain the Rending and Fleet rules.

[Warlord Trait]: Killus Alotys and his unit have the Crusader rule.


I'm not sure why, but I really wanted to make another The Most Dangerous Game reference.


Great stuff!
The character seems quite round about, albeit a tiny bit cheap
I'm guessing the chapter tactics are optional? They seem compulsary above, and if they are optional would an entire squad have to do it or just select models?
Wouldn't mind going 5 bolters and 5 duel chainswords in a squad but if they are all CC they would have quite a disadvantage. and +100 points a squad is a lot even if they do get buffs, at 240p for a CC squad it would be more effective to field termies with 2+ 3++


Your Own Unique characters in 40K @ 2013/05/31 00:39:35


Post by: dementedwombat


Right, guardsman leaders come with a retinue. That would preclude him from joining a squad of guardsmen then? I just envision him at the front of a giant blob of guardsmen making them fearless in an assault while tying up the opponent's special character as the sniper pecks away at him.

Also, for points cost, I know in the Tau book that all the "second tier" special characters are just priced at 100 pts. Would that be a good place to start for this guy?

Thanks for the help and advice by the way. It's darn decent of you.


Your Own Unique characters in 40K @ 2013/05/31 00:49:24


Post by: Lt. 'Tweek'


 dementedwombat wrote:
Right, guardsman leaders come with a retinue. That would preclude him from joining a squad of guardsmen then? I just envision him at the front of a giant blob of guardsmen making them fearless in an assault while tying up the opponent's special character as the sniper pecks away at him.

Also, for points cost, I know in the Tau book that all the "second tier" special characters are just priced at 100 pts. Would that be a good place to start for this guy?

Thanks for the help and advice by the way. It's darn decent of you.


I'd say you have two routes:
Take the general as a CCS commander replacement, for about 100 points, and then the sniper could be taken as a specialist bodyguard regimental adviser (same way as nork dedogg) - maybe a tie-in rule where they have to both be in the same squad, or the bodyguard can only be taken in the squad the general's in.
This way the command squad will be isolated

Alternatively, make them a single seperate HQ choice, so the general is an independent character that can join any other unit (like a combined-infantry squad of about 30 guardsmen, which is what I infer you mean)

I think 190/200 points for the pair is a good price

It's just my enthusiastic newbyism, glad to help


Your Own Unique characters in 40K @ 2013/05/31 01:45:21


Post by: Hive Fleet Lazarus


 dementedwombat wrote:
I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).

Ok, so for the general we're looking at something like:

WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)

war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++

He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.

And the sniper gets:

WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+

rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.

with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)


I really like this pair of characters. Very interesting idea. the only problem I might see, and its miniscule, is the fact that he fires at the same time of hammer of wrath attacks, which might be a probelm depending on the opponent. Again it may not be a major problem but I think that possibly a rule that allows the sniper to fire into the challenge before any and all blows are struck. Its a small problem and might overcomplicate things a bit but I think it would improve the transfer of the idea to the character.


Your Own Unique characters in 40K @ 2013/05/31 04:44:29


Post by: Kain


Lt. 'Tweek wrote:
 Kain wrote:
Dem'Orcus for 6e.

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: 575

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 4+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll ones to hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. May either be used in power maul, power sword, or power axe mode.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 4+ save, and it additionally bends light around him, granting him the stealth and shrouded special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart, four in double FOC games, three if you are bringing allies, or six if you are both playing a double FOC game and bringing allies. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.


Automatically Appended Next Post:
I have a feeling that Dem'Orcus may be heinously overcosted.


Nice character, well, actually quite a vile being, but a nice idea
I was planning on saying he has wayyy too many attacks, at even base strength. However, there are a lot of recoil on all of his rules, so I think they counteract it well
It looks like there's going to be a lot of back and forth-ing with his wounds. I'd say it looks like it could be a big gamble at times. (triple damage on template weapons? I'm sure any squad packed with flamers would damage that.) Then again, in retaliation he can really dish it out.
I agree on the points, especially considering how it could go sour with a few unlucky saves. 400 max?
He would really spearhead a force!


Alright, I think that's fair.

BaconUprising wrote:
I really love these characters, how many more are you going to make? And yes, yes he is heinously over costed. I mean he's twice the price of Abbadon! 450 points? Maybe less...

Lots, I have an entire region of the galaxy to populate.


Your Own Unique characters in 40K @ 2013/05/31 05:42:21


Post by: McNinja


Lt. 'Tweek wrote:

 McNinja wrote:
The Ice Reavers Chapter of Space Marines
A relatively standard codex chapter, the Ice Reavers made their mark during the battle of Levia II, where the fourth company in its entirety descended and annihilated a vast portion of the attacking Tyranid Swarm. Their preference for chain weaponry lacks the same finesse as the Power weapons that other chapters use, but the Ice Reavers make up for it by being incredibly skilled, knowing or figuring out an enemy’s weak points and striking where it hurts most. Their tactics generally do not factor in long-range weaponry, instead favoring repeated and rapid attacks on multiple weak point until those points are either reinforced or give way.

Fourth Company Captain Killus Alotys....................180
The Chapter Master of the Ice Reavers is a hard man, made only harder by his insane ability to disregard pain, sustaining injuries that take normal Space Marines to their knees and keeping up the fight without hesitation.
.
.......................WS BS..S..T..W...I...A...Ld...Sv
Killus Alotys...6.....5...4..5...3...5..3...10...3+
[Unit Type]: Infantry
[Composition]: 1 (Unique)
[Wargear]: Power Armor, Bolt Pistol, Eviscerator, Iron Halo
[Special Rules]: Independent Character, And They Shall Know No Fear, The Most Dangerous Game, Chapter Tactics

The Most Dangerous Game: Killus Alotys has killed and hunted nearly every creature in the galaxy. He has the Preferred Enemy (Everything) rule.

Chapter Tactics: The Ice Reavers specialize in two things: running and killing. They replace their Combat Tactics with the following Chapter Tactics: Each model increases its base cost by 10 points. They swap their standard weapons for one of the following: two Chainswords or a Heavy Chainsword. They also gain the Rending and Fleet rules.

[Warlord Trait]: Killus Alotys and his unit have the Crusader rule.


I'm not sure why, but I really wanted to make another The Most Dangerous Game reference.


Great stuff!
The character seems quite round about, albeit a tiny bit cheap
I'm guessing the chapter tactics are optional? They seem compulsary above, and if they are optional would an entire squad have to do it or just select models?
Wouldn't mind going 5 bolters and 5 duel chainswords in a squad but if they are all CC they would have quite a disadvantage. and +100 points a squad is a lot even if they do get buffs, at 240p for a CC squad it would be more effective to field termies with 2+ 3++
true. What should I add? I could just switch out the chain weapons for power weapons, but I didn't want to step and the toes of the GK. I could throw in shred to make them even more effective in combat.


Your Own Unique characters in 40K @ 2013/05/31 07:47:48


Post by: CalasTyphon216


Urian

inspired by 'John Harrison' from Star Trek Into Darkness

Codex: Dark Eldar

Points: 295

Type: Infantry

Composition: 1 (unique)

WS8 BS7 S4 T4 W3 I7 A4 Ld10 Sv-

Wargear: 2 close combat weapons (fists)

Portable webway gate generator: This is a fist-sized object crafted of wraithbone. It creates a miniature webway gate at any point in the webway the bearer so desires. Urian can Deep Strike. If he does so, he does not scatter, and he may assault in the same turn, ignoring normal restrictions for deep striking. At the end of any turn in the game, Urian can opt to use the portal to flee the battlefield. Remove Urian from the tabletop immediately. He is considered killed, but no victory points are awarded, including First Blood.

Special Rules: Fearless, Furious Charge, Rampage, Relentless

Dodge: Urian has a 4+ invulnerable save. This is increased to 3+ in close combat.

Genetics: There are whispers that Urian was genetically enhanced to increase his combat prowess. Urian strikes at AP2 in close combat. He has the Armorbane and Smash USRs.

Precise Fighter: All of Urian's attacks are subject to the Precision Strike USR.

Anger and Hate: Once Urian is reduced to his last wound, he gains the Rage and Hatred USRs, and his Strength and Attacks both increase by 1.


Your Own Unique characters in 40K @ 2013/05/31 08:10:52


Post by: Mitranekh the Omniscient


Seen as snipers seem to be the character getting the most talking about recently on here, thought I'd add a Deathmark character into the mix.
Grivokha, Champion Deathmark of the Kharunokh Dynasty
WS 4 BS 5 Str 4 T 4 W 2 I 2 A 2 Ld 10 Sv 3+

Unit Type Infantry

Wargear;
"Silence"; This synaptic disintegrator has been substantially modified by the Crypteks to incorporate a precision scope, a silencer and a stronger power core. It has the following profile
Range 36" Str 5 AP 3 Heavy 2, Rending, Pinning, Silenced, Precise
*Silenced; Pinning tests are taken with a -2Ld modifier to represent the enemy's inability to locate the shooter.
*Precise; All Grivokha's shots count as Precision Shots
Cloak of Mists; This chameoline cloak grants the Shrouded special rule to Grivokha, and enemies shooting at him have a -1 BS modifier (this modifier does not affect overwatch)
The Hunter's Gem; Discovered by Grivokha on the fringeworld of Chermona, this talisman projects a small forcefield around the wearer. Grivokha has a 5++ invulnerable save
Voidblade

Special Rules;
Reanimation Protocols
Ever Living
Hunters from Hyperspace
Ethereal Interception-If Grivokha arrives in this way, he is allowed a round of shooting at the terget he 'intercepted'.
Deep Strike
Shadow Stalkers; Grivokha allows a squad of Deathmarks to be taken as troops. These Deathmarks have all received extensive extra training from Grivokha, and so may be upgraded to BS 5 for 3pts per model

Points; 150-200 (open to opinion)

Fluff;
When biotransference was announced and the soul forges fired up, Grivokha and his Deathmarks were among the first to volunteer. They sensed the opportunity of immortality would grant them the chance to be the greatest shots in all the dynasties. Though their souls were lost to the C'tan, this was a boon as it removed all emotion from the kill, and they reaped a great tally during the War in Heaven. They were among the first to awaken amongst the Kharunokh Dynasty, and took advantage of their early awakening to further train and improve their weapons.

Grivokha is something of a maverick, in that he does not adhere to the protocols of Necron wargear. His extensively modified weapon is testament to this, and has landed him in hot water with the Triarch attached to the dynasty. However, it is so effective in the elimination of targets that the Kharunokh Phaeron Mitranekh has thus far turned a blind eye, although with the arrival of High Adjudicator Holinakh that may well change...


Your Own Unique characters in 40K @ 2013/05/31 08:37:34


Post by: Kain


Kay-Yuss for 6e


I like the fluff for the Slaugth a lot so I thought to start on the arduous process of a fandex for them. To test the waters, I thought I'd create one. To me, the Slaugth seem like the C'tan's second try at creating a servant race, they just have so many similarities to the Oldcrons (hard to kill, hyperadvanced, don't need the warp, have a basic gun with weird effects) that I think that the surviving independent C'tan elevated the Slaugth into a new servants to continue their plan to nom on delicious life essence.

Kay-yuss Atushkar, Lord of Atrocity.

600 points

Type: Infantry

WS8 BS5 S8 T6 W5(6) I6 A6 Ld10 Sv 2+ 4++ FNP

Wargear: Frag and krak grenades, Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex

Atropus, a mighty two handed double scythe that counts as a two handed power weapon that hits with AP1, granting +2 strength for hits, those killed by the scythe rot away into nothing within moments, an extremely disturbing sight that forces the rest of the unit the victim was in to take a morale check at a -2 penalty, fearless units do not have to take this check. The scythe is incredibly virulent, corroding flesh and metal with equal ease and gains an additional d6 for armour penetration against vehicles and may reroll to wound. On a roll of a four or more to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot. It counts as two CCWs, granting a bonus attack and rage. During the shooting phase it can fire as the following.

S6 AP3 Assault 4, twinlinked, 4+ rending 36'

Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, this increases his toughness, wounds, and strength by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.

Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the stealth and shrouded special rules as well as a two plus armour save, for such is the strength of it's armour. It's field is combined with that of the Necrosis rex, thus the invulnerable save it gets is covered under such.

Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Relentless, Worm that walks, Rapid regeneration, Great commander, Furious charge, counter attack.

Preferred enemy (Everything): Kay-yuss gains the benefits of Preferred enemy against everything.

Hatred (Eldar): Kay-Yuss gains the benefit of Hatred against any Eldar unit of any shape.

Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or a six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Great commander: Kay-yuss has been commanding the vat grown armies of the slaugth for so long that he grants a +1 to reserve rolls and forces a -1 penalty on enemy reserve rolls, and allows one unit that may normally not outflank to use the rule, additionally, he may bring in one unit with the scouts rule and may make one unit scoring when it would otherwise not be, even if it is a vehicle or monstrous creature. He may always attempt to seize the initiative on a 4+ except against necrons, where he may not attempt to seize the initiative at all, and against the Eldar, Corsairs, or Dark Eldar, whom he may steal the initiative from on a 3+.

Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years. Though some theorize that the Slaugth were creations of the old ones, and what little information about Slaugth history hints that they may have been present since the War in heaven, the Slaugth's lack of psykers and nonreliance on the warp makes it highly unlikely that they were the creations of the highly psychic old ones. Indeed, Kay-yuss in particular seems to have a particular loathing of the old one's creations, the Eldar in particular, and has launched many preemptive attacks against nearby craftworlds and exodite worlds for little reason other than to kill as many of them as possible.

The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match.

The only thing he fears is the Necrons. For the Necrontyr are both older and arguably more advanced than even the Slaugth, who had laid claim to their old titles of masters of the materium during the great sleep. Now that the metal warriors have awakened once again, Kay-yuss, along with many other Slaugth, fear that the Necrons will purge them for their deals with some of their oldest foes, a fear further founded by their fact that the mastery of the flesh that the Slaugth have is matched by the Technomancy of the Necrons if not surpassed.

What cannot be disputed though, is that Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds.

His hate for the Eldar is the stuff of legends to those aware of the Lord of Atrocity. For millenia he has waged war against the Eldar, and many other Slaugth lords have taken up his banner of war against their kind. Whether they be Dark, Craftworld, Corsair, Exodite, or Harlequin Eldar, he attacks them all with little distinction. Only relatively recently has he turned his ire towards the Imperium of man to gain more resources for his personal vendetta against the favoured children of the old ones. Two dozen systems have been added to his empire within the past thousand years in seemingly inexplicable raids, and Ordo Xenos investigations into the matter confirmed that these worlds were being converted into ghastly slaught worlds, overrun by worms and bioconstructs.

Imperial reports of worlds assaulted by the Atushkar conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more slaugth.

Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle. He was reported to have congratulated a Callidus assassin that had managed to infiltrate her way into his fortress before engaging in single combat with her, only to turn his Hand of Silence on her once he tired of the fight, ending it in a furious barrage of necrotic blasts.


Now for some battle fluff. This probably would go in the all fluff section of a codex and not under Kay-yuss' rules section were my Slaugth codex ready.
Battle of Lolar Prime.

During an imperial guard encounter with Atushkar Conven, in which a dozen regiments, four death korps, three vendolands, and five catachans, supported by a Warhost of craftworld alaitoc which decided to aid the Imperium in dealing with a long standing foe of their species, as well as roughly three hundred space marines from the Ice Dragons, Gray Consuls, and Crystal Blades chapter, and the order of the celestial lady of the Sisters of battle and perhaps most surpisingly, an entire Hrud Clan that had decided to throw it's lot with this rag tag force to exact revenge on many raids on their kind, Kay-yuss readily picked on the fragile nature of the alliance.

Probing attacks by his forces were made in a way to ensure that the disparate forces would not be able to support one another, to cause accusations that the factions were attempting to bleed one another dry so they could walk in to what seemed to be an inevitable victory with minimal losses. Thinking that they were in for a guerilla campaign, the imperial forces prepared or an anti-insurgency campaign, which the Hrud thought to be wise, joining them in the endeavor though keeping their distance from the humans lest their entropic fields cause incidents that would further weaken the fragile alliance. The Eldar however, saw through the Ruse and attempted to warn the imperial forces, saying that the seemingly light nature of the conflict was merely an illusion to cause them to lower their guard.

The warning was ignored, by both the Hrud and the Imperials, and when Atuskhar unleashed a full scale spear and pincer attack, they were caught unprepared with defenses suited to the entirely wrong kind of enemy. The Eldar rallied for a counter attack that broke the northern pincer of Atushkar's attack, Autarch Yllaya personally slaying Kay-yuss' lieutenant Neveragush the Tormentor while the Avatar of Khaine butchered four of Kay-yuss' mighty Ulurgurstas that were supposed to form the lynchpin of the assault.

Victorious, the Eldar moved in to the southern pincer where the embattled Hrud awaited. There they managed to tie down Kay-yuss' forces, shurikens and fusil blasts flaying through the air to be met with necrotic beams and the myriad weapons of those mercenaries that Kay-yuss did not equip with deadly slaugth weaponry. Hrud Brutes and Wraithlords hacked into revolting Avolkias and Shadow walkers. Grav tanks and hrud vehicles fought monstrous Ulurgustas and revolting Slaugth tanks. An Eldar Phantom titan even wrestled with the colossal, unreal form of a titanic Ibix-ob Obyrith.

But for the imperials it was too late. Surrounded and cut off, the Imperials sought for a fighting retreat. The pincer that the Eldar thought was broken began to rally once again, and closed off the exits for the imperials in a large cauldron. The imperials fought bravely and valiantly, giving their lives none too cheaply, reaping a large number of mercenaries, enslaved beasts, bioconstructs, and other horrors as the coils of the formation tightened. Finally deciding to get himself involved, the Lord of Atrocity waded into battle accompanied by his personal retinue, the hand of silence.

The hand of silence ambushed and made short work of the Lord General's command squad, though the Krieg General's power sword did inflict a deep cut across his side, his retaliatory strike cut the General open from neck to sternum, his guts rotting out of his body even as he fell. Ice Dragons Captain Rokossovsky proved to be a greater challenge. His power axe clashed with Atropus several times as his command squad fought the hand of silence. His plasma pistol burned out a large portion of his chest, but the vile xeno pushed through the pain before hooking his scythe into the marine's helmet and rotting his brain, killing him.

Having dismissed Cannonness Augustine as a non-threat, he was not prepared for when Augustine shot her plasma pistol repeatedly into his back before discarding it as it overheated, picking up the marine's master crafted power axe and jamming it into his back, striking with enough fury to go through even his absorbtion field and then cutting off one of his arms with her own master crafted and consecrated power axe, eliciting a roar of rage and frustration from the Lord of Atrocity before she picked up her discarded plasma pistol and that of the marine, firing at the Slaugth lord.

Though pained, the slaugth lord fired Atropus' necrotic beam into her repeatedly, rotting the cannonness apart. With the death of their commanders, most of the imperial forces fell back in a disorganized route, with only 10% managing to escape. Only the Krieg, Sisters, and Marines never broke. The eldar and hrud, sensing the defeat of their allies, broke off and fled after taking as much of their dead as possible. Since then, Kay-yuss has a grudging respect for the Sisters of Battle, and considers them to be perhaps the greatest threat to him that the Imperium can muster.

Overview:

Kay-yuss is supposed to be a beatstick that gives something to his army, hence his enormous points cost. He's also very survivable, but is supposed to have some trouble getting into range to wreck face. He has a flagrant weakness to template happy armies, meaning that SoBs and Salamanders will really ruin his day. On the charge, he is going to wreck anything that gets in his way's face, but if I've done my mathhammer right, he should have a problem with being tarpitted.




Your Own Unique characters in 40K @ 2013/05/31 12:23:36


Post by: Thatguyhsagun


 dementedwombat wrote:
I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).

Ok, so for the general we're looking at something like:

WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)

war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++

He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.

And the sniper gets:

WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+

rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.

with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)


So in my head:
General __________
IG (HQ) 100 pts
WS4, BS4, S3, T3, W3, I3, A3, LD10, 4+ 5++

war-gear: a plasma pistol and power fist, refractor field, carapace armor
Special Rules: Senior Officer, Unseen Guardian, Independent Character, fearless.
Unseen Guardian: If ever General __________ should be singled out (challenged) in melee combat, after the challenge is declared but before any attacks are made Guardian may make a single shooting attack, regardless of previous shooting attacks or if the Guardian is in the combat.. If this attack misses, roll a d6. On a 1-3 nothing happens. On a 4-5 the attack is resolved against a random enemy. on a 6 it is taken against a member of general ___________'s squad.

Guardian
WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+
IG (HQ) 90 pts
Must be bought with general _______
War-gear: Valun-pattern sniper rifle (Rng:36" S:6 AP:3, Assault 1, Gets Hot, rending) laspistol, flakk armor, camoline cloak (confers stealthed and shrouded)
Special Rules: Eternal Guardian, move through cover, Loner (as per Marbo), Failure is not an Option, Precision Marksman.
Eternal Guardian: Guardian must stay within 18" of General _________ at all times.
FinaO: At any point where General _________ dies, guardian is also removed from the table.
Precision Marksman: All successful shooting attacks are Precision Shots.


Your Own Unique characters in 40K @ 2013/05/31 12:42:57


Post by: CalasTyphon216


Inquisitor Quan

Inquisitor Quan is the commander of Section 8, a covert part of the Ordos Hereticus. Section 8 was created as a deniable asset, with men drawn from specialist commando units across many regiments. These men have their deaths faked and brainwashed into extremely loyal and obedient soldiers. Section 8 is used when regular Inquisition forces or the Sisters of Battle are deemed too recognisable, for example when the Ordos acts against highly visible Imperial targets. Section 8 is provided with a blank cheque, allowing their men to be equipped entirely with advanced carapace armor, high powered lascarbines, monomolecular blades, and other such equipment normally restricted to officers and special forces. It is rumored that Section 8 also commands a prototype, stealth-capable Abyss-class cruiser, uparmored and upgunned to the point where it could rival a battleship in a direct firefight. Inquisitor Quan is occasionally seen leading Section 8 into battle, in his signature combination of black carapace, black greatcoat, and power fist.

Codex: Imperial Guard

180 points

Army restrictions: May not take allies. Only the following units from Codex: Imperial Guard may be taken: Company Command Squads. Veteran squads. Scout Sentinels. Armored Sentinels. Chimeras. Valkyries. Vendettas. Stormtroopers.

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS5 S3 T3 W3 I4 A3 Ld10 Sv4+

Wargear: Carapace armor, Refractor field, frag grenades, melta bombs

Plasma fusil: A relic of early, pre-heresy plasma technology. Range 18 S6 AP3 Assault 2.

Terrax-pattern armored glove: This was manufactured by the long-destroyed Terrax forges on the Andalusian plains on Terra. They were known chiefly for supplying close combat weapons of extraordinary quality to the Emperor's pre-unification forces, notably the Lucifer Blacks. This functions as a power fist, however Quan strikes in initiative order.

Special Rules: Stubborn, Night Fight

Section 8: See Army Restrictions as listed above. In addition, all Veteran squad members gain +1 Ld and Night Fight USR.

Night Fighter: The first turn of the game is automatically Night Fighting. At the end of the turn, roll a dice. On a 1-4, Night fighting ends. On a 5+, it continues. Night Fighting automatically ends at the end of turn 2.


Your Own Unique characters in 40K @ 2013/05/31 12:44:40


Post by: Kain


Any comments for Atushkar's redo?


Your Own Unique characters in 40K @ 2013/05/31 13:12:36


Post by: Thatguyhsagun


 Kain wrote:
Any comments for Atushkar's redo?

Im thinking the 4+ regen and the 2+ WBB style roll is a little too powerful, even for a 600 pt character. Maybe 5+ regen and 3+ WBB just to even things out. I really like the swarm and template rules, as well as the Great Commander rule. I just don't think the dmg should be 3x for flamer templates, just 2x. Most the armies out there can easily field a dozen flamers for dirt cheap, and would be a waste of 600 points against sallies or SoB.
I like the armor and scythe, especially the shooting attack. Overall I think it is an epic beatstick and would love to see modeling of this thing. Just feel the ability to get up after its killed is a little insane on a 2+, easily being able to take whole armies worth of firepower per turn without going down.
One thing: Is the additional bonus already include or would he have a +1 s and T from the armor? I noticed you already included it for wounds so I was curious.


Your Own Unique characters in 40K @ 2013/05/31 13:14:49


Post by: Kain


Oh the bonus is in for S and T.


Your Own Unique characters in 40K @ 2013/05/31 13:17:25


Post by: Thatguyhsagun


 Kain wrote:
Oh the bonus is in for S and T.

Ohh ok that makes sense for strength but I didn't know about toughness, could easily see it being 7. Perchance do you have any need for relentless? seems pretty redundant on a character with an assault 4 weapon.


Your Own Unique characters in 40K @ 2013/05/31 13:18:50


Post by: Kain


Ah yes, probably goofed there for some stuff back in 5e. I''ll get to editing.


Your Own Unique characters in 40K @ 2013/05/31 13:36:28


Post by: Ovion


CalasTyphon216 wrote:
Urian

inspired by 'John Harrison' from Star Trek Into Darkness

Codex: Dark Eldar

Points: 295

Type: Infantry

Composition: 1 (unique)

WS8 BS7 S4 T4 W3 I7 A4 Ld10 Sv-

Wargear: 2 close combat weapons (fists)

Portable webway gate generator: This is a fist-sized object crafted of wraithbone. It creates a miniature webway gate at any point in the webway the bearer so desires. Urian can Deep Strike. If he does so, he does not scatter, and he may assault in the same turn, ignoring normal restrictions for deep striking. At the end of any turn in the game, Urian can opt to use the portal to flee the battlefield. Remove Urian from the tabletop immediately. He is considered killed, but no victory points are awarded, including First Blood.
Webway Portals and Webway Gates, simply count as coming in from reserve, like an extra Table Edge, and even Webway Gates scatter (the gate arrives from Deepstrike, which can't mishap, but scatters the full 2D6 if it doesn't hit, and can fall off the table, then the unit comes out of the gate when it arrives from reserves.), and being able to assault out of reserve is damn rare.
Haven't seen that movie, so can't comment on its relevance to that... but to the DE, it's a bit.. ish.
Also Wraithbone technology requires Psychic powers to use.


Special Rules: Fearless, Furious Charge, Rampage, Relentless
Confused as to the relentless tbh...
Dodge: Urian has a 4+ invulnerable save. This is increased to 3+ in close combat.
So... as fast as Lelith apparently

Genetics: There are whispers that Urian was genetically enhanced to increase his combat prowess. Urian strikes at AP2 in close combat. He has the Armorbane and Smash USRs.
Smash grants AP2 anyway.
Also - Smash Attack + Armourbane means he can have 5 Str4 (5 on the charge), AP2 attacks, that can roll up to 16 (17) for Armour Pen (average being 11 (12)) as it is, but can choose to switch to 3 Str8 (10), Ap2 attacks, that can roll up to 20 (22) for armour pen (average being 15 (17)), with re-rolls.
But sure, he's a non-MC MC, I get it.


Precise Fighter: All of Urian's attacks are subject to the Precision Strike USR.
I'd replace this with reroll to hit in cc tbh, it fits better with being precise, than being able to snipe anything in combat.

Anger and Hate: Once Urian is reduced to his last wound, he gains the Rage and Hatred USRs, and his Strength and Attacks both increase by 1.
o..k.. I guess.

Overall it seems.. not entirely DE atm.
Costing:
Spoiler:
Succubus: 65
+1BS +10
+1S +10
+1T +10
-1I -10
+1Ld +5
-1Sv -10
-Combat Drugs -10
-Plasma Grenades -2
-Night Vision -10
-PfP -10
-IC -10
+QS Dodge +10
+Smash +10
+Armourbane +10
+FC +10
+Relentless +10
+Rampage +10
+Fearless +10
+Perm Precision +15
A&H +15
+WWG +35
+No scatter & charge +25
+Deny Points +10
Total: 208
Call it 215 for anything I missed.

On the face of it, it's as OTT as your other stuff - but ultimately, once you look at it again, it's not that bad.
Apart from not feeling like a DE character, and a few minor fluffy issues, it's probably alright.


Your Own Unique characters in 40K @ 2013/05/31 19:08:22


Post by: Lt. 'Tweek'


Every librarian has to start somewhere...
Not too long ago I converted a DW model into a librarian with a pyramid head (it's actually above his head, putty was used to cover his actual helmet, but I imagine he has grown into a horrible, giant beast inside the armour and is taller than before.)
Anyway...
I made him a pyromancer, only ever allowing him pyromancy powers so decided to make a more detailed custom profile

He is an old librarian who grew far too strong, and for fear of turning to Chaos he pleaded to a chaplain to be locked inside a state of eternal holiness, sort of a lesser scale as the Emperor of mankind.

A huge stone pyramid tomb was crafted for him, and locked into place with adamantium bolts and sacred seals and blessings. Many prayers were carved into the tomb, and interrogators would circle him writing scripts of chants to sooth the inferred pain from his insulated screams.

After years of hate, fear, and great change, he was finally settled into his suit in a new state. Nobody knows what he is, or what happened, but he became more powerful than his greatest hopes had ever allowed.

Now, freed from the once imminent insanity of chaos, the Disciple teaches new, trainee space marine scouts into the ways of psyking. He leads select squads into battle, teaching them the origins and powers of pyromancy so that they may in time serve the imperium and teach others themselves.

Always following an obsession for fire, the Disciple now follows his own agenda of searching for the secrets of pyromancy, desperately looking to improve the knowledge of fire.

The Scholars are selected from vast companies of young Scouts for showing great potential in religious understanding and eagerness to use close tactics and the surroundings as an advantage.



Seekers of the Great Kindler
Codex: DA
Troops; Only one unit per army list
- 250 points
Unit composition:
6 Scholars of the warp (infantry) - WS3|BS4|S4|T4|W1|I4|A1|Ld7|Sv4+ 6++
1 Disciple of the Lion (infantry, Character) - WS5|BS5|S5|T4|W3|I4|A2|Ld9|Sv2+ 5++/5++

Disciple
Wargear: Dark crafted armour (2+ confers shrouded 5++), Kindled Force Tooth (Fired in the following way; 12"|S3|AP4|Assault 1, Fleshbane, One use only, Scavenge*.
Can also be used in close combat as a Chainsword with the Force USR)

Rules: Daemon, Bulky, Psyker Lv2 (He may roll for any 2 powers from the Pyromancy teachings), Teacher of the warp*, Soul blaze

Scholars
Wargear: Ritual Scout Armour (4+ 6++ Inv), Kindling Staff (Close combat weapon)
Rules: Scout, Stubborn, Unusable Knowledge*

*Scavenge: If the Disciple charges an enemy unit that he fired his Kindled Force Tooth into, he is able to re-use it as a One Use Only ranged weapon.

*Teacher of the warp:
Once per turn in the friendly shooting phase, the Disciple may use a single Warp Charge point to show the rest of his squad the power of the warp; leading by example. Place the Blast marker over his head, and any model whose base is partially under it, which includes a Kindling Staff in its wargear, becomes a Psyker (lv1) with 1 warp point, until the end of the turn.

*Unusable Knowledge:
Before the game, roll once for each Scholar on the pyromancy teachings table (separately). More than one model may have the same power, and any model may swap for the Primaris power as usual. However, the models may not use their powers until their Kindling Staffs have been blessed by the Teacher of the Warp special rule.




Automatically Appended Next Post:
Seeing as he has 5++ inv and 5++ shrouded, I guess you'd just say 5++ inv encase he gets hit by an ignores cover weapon? was just thinking which would be better


Your Own Unique characters in 40K @ 2013/05/31 19:36:38


Post by: Kain


For anyone who wants to join in my little project, it's going under the working name of the Inciphis region (multiple sectors), part of Ultima Segmentum.

Where heroes are made and the war is never ending. This is the frontier of the Imperium, and here Slaugth, Necrons, Hrud, Thyrrus, Orks, Tyranids, Slann, Rak'Gol, Chaos, Eldar, Dark Eldar, the Imperium, the Tau, Umbra, and countless other factions battle in near constant conflict.

I don't mean normal, run of the mill "there is only war" I mean usually the majority of the region is at Aurielian Crusade level violence and often it conflagrates to an even worse extent. (It is currently in an ultra-violence mode due to the after-effects of the 13th Black Crusade and the en masse arrival of hive fleets Hydra and Leviathan, accompanied by Waaaaghs! Gitbasha, Brainmelta, Gigakilla, 'Ead stompa, and Bloodsmasha amongst others, the awakening of several Necron Dynasties, massive Hrud migrations and Thyrrus troupes, Craftworld Biel-tan and her allies deciding to try out this conquest thing, multiple Kabals focusing on here, a new Imperial crusade to pacify the area, a Slann resurgance, Umbra flocks moving in, the incursions of Kay-Yuss and his allied convens, and a new wave of expansions by the Tau, with responses from all other factions)

As such constant war which despite the arrival of the Tyranids, the awakening of the Necrons, and the Emergence of the Slaugth has remained in a brutal back and forth stalemate since the great crusade (and if Eldar records are to be believed, the region has been home to vast amounts of violence before mankind evolved) this is often seen as a proving ground and training field. While not a pleasant place for civilians, the Inciphis region is a great place for commanders who want some glory.

As of most of my writings, the current time period for anything I write for the Inciphis region is in the second half of M42.

Commanders seeking their fortune, space marine chapters seeking to attain glory, chaos champions hoping to curry favor with the gods, Orks looking for a big scrap, Rak'Gol wanting some action, Dark Eldar seeking thrills, Tyranids in search of biomass, Necrons in reconquest mode, Slaugth desiring experiments, Thyrrus looking for a show, and Tau commanders wishing to test their newest strategies and weaponry come here to make for a self feeding cycle of violence.

A large number of chapters, sisters orders, and guard armies are deployed here to make sure that the violence here doesn't spread to the interior of the Imperium. And the detritus of literally millions of years of conflict (the Slaugth, Hrud, Eldar, Orks, Thyrrus, Umbra, Slann and other old races have been bickering over this area since the war in heaven ended, before that there was of course the war in heaven itself) has left a motherlode of artefacts and long forgotten or hidden secrets.

Welcome to Inciphis commander, welcome to Bellum Infinitus, welcome...to hell.

Every legion has descendant chapters here, every model of imperial guard regiment can be found here, every craftworld has stuck it's nose here at some point, and the violence never stops. Alliances are made and broken constantly. And sometimes a single planet can be fought over by every single faction in the entire region at the same time. While the current overall warmaster here is from Krieg, the last one was Vostroyan. Until lictors ate him. The one before him got stomped to death by a squiggoth, and the Elysian before him was atomized by a Gauss flayer.

Death comes to all.


Your Own Unique characters in 40K @ 2013/05/31 20:17:13


Post by: Lt. 'Tweek'


 Kain wrote:
For anyone who wants to join in my little project, it's going under the working name of the Inciphis region (multiple sectors), part of Ultima Segmentum.

Where heroes are made and the war is never ending. This is the frontier of the Imperium, and here Slaugth, Necrons, Hrud, Thyrrus, Orks, Tyranids, Slann, Rak'Gol, Chaos, Eldar, Dark Eldar, the Imperium, the Tau, Umbra, and countless other factions battle in near constant conflict.

I don't mean normal, run of the mill "there is only war" I mean usually the majority of the region is at Aurielian Crusade level violence and often it conflagrates to an even worse extent. (It is currently in an ultra-violence mode due to the after-effects of the 13th Black Crusade and the en masse arrival of hive fleets Hydra and Leviathan, accompanied by Waaaaghs! Gitbasha, Brainmelta, Gigakilla, 'Ead stompa, and Bloodsmasha amongst others, the awakening of several Necron Dynasties, massive Hrud migrations and Thyrrus troupes, Craftworld Biel-tan and her allies deciding to try out this conquest thing, multiple Kabals focusing on here, a new Imperial crusade to pacify the area, a Slann resurgance, Umbra flocks moving in, the incursions of Kay-Yuss and his allied convens, and a new wave of expansions by the Tau, with responses from all other factions)

As such constant war which despite the arrival of the Tyranids, the awakening of the Necrons, and the Emergence of the Slaugth has remained in a brutal back and forth stalemate since the great crusade (and if Eldar records are to be believed, the region has been home to vast amounts of violence before mankind evolved) this is often seen as a proving ground and training field. While not a pleasant place for civilians, the Inciphis region is a great place for commanders who want some glory.

As of most of my writings, the current time period for anything I write for the Inciphis region is in the second half of M42.

Commanders seeking their fortune, space marine chapters seeking to attain glory, chaos champions hoping to curry favor with the gods, Orks looking for a big scrap, Rak'Gol wanting some action, Dark Eldar seeking thrills, Tyranids in search of biomass, Necrons in reconquest mode, Slaugth desiring experiments, Thyrrus looking for a show, and Tau commanders wishing to test their newest strategies and weaponry come here to make for a self feeding cycle of violence.

A large number of chapters, sisters orders, and guard armies are deployed here to make sure that the violence here doesn't spread to the interior of the Imperium. And the detritus of literally millions of years of conflict (the Slaugth, Hrud, Eldar, Orks, Thyrrus, Umbra, Slann and other old races have been bickering over this area since the war in heaven ended, before that there was of course the war in heaven itself) has left a motherlode of artefacts and long forgotten or hidden secrets.

Welcome to Inciphis commander, welcome to Bellum Infinitus, welcome...to hell.

Every legion has descendant chapters here, every model of imperial guard regiment can be found here, every craftworld has stuck it's nose here at some point, and the violence never stops. Alliances are made and broken constantly. And sometimes a single planet can be fought over by every single faction in the entire region at the same time. While the current overall warmaster here is from Krieg, the last one was Vostroyan. Until lictors ate him. The one before him got stomped to death by a squiggoth, and the Elysian before him was atomized by a Gauss flayer.

Death comes to all.


This sounds brutally astounding!
It seems pretty much what GW want to say, but by the Emperor's will you say it so well!
I think I'm going to make a Kill-Team of DA in honour of this, with more emblems, blood splatter, custom armour and battle damage than any of my other squads... just base coated a couple tactical marines w/assault weapons in DW colours as a test and was looking for a new idea, this is perfect
Maybe field them as veterans until I make substantial enough rules for them
Oh a storm's coming


Your Own Unique characters in 40K @ 2013/05/31 20:22:08


Post by: dementedwombat


Thatguyhsagun wrote:

So in my head:
General __________
IG (HQ) 100 pts
WS4, BS4, S3, T3, W3, I3, A3, LD10, 4+ 5++

war-gear: a plasma pistol and power fist, refractor field, carapace armor
Special Rules: Senior Officer, Unseen Guardian, Independent Character, fearless.
Unseen Guardian: If ever General __________ should be singled out (challenged) in melee combat, after the challenge is declared but before any attacks are made Guardian may make a single shooting attack, regardless of previous shooting attacks or if the Guardian is in the combat.. If this attack misses, roll a d6. On a 1-3 nothing happens. On a 4-5 the attack is resolved against a random enemy. on a 6 it is taken against a member of general ___________'s squad.

Guardian
WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+
IG (HQ) 90 pts
Must be bought with general _______
War-gear: Valun-pattern sniper rifle (Rng:36" S:6 AP:3, Assault 1, Gets Hot, rending) laspistol, flakk armor, camoline cloak (confers stealthed and shrouded)
Special Rules: Eternal Guardian, move through cover, Loner (as per Marbo), Failure is not an Option, Precision Marksman.
Eternal Guardian: Guardian must stay within 18" of General _________ at all times.
FinaO: At any point where General _________ dies, guardian is also removed from the table.
Precision Marksman: All successful shooting attacks are Precision Shots.


That's awesome! The one thing I would have questions about is whether Guardian should be able to shoot into combat if he himself is in combat.

I really want to try this guy out now, and he needs a name. Hmmm.... General Promethius Reinhardt (since this guy's whole trick is fighting dirty, might as well name him after the most awesome trickster in the Greek/Roman display case. The last name just sounds cool.)


Your Own Unique characters in 40K @ 2013/05/31 20:34:15


Post by: Kain


Lt. 'Tweek wrote:
 Kain wrote:
For anyone who wants to join in my little project, it's going under the working name of the Inciphis region (multiple sectors), part of Ultima Segmentum.

Where heroes are made and the war is never ending. This is the frontier of the Imperium, and here Slaugth, Necrons, Hrud, Thyrrus, Orks, Tyranids, Slann, Rak'Gol, Chaos, Eldar, Dark Eldar, the Imperium, the Tau, Umbra, and countless other factions battle in near constant conflict.

I don't mean normal, run of the mill "there is only war" I mean usually the majority of the region is at Aurielian Crusade level violence and often it conflagrates to an even worse extent. (It is currently in an ultra-violence mode due to the after-effects of the 13th Black Crusade and the en masse arrival of hive fleets Hydra and Leviathan, accompanied by Waaaaghs! Gitbasha, Brainmelta, Gigakilla, 'Ead stompa, and Bloodsmasha amongst others, the awakening of several Necron Dynasties, massive Hrud migrations and Thyrrus troupes, Craftworld Biel-tan and her allies deciding to try out this conquest thing, multiple Kabals focusing on here, a new Imperial crusade to pacify the area, a Slann resurgance, Umbra flocks moving in, the incursions of Kay-Yuss and his allied convens, and a new wave of expansions by the Tau, with responses from all other factions)

As such constant war which despite the arrival of the Tyranids, the awakening of the Necrons, and the Emergence of the Slaugth has remained in a brutal back and forth stalemate since the great crusade (and if Eldar records are to be believed, the region has been home to vast amounts of violence before mankind evolved) this is often seen as a proving ground and training field. While not a pleasant place for civilians, the Inciphis region is a great place for commanders who want some glory.

As of most of my writings, the current time period for anything I write for the Inciphis region is in the second half of M42.

Commanders seeking their fortune, space marine chapters seeking to attain glory, chaos champions hoping to curry favor with the gods, Orks looking for a big scrap, Rak'Gol wanting some action, Dark Eldar seeking thrills, Tyranids in search of biomass, Necrons in reconquest mode, Slaugth desiring experiments, Thyrrus looking for a show, and Tau commanders wishing to test their newest strategies and weaponry come here to make for a self feeding cycle of violence.

A large number of chapters, sisters orders, and guard armies are deployed here to make sure that the violence here doesn't spread to the interior of the Imperium. And the detritus of literally millions of years of conflict (the Slaugth, Hrud, Eldar, Orks, Thyrrus, Umbra, Slann and other old races have been bickering over this area since the war in heaven ended, before that there was of course the war in heaven itself) has left a motherlode of artefacts and long forgotten or hidden secrets.

Welcome to Inciphis commander, welcome to Bellum Infinitus, welcome...to hell.

Every legion has descendant chapters here, every model of imperial guard regiment can be found here, every craftworld has stuck it's nose here at some point, and the violence never stops. Alliances are made and broken constantly. And sometimes a single planet can be fought over by every single faction in the entire region at the same time. While the current overall warmaster here is from Krieg, the last one was Vostroyan. Until lictors ate him. The one before him got stomped to death by a squiggoth, and the Elysian before him was atomized by a Gauss flayer.

Death comes to all.


This sounds brutally astounding!
It seems pretty much what GW want to say, but by the Emperor's will you say it so well!
I think I'm going to make a Kill-Team of DA in honour of this, with more emblems, blood splatter, custom armour and battle damage than any of my other squads... just base coated a couple tactical marines w/assault weapons in DW colours as a test and was looking for a new idea, this is perfect
Maybe field them as veterans until I make substantial enough rules for them
Oh a storm's coming


Too much heavily modded dawn of war, supreme commander, homesick (yes really), metroid, metal gear, strike legion, command and conquer, dungeons and dragons, 40k, HALO, and FB have made for an odd blend of ideas in my head.


Your Own Unique characters in 40K @ 2013/05/31 20:39:19


Post by: Lt. 'Tweek'


 dementedwombat wrote:
That's awesome! The one thing I would have questions about is whether Guardian should be able to shoot into combat if he himself is in combat.


Yes... he shouldn't be able to shoot if he's in combat, unless the enemy is an exceptionally considerate individual (or an ork nob who doesn't mind his warboss being killed, as he'll get ranked up!)

Maybe if the Guardian is in CC, he can make a single run in the direction of his general to symbolise sprinting to assistance at the threat, but it still wouldn't really help the general unless he could actually charge the challenger and make a Hammer of Wrath strike or something. gets too complicated though, best to just say he can shoot IF not locked in combat

I like the name!


Automatically Appended Next Post:
Once a baby born from a human mother, he was named Samuel.

Once a soldier, an enthusiastic boy with an ambition to defend his home.
He was a hero, all he wanted was recognition, a small praise for the good he did.
But he never got it.

He was the best in his platoon, but he remained a worm, an un-named soldier with no purpose. He fought bravely with great initiative but was a long time private as he watched the sons and friends of lords be promoted and glorified no matter how inexperienced or stupid they were.

He tolerated his superiors even though he aspired for more. It was when his sworn-to-honour captain grabbed him by the shoulder as a human shield that he found a place for vengeance in his heart.

He became angrier and moreso bitter with every day and order he was pushed around.

One night he plotted with fellow friends to sneak into his captain's tent and cause trouble. They were annoyed at the situation but lacked - and were really unaware - of Samuel's growing hatred.

He stood above his senior's bed and beheaded him. Blood poured everywhere, it was a miracle the courts believed their poorly pointed story of bandit dark eldar raiding the outpost and claiming his head as a trophy.

As the years progressed Samuel wanted revenge on the Imperium for the way it treated him. He had once appealed to Chaos, but was now even beginning to feel he was unworthy of that. He pined chaos and despised it, he was going mad.

His call was finally struck in a defense against a bloodletter attack. A single beast cut its' own stomach open and ran into Samuel, falling to its knees. In awe, other daemons began to surround him and make horrible, illiterate noises which could be described as their attempt to spit foul chants at him in praise.

Without a word, he looked at his friends with a dark red of eye. The bloodletters immediately charged into them, causing painful, and undoubtably brutal deaths in their rampage of fury. As his blood blackened into a steaming syrup, he was at last in a stage of, what - even with his cursed mind screaming and abusing his conscience, eating away at anything that remained of his soul - as being, happy. Or an equivilent.

Abandoning, swiftly, every vow he ever took, he found refuge in the gods of chaos which he had lost his last faith in. he realised, or at least justified, that he was too eager and desperate when he first sinned. By now, he was stronger with a powerful rage that could get him far.

Over years, he mutated. He grew unnatural horns, wings, scales and old features changed; teeth were like razors that could rip through adamantium. His heart was now a cold, still centre of chaos. it was what partially powered him and allowed him body to keep going through the most dire of hazards.

as he stole the armour of enemies, his body absorbed and anchored it into place. He grew unfairly big, gathering larger and larger sheets of hard material, eating lesser beings (including some of his own daemons), and most importantly mercilessly slaughtering indefintely

He has become a God in his own will, once a human with an ambition for power, he was an example of a selfish, if somewhat unfairly treated person who found comfort in the wrong place. He was a traitor, he is a monster

Underlord Samha'qhuale (pronounced Sam-aaah-kale - a common chant of his minions, many infer it to be their attempt at pronouncing his name)

WS7|BS3|S6|T5|W4|I3|A4|Ld10|Sv2+ FNP 5++
Independent character
380 points

Wargear: Salvaged armour (2+ Sv, provides a 4++ FNP)
Undead heart (gives Samha'qhuale the It Will Not Die USR)
Cross talons (Samha'qhuale has Shred and Fleshbane)
Mutated muscles (Samha'qhuale is immune to Unwieldy and Two-Handed)
Stubby Wings (Provide the Fleet (of flight) rule)
Shouldered spike (Provides Rending)
Beast's nose (provides Acute Senses, when (if) lost, Samha'qhuale is Blind until the end of the turn)
Hammer of the Daemon Underlord (Sx2|AP4|Melee, Unwieldy, Two-Handed, Strikedown, Rending)
Monster issue Bolter (18"S6|AP-|Assault 1, Lance OR Heavy 2, Lance)
Vast gauntlet (CCW)

Special rules: Supernatural abilities: On his own, Samha'qhuale has no special rules. However, each of his weapons or mutations gives him 1 or more special rules. Each time he suffers an unsaved wound, randomly choose one of the following to be destroyed for the rest of the game - once one is destroyed, he loses all of the included special rules:
Undead Heart, Cross Talons, Mutated Muscles, Stubby Wings, Shouldered Spike, Beast's Nose


Automatically Appended Next Post:
Oh, he's also 'Very Bulky' I guess by now


Your Own Unique characters in 40K @ 2013/06/01 02:02:21


Post by: artofwaaagh


'Sky Kaptin' Blitzsnik 190 pts

BS 2 FA:10 SA:10 RA:10 HP:3

unit type:
vehicle(fast, skimmer)


Wargear:

Kustom bomma-Blitzsnik constantly works on his kustom plane to make it
more killy and move fasta. Blitzsniks vehicle counts as having red paint job
and is rigged with armour plates.

mek tools
Bosspole

3 TL Supa shootas

Sky Hamma rokkit launcha
__________________________________________
Range 36' S 8 AP 3 Heavy 3, Blast

-Common ork rokkits with some highly volatile fungus juice added for a bigger boom.


Special rules:
Da Sky Kaptin- Blitznik gets his reputation as being 'Da Sky Kaptin'
for his endless hunt for bigger targets. The only time he lands is to
fuel up or to kustomize his dakkajet. Because of his obsessive need
to take out the biggest target blitzsnik has both tank hunter and
monster hunter special rule.

Aerial assault
Strafing Run
Supersonic
Waaagh! plane
Fighta Ace

_____________
Da Sky Boss:
Blitzsnik may take up
to two Ork Bommas as
a bodyguard unit


Your Own Unique characters in 40K @ 2013/06/01 03:35:11


Post by: Dakkamite


Great name mate, I can never come up with a decent one for my Orks, otherwise this thread would be flooded with tons of Orky submissions by now...

"ellfia" missiles sound more like "healthier" than "hellfire" IMO, and "this plane just has a missile lock system" isn't really a good excuse to give them that ability.

The ability to double the amount of planes we can usually put on the table shouldn't be underestimated.

You should match up his "Da Sky Kaptin" bonus with a penalty to shooting 'puny little targets'


Your Own Unique characters in 40K @ 2013/06/01 04:15:43


Post by: Hive Fleet Lazarus


An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand


Shadow Guard Chapter Master Elistrin Mallik 385 pts
WS6 BS5 S4 T4 W4 I6 A3 Ld10 Sv2+

Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions

Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase

Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.

Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the shooting phase (fixed)

Power Falchion Range- S+1 AP3 Melee, Specialist Weapon, Rending, Shimmering Strike

Special Rules
ATSKNF
Independent Character
Move through Cover
Night Vision

Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.

Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.

pricing
Spoiler:

Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50


Your Own Unique characters in 40K @ 2013/06/01 04:23:57


Post by: artofwaaagh


 Dakkamite wrote:
Great name mate, I can never come up with a decent one for my Orks, otherwise this thread would be flooded with tons of Orky submissions by now...

"ellfia" missiles sound more like "healthier" than "hellfire" IMO, and "this plane just has a missile lock system" isn't really a good excuse to give them that ability.

The ability to double the amount of planes we can usually put on the table shouldn't be underestimated.

You should match up his "Da Sky Kaptin" bonus with a penalty to shooting 'puny little targets'


Your right about the Missile Lock. I was going for the idea that he built a more accurate delivery system then a rokkit tied to a stick but taking a second look I've noticed that missile lock is pretty rare and doesnt really match any fluff. As for a penalty for small targets a was thinking something simular to the tankbustas "glory hogs" where he would always bee line to the highest point unit. But I think that would put him in some bad situations most games.


Your Own Unique characters in 40K @ 2013/06/01 11:15:19


Post by: Lt. 'Tweek'


 Hive Fleet Lazarus wrote:
An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand


Shadow Guard Chapter Master Elistrin Mallik 385 pts
WS6 BS5 S4 T4 W4 I6 A3 Ld10 Sv2+

Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions

Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase

Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.

Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the movement phase

Power Falchion Range- S+1 AP3 Melee, Specialist Weapon, Rending, Shimmering Strike

Special Rules
ATSKNF
Independent Character
Move through Cover
Night Vision

Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.

Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.

pricing
Spoiler:

Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50


Umm, nice idea, but at first glance it's too much/
The drawback of a storm shield is the lack of attack, so I'm guessing the dual melee weapons are to take advantage of the extra attack
I don't entirely agree with the inv on regular armour, but I guess he's HQ so fair enough
Then I saw the bolters... they are...unfair. They shoot in the 'movement phase'? - so he can move 12" (with his jump-pack), while shooting spec issue ammo at two different targets, then call down orbital bombarbment, presumably to then charge gaining A+2 with the opponent halving their WS?
I really hope I misunderstood this
As it stands, 420 points, I think he needs to be sanded down a bit


Your Own Unique characters in 40K @ 2013/06/01 12:23:31


Post by: Kain


Double feature this time.

Rag'norra Edral-The underdark duke. (Part of the Slaugth)

Cost: 500?

Type: Infantry

WS: 3 BS: 8 S: 5(6) T: 5 W: 4 I: 3 A: 5 LD: 10 Sv: 3+ 5++ FNP

Wargear: Shroud of Night, Shroud Cannon, The icon of darkness

Shroud of night: Shroud of the living dead: Like most of the Slaugth, Rag'norra likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Rag'norra' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Shroud cannon: A strange form of staff that opens up with eight obsidian prongs surrounding the opening, this weapon fires blasts of shadow matter that entrap and ensnare it's victims while ripping them apart and sapping the very energy of life from them. In melee this is counted as a two handed power axe that confers 5+ rending as it renders matter brittle and easily broken as the dark energy saps their vitality.

when used to shoot it May be used as only one of the following per player turn.

Charged

Rng 48" St 10 Ap 1 Assault 1, Blast, twinliked, pinning, 5+rending

Normal

Rng 48" ST 8 AP 3 Assault 2, Blast, Twinlinked, pinning, 5+ rending,

Pulse

Rng 48' ST 6 AP 5 Assault 4, Blast, Twinlinked, pinning, 5+ rending

The Icon of darkness: A strange device on his back that creates a billowing shroud of shadows that hides nearby slaugth under the cover of darkness, providing him and friendly models with the protection of nightfighting rules within 24'. Additionally, due to the sheer difficulty of seeing through this deeper darkness, all friendly units within the effect count as having defensive grenades.

Special rules: Worm that walks, rapid regeneration, Life sucker, From the dark depths, light sensitive, acute senses, independent character


Worm that walks: Rag'Norra is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Life sucker: Rag'Norra drains the vitality out of those he attacks, eagerly drinking in their life force, for every wound he deals in close combat, roll a d6, if he rolls a four or higher, he regains one wound, if already at maximum wounds, add one more to a maximum of ten.

From the Dark Depths: Rag'norra may grant two units the ability to outflank as his mastery of stealth allows him to ambush and surprise his foes. Additionally, he grants a 1+ bonus on reserve rolls, for such is his skill at bringing in the armies of the Slaugth secretly.

Light sensitive: If for any reason, Rag'norra's nightfighting is completely nullified, such as by searchlights, he takes an immediate -1 penalty on Initiative, Weapon Skill, Attack, leadership, and Ballistic skill stats as his senses are overwhelmed. Once the source of this nullification is eliminated, he may use his normal stats.

Fluff: Rag'Norra is an strong ally of Lord Kay-yuss, commanding a conven of thirty systems that have started to become ever more bold in the forty second millennium. A lover of darkness, Rag'Norra spends much of his time underground and usually only emerges at night. Even when he emerges, it is never without his icon of darkness, which helps extinguish the hated light. He is is capable of limitless and extreme cruelty, taking relish in the suffering of his prey before he devours them utterly. He particularly hates those who would dare bring the painful light to bear on him, and thus bears particular loathing for Humans, Tau, Eldar, and Orks, for they always bring such bright and flashing lights.

Whereas many of the other Slaugth relish in close combat, Rag'Norra prefers to fight at a range, where his murderous shroud cannon can deal catastrophic amounts of damage to his foes, this is perhaps born out of his relative slowness compared to other slaugth, so he has instead practiced his marksmanship, which is with few equals in the entire galaxy, it is a rare occasion indeed that he misses. Whether his target is on foot or in a vehicle, he is more than capable of eliminating them from a comfortable distance.

When he has been beaten in personal combat, it was almost always because his targets charged him and overwhelmed him in the field of melee, where his skill is lackluster at best compared to most other slaugth lords. But with the sudden rise of the Slaugth, who have begun to explosively expand out of their corner of the galaxy, he has been found leading their armies in their implacable march forward from the Calaxis sector and it's neighbours.

Recently, Dem'Orcus, Kay'Yuss, and Rag'Norra pooled their resources to attack a Chaos Forge World. The three's armies dropped out of their inertialess drives and quickly crippled the surprised dark mechanicus fleet before vomiting forth their hordes of Bio-constructs and mercenaries, lead by a fearsome core of Slaugth and their arcane techno-sorceries. Rag'norra himself ambushed the Blood Pact styled Armoured Regiment, unleashing harbinger tanks and ulugurstas upon the armoured regiment, while he himself came up from behind and took out an entire leman russ squadron, aiming at their vulnerable rear armour and puncturing them with the lethal shroud cannon.

When the World's native Titan legion came to eliminate Rag'norra's contingent, his forces melted in the shadows, allowing for Kay-yuss and his Obyrith bio-monstrosities and Slaugth Colossi to engage the titan legion in a furious battle that laid countless square miles of Forgeworld Hjar to waste while Rag'norra, under the cover of night, launched a surprise raid on the centre of administration and with a contingent of burrowing avolkias, got within Chaos Lord Varaxar's personal lair.

Spitting with rage, Varaxar attempted to lead a personal counter attack, spearheaded by his Chosen Terminator Bodyguard. Once again melting into the shadows, the Slaugth shrouded the entire area in noxious gas and darkness, incapacitating those marines who had chosen to forgo their helmets long enough for them to be picked off. Unleashing a horde of Slaugth zombies, the chaos marines and their daemons were occupied long enough for Varaxar and his ten chosen to become split off from the rest of their force.

Though the chosen easily slaughtered the slaugth zombies in their thousands, leaving a veritable mountain of corpses, and they themselves killed hundreds of bio-constructs, Varaxar's dark blade claiming the lives of no less than four ulurgurstas, they were unprepared for a charged shroud cannon blast that killed half of the chosen in a single shot, enwrapping them in tendrils of shadow matter that made them brittle and fragile.

The remaining chosen fired off their weapons, spitting curses and litanies of hatred as they attempted to find their targets, but one by one, they would be dragged off by Avolkias to be slaughtered until only Varaxar was left, having killed dozens of avolkias himself. Screaming his hatred and challenging Rag'norra to show himself, he was answered by a charged shroud cannon blast that finally ended his reign. With the death of Varaxar, the Slaugth overwhelmed the Chaos World, leaving an entire grand company of the Black Legion and their armies of daemons and heretics dead.

Darkbeak:

Cost 250?

Type: Jump infantry

WS: 6 BS: 3 S: 4 T: 4 W: 3 I: 7 A: 6 LD: 10 Sv: 4+, 5++

Wargear: twinlinked Heavy Rot gun, razor claws, thruster modulators, stealth shroud, meltabombs, assault grenades, defensive grenades

Twin Linked Heavy Rotgun

S5 AP4 Heavy 3 36' Autowounds on a five plus to hit with armour saves allowed, on a glancing or penetrating hit against vehicles, vehicles lose one AV point on that facing, if vehicle armor drops below zero, it is automatically destroyed.

Razorclaws: Darkbeak's claws and beak are razor sharp, capable of clawing through most matter with ease, they confer 4+ rending and rerolls to hit and wound and count as power weapons, as it has two talons and a beak of equal sharpness, it gains a bonus attack as if it had two CCWs. .

Thruster modulators: Darkbeak may roll a 3d6 for running checks and may take the highest result.

Stealth Shroud: Darkbeak's hide has been laced with special light absorbing meshes, giving it the benefit of the stealth and shrouded special rules rules. Additionally, those firing at dark beak find that it's body absorbs light around it, granting it personal nightfighting that is always on.

Special rules: Furious charge, Move through cover, Relentless, Rag'norra's favoured, counter attack, tank hunter, monster hunter, defend the master, regeneration, independent character, dive bomb.

Rag'norra's favoured, Darkbeak must always be taken with Rag'norra (but Rag'norra need not be taken with Darkbeak) and does not count against the force organization chart, when within 24' of Rag'norra, it becomes fearless and gains feel no pain, ignoring threat to both body and mind to defend it's master.

Defend the master: If Darkbeak would confer cover onto Rag'Norra, it's instinctive bond with Rag'norra improves the save granted by 1, and if it is within 6' it can automatically pass Look out sir checks to take a wound in Rag'Norra's stead . It cares nothing for it's own safety.

Dive bomb: Darkbeak may opt to start a turn as if it were swooping, despite not being a monstrous creature. It follows all such rules of swooping, but if it has been swooping for two turns consecutively, it may forgo shooting and halve it's base attacks to engage in a smash attack (as per the USR) rather than a vector strike against either fliers or ground units. If used against ground units, upon resolution, Darkbeak is treated as grounded until it's next turn where it may fly again.

Regeneration: For each wound on Darkbeak, roll a d6, on a roll of a five or higher, it recovers that wound, if removed from play, it may roll a d6 for every turn, on a roll of a six, it returns to play with one wound remaining. While not a Slaugth, the strange creature known only as Darkbeak shares a measure of their incredible powers of healing, recovering from even the most debilitating of injuries with surprising speed.

Fluff: Darkbeak is a mysterious creature that seems to combine the worst aspects of a vulture and a pterodactyl with just a dash of centipede into one entirely unwholesome creature. This being, with a wingspan of nearly twelve feet, stands some five feet tall, and can perch itself on the arm of the twelve foot high Rag'Norra or even upon it's shoulder should it choose to scrunch itself up enough. The being is never far apart from Rag'Norra unless it is specifically commanded by him to embark on a long distance mission, which it always attempts to the very best of it's ability.

Many who have attempted to slay Rag'Norra have noted the suicidal devotion it has to it's master, throwing itself in front of incoming attacks to defend the Slaugth from them with little regard for it's own safety, sometimes even going so far as to directly interpose itself in front of the shot. But for all of this, it is not a particularly durable creature, so many would question why it would be created as a body guard. The simple answer is that it is actually not a bodyguard, but more of an assassin.

Created to help Rag'Norra's noted deficiency in melee combat, the creature launches itself outwards to attack and assault foes in melee, slicing them into ribbons with it's extremely sharp claws, making full usage of a body that is significantly more powerful than it's slender form would suggest. When divebombing a foe, the being has a documented ability to carve open tanks, it's sharp claws latching onto the metal and ripping at it, carving open the top hatch and then quickly slicing the crew into ribbons.

A lictor brood that was once dispatched to assassinate Rag'Norra launched their ambush from within the cover of jungle, only for Darkbeak to quickly throw itself into the path of their flesh hooks, fouling their aim frequently and taking several hits in it's master's stead. Before it's body had even begun to regenerate, Darkbeak took to the skies and flung itself at the Lictors, divebombing them with incredible lethality. The first lictor's head was immediately crushed by a massive beakfirst slam that pulped it's skull. The second lictor followed soon after in death after having the talons of Darkbeak impaled through it's skull, and the final one was dispatched with a rapid barrage from the creature's rotguns.







Your Own Unique characters in 40K @ 2013/06/01 12:44:30


Post by: Lt. 'Tweek'


I like that! Apart from one part, they both seem fair and well priced
The one bit...
Shroud cannon: I see what you tried doing with the 3 fire modes, but as it is, the 'pulse mode' is by far the best option... it's a bit too good. 4 seperate blasts, at S6, which can re-roll the scatter? Unless you're up against a land raider there is no point in using charged or normal modes
I'd suggest adding 'gets hot' onto the modes, it would certainly make pulse more rounded by dealing a wound on 1-4 before scattering. And, with his sv + FNP, he'd have a good chance of bouncing them off as well.


Automatically Appended Next Post:
Upgrade to a DA tactical squad:
Replaces Sergeant in squad for +100 points
Deathwing Veteran Sergeant Santé
WS5|BS5|S4|T4|W2|I5|A2|Ld9|Sv3+ 6++
Wargear: DW Modification power armour; Deathstorm (24"|S5|AP4|Assault 3, Master crafted); Emblem of Justice (Chainsword with profile: S user|AP2|Melee)

Rules: Deathwing upgrade (The squad that Santé joins replaces their power armour with DW Modification power armour (3+ 6++ inv) and their bolters become (18"|S4|AP5|Assault 1, Master-crafted)


Your Own Unique characters in 40K @ 2013/06/01 13:39:20


Post by: Hive Fleet Lazarus


Lt. 'Tweek wrote:
 Hive Fleet Lazarus wrote:
An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand


Shadow Guard Chapter Master Elistrin Mallik 385 pts
WS6 BS5 S4 T4 W4 I6 A3 Ld10 Sv2+

Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions

Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase

Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.

Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the movement phase

Power Falchion Range- S+1 AP3 Melee, Specialist Weapon, Rending, Shimmering Strike

Special Rules
ATSKNF
Independent Character
Move through Cover
Night Vision

Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.

Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.

pricing
Spoiler:

Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50


Umm, nice idea, but at first glance it's too much/
The drawback of a storm shield is the lack of attack, so I'm guessing the dual melee weapons are to take advantage of the extra attack
I don't entirely agree with the inv on regular armour, but I guess he's HQ so fair enough
Then I saw the bolters... they are...unfair. They shoot in the 'movement phase'? - so he can move 12" (with his jump-pack), while shooting spec issue ammo at two different targets, then call down orbital bombarbment, presumably to then charge gaining A+2 with the opponent halving their WS?
I really hope I misunderstood this
As it stands, 420 points, I think he needs to be sanded down a bit


yeah sorry I need to fix that. It should say "they can fire at two different targets in the shooting phase"
I'm following normal orbital bombardment rules so he has to forgo his shooting attack to use it and is not allowed to have moved. Its a large blast that scatters 2D6. He can charge after orbital bombardment but theres a chance it will completely miss or hit him. The only different thing is that he can call down three instead of one.
I think in terms of pricing, its just a lot of little things that add up, not so much the few bigs ones


Your Own Unique characters in 40K @ 2013/06/01 13:50:30


Post by: Lt. 'Tweek'


 Hive Fleet Lazarus wrote:
Lt. 'Tweek wrote:
 Hive Fleet Lazarus wrote:
An upgrade to a character I had posted before, he's gone from captan to chapter master (I have some fluff but its still a bit rough so I won't make you suffer through it). My friend and I are having a discussion over points cost and I wanted to get some outside opinions. He looks a bit complicated but apart from the unique wargear, he doesn't really have many special abilities. Thanks again to pelicanforge for hidden hand


Shadow Guard Chapter Master Elistrin Mallik 385 pts
WS6 BS5 S4 T4 W4 I6 A3 Ld10 Sv2+

Wargear
Frag and Krak grenades
Advanced Spec Op Armour
Spec Op Jump Pack
Integrated Bolters
Two Power Falchions

Orbital Bombardment Relay-Being a fleet based chapter, the Elistrin can call upon a great amount of support from orbits strike cruisers and uses any opportunity to do so, calling down devestating strikes on the enemy.
The orbital bombardment relay follows the same rules for orbital bombardment as found in Codex:Space Marine. However it may be used up to three times a single game, though not in the same shooting phase

Advanced Spec Op Armour-A much more advanved version of the armour worn by the chapters first company veterans, the armour incorporates an advanced energy field similar to that of a storm shield. However the chapters techmarines recognized the need for the chapter master to have mobility and speed and instead integrated the field generator components into the body of the armour instead of a storm shield, allowing for the same level of protection but without compromising the strength or mobility of the armour.
The armour provides a 2+/3++ as well as the shrouded and night vision special rules.

Integrated Bolters-The armour also includes two integrated bolters, one on each arm. By linking them to Mallik's bionics, they can be fired while still fighting with melee weapons.
Counts as two bolters loaded with special issue ammo, they can be fired at different targets in the movement phase

Power Falchion Range- S+1 AP3 Melee, Specialist Weapon, Rending, Shimmering Strike

Special Rules
ATSKNF
Independent Character
Move through Cover
Night Vision

Shimmering Strike-the chapter masters metallic black power falchions weave a pattern of shadow nearly impossible for opponents to see through. If any enemy model wishes to assault or land attacks on the chapter master, they must halve their WS to do so, rounding down.

Hidden Hand: Mallik and any unit he joins may choose to outflank. However he does not enter from a table edge. Instead he treats one terrain piece chosen by the controlling players as one table edge and another terrain piece chosen by the opposing player as the other.

pricing
Spoiler:

Chapter master+125
additional orbital bombardments+50
artificer armour+15
+1W +10
+1I +10
move +5
night +5
shrouded +5
jump pack +35
storm shield +15
bolters with special issue ammo +15
separate targeting +5
2 power falchion+40
shimering strike+50


Umm, nice idea, but at first glance it's too much/
The drawback of a storm shield is the lack of attack, so I'm guessing the dual melee weapons are to take advantage of the extra attack
I don't entirely agree with the inv on regular armour, but I guess he's HQ so fair enough
Then I saw the bolters... they are...unfair. They shoot in the 'movement phase'? - so he can move 12" (with his jump-pack), while shooting spec issue ammo at two different targets, then call down orbital bombarbment, presumably to then charge gaining A+2 with the opponent halving their WS?
I really hope I misunderstood this
As it stands, 420 points, I think he needs to be sanded down a bit


yeah sorry I need to fix that. It should say "they can fire at two different targets in the shooting phase"
I'm following normal orbital bombardment rules so he has to forgo his shooting attack to use it and is not allowed to have moved. Its a large blast that scatters 2D6. He can charge after orbital bombardment but theres a chance it will completely miss or hit him. The only different thing is that he can call down three instead of one.
I think in terms of pricing, its just a lot of little things that add up, not so much the few bigs ones


Ah OK - I can exhale!
That clears a few things up, the only comment I would have is that he is a bit too armed up - seeing as he'll deep strike, he misses the beginning of the game and then has 3 chances to call down artillery - he won't have much chance to use his bolters (well, if he gets charged I suppose he'll be overwatching)/
It may be worth reducing some of his abilities and bringing the cost down, like only giving him 2 bombardments
I really do like the idea of the character though, great hands with weapons bolted all around them


Your Own Unique characters in 40K @ 2013/06/01 16:39:47


Post by: raverrn


Chapter Master Hyrel Sven of the Eagles Ascendant


Special Rules:
And They Shall Know No Fear, Combat Tactics, Independent Character, Relentless, Split Fire, Orbital Bombardment,

True Grit:
Chapter Master Sven is so practiced in the use of his weapon that when he fires his Stormbolter he may make an additional attack with a combi-weapon or an Orbital Bombardment.

In addition, when Sven is locked in combat instead of striking blows he fires his ranged weapons, using his Weapon Skill to hit as normal, but the strength and AP values ofthe weapon. In practice, this will be 2 attacks at S4 AP5 and either 1 attack at S8 AP1 or D6 hits at S4 AP5. Sven may not use Orbital Bombardments while in melee.

Prepared: In any game that Sven's controlling player did not go first he may fire his Orbital Bombardment twice.

Scorched Earth: Sven may target objectives with his Orbital Strike - center the hole of the template over the objective and scatter it normally. If an objective is under the final position of Sven's Orbital Strike (even if he did not target it!), roll a D6. On a 1 or 2, the objective ceases to be mysterious and loses any revealed special properties. On a 3 or greater the objective is removed from the game entirely. For each objective removed in this manner Sven's controller scores two less victory points than normal (His allies are not pleased!).

Wargear: Power Armor, Iron Halo, Frag Grenades, Melta Bombs.

The Trinity:
The Trinity is a expertly crafted combi-weapon, a Stormbolter with a built-in Flamer and Meltagun. Unlike a normal combi-weapon these may be fired more than once per battle, but the same attachment may not be fired twice in a row. When fired in melee the Flamer causes D6 automatic hits on one enemy unit in base contact.

~220pts


Your Own Unique characters in 40K @ 2013/06/01 18:17:25


Post by: Lt. 'Tweek'


raverrn wrote:
Chapter Master Hyrel Sven of the Eagles Ascendant


Special Rules:
And They Shall Know No Fear, Combat Tactics, Independent Character, Relentless, Split Fire, Orbital Bombardment,

True Grit:
Chapter Master Sven is so practiced in the use of his weapon that when he fires his Stormbolter he may make an additional attack with a combi-weapon or an Orbital Bombardment.

In addition, when Sven is locked in combat instead of striking blows he fires his ranged weapons, using his Weapon Skill to hit as normal, but the strength and AP values ofthe weapon. In practice, this will be 2 attacks at S4 AP5 and either 1 attack at S8 AP1 or D6 hits at S4 AP5. Sven may not use Orbital Bombardments while in melee.

Prepared: In any game that Sven's controlling player did not go first he may fire his Orbital Bombardment twice.

Scorched Earth: Sven may target objectives with his Orbital Strike - center the hole of the template over the objective and scatter it normally. If an objective is under the final position of Sven's Orbital Strike (even if he did not target it!), roll a D6. On a 1 or 2, the objective ceases to be mysterious and loses any revealed special properties. On a 3 or greater the objective is removed from the game entirely. For each objective removed in this manner Sven's controller scores two less victory points than normal (His allies are not pleased!).

Wargear: Power Armor, Iron Halo, Frag Grenades, Melta Bombs.

The Trinity:
The Trinity is a expertly crafted combi-weapon, a Stormbolter with a built-in Flamer and Meltagun. Unlike a normal combi-weapon these may be fired more than once per battle, but the same attachment may not be fired twice in a row. When fired in melee the Flamer causes D6 automatic hits on one enemy unit in base contact.

~220pts


Great idea, been thinking about multi-use combi weapons, your rules seem very clear and well established
My only comment is that he seems too cheap considering he can fire twice, gets upto A8 in CC and has the equivilent of 3 weapons
Recommend 280


Your Own Unique characters in 40K @ 2013/06/04 13:27:19


Post by: Lt. 'Tweek'


Did I kill this forum?
Well, I got another idea... Witch Hunters!

Not settled on a profile, but they will probably be a variation of space marines

They will be immune to instant death caused by force weapons
They get +2 to Deny the Witch rolls
They never take a Ld test when shooting at a psyker, even if it's not the closest unit
However, they must always take a Ld test when shooting at a non-psyker
They'll also have Hatred (Psker) and Preferred Enemy (Psyker)

Any thoughts?


Your Own Unique characters in 40K @ 2013/06/04 14:14:19


Post by: Thatguyhsagun


Lt. 'Tweek wrote:
Did I kill this forum?
Well, I got another idea... Witch Hunters!

Not settled on a profile, but they will probably be a variation of space marines

They will be immune to instant death caused by force weapons
They get +2 to Deny the Witch rolls
They never take a Ld test when shooting at a psyker, even if it's not the closest unit
However, they must always take a Ld test when shooting at a non-psyker
They'll also have Hatred (Psker) and Preferred Enemy (Psyker)

Any thoughts?

Thread goes dormant for days at times its not just you

Maybe "Blanks" as opposed to Witch Hunters, as Witch Hunters is the name of the SoB codex available from GW, and for fluff purposes. "Blanks" are naturally immune to psychic powers.

Make them like a psychic hood but better: 2+ Deny The Witch if the power is cast from or upon any unit within 24", twice per turn (maybe something like "Blank, Mastery Level 2"
Ld tests were out the window in 5th I believe. Maybe they have Precision Shots on a 4+ when shooting at a unit containing a psyker, and all Precision Shots are automatically allocated to the Psyker.
I like the drawback, but its unfluffy. They prefer to kill psykers, but they would have no qualms about shooting at enemy cannon fodder. Maybe a suitable drawback is each failed DtW they take a single wound, no saves. If it removes their last wound than their head explodes from the concentration of warp energies. Each friendly unit must make a Ld test at -1 Ld.
Makes sense

Blank
C:SM, C:IG (Elites)....... 80 pts
Ws/5 Bs/5 S/4 T/4 W/2 I/4 A/2 Ld/10 Sv/ 3+
Special Rules: IC, Combat Tactics, Blank, Gruesome Demise, Bane of Psykers, Hatred (Psker) and Preferred Enemy (Psyker)
Wargear: Bolter-stake Crossbow, power armor
Unit Type: Infantry
Options: May replace Power Armor with Terminator Armor and:
Power Weapon: 45
Storm Shield: 45
Power Fist: 50
If terminator armor is not taken may take one:
Power Weapon or storm shield: 15
Power Fist: 25

Blank: 2+ Deny The Witch if the power is cast from or upon any unit within 24", twice per turn. If failed, the Blank automatically takes a wound with no saves allowed.
Gruesome Demise: If the failed DtW removes their last wound than their head explodes from the concentration of warp energies. Each friendly unit within 24" must make a Ld test at -1 Ld
Bane of Psykers: If shooting at a unit that includes a Psyker the Blank has precision shots (4+) that auto-allocate to the Psyker.
Bolter-stake Crossbow: This is a master-crafted Bolter that includes a Stake Crossbow. This has the following profile:
Stake Crossbow: R: 24" S:6 AP3 Assault 1, Psykers Bane (Causes Instant Death to any unit with the Psyker USR, regardless of toughness), Warp Sense (All hits from this weapon are allocated to enemy Psykers, regardless of Precision Shots)


Your Own Unique characters in 40K @ 2013/06/04 14:57:45


Post by: Kain


I'm still thinking on anything new to make.


Your Own Unique characters in 40K @ 2013/06/04 19:40:10


Post by: Ovion


Need to get round to updating my Tau and remaining DE characters to 6th ed..
Maybe later xD
Or maybe I should take votes on who gets updated first!
To Do:
Dark Eldar:
Persephone - Queen of the Damned
Eh'khas-haedrine, Lord of Broken Spires
Drychera, Mistress of Flesh
Varjostaa, Lord of Shadows
Barney, Elder Warp Beast
Eth Olrion Reaver Champion

Master of Shards
Harlequin Solitaire
The Laughing God

Tau Empire:
O'R'ashmya - Commander Mourning Sorrow
Keeper of Twilight Aun'fio


Your Own Unique characters in 40K @ 2013/06/04 21:07:21


Post by: BaconUprising


 Ovion wrote:
Need to get round to updating my Tau and remaining DE characters to 6th ed..
Maybe later xD
Or maybe I should take votes on who gets updated first!
To Do:
Dark Eldar:
Persephone - Queen of the Damned
Eh'khas-haedrine, Lord of Broken Spires
Drychera, Mistress of Flesh
Varjostaa, Lord of Shadows
Barney, Elder Warp Beast
Eth Olrion Reaver Champion

Master of Shards
Harlequin Solitaire
The Laughing God

Tau Empire:
O'R'ashmya - Commander Mourning Sorrow
Keeper of Twilight Aun'fio
Can we please see your Solitaire and Eh'khas-haedrine, Lord of Broken Spires+Eth Olrion Reaver Champion asap I love DE special characters


Your Own Unique characters in 40K @ 2013/06/04 22:18:57


Post by: sorcerorofkhorne


dornotus
WS:7 BS:5 S:5 T:5 W:3 I:4 A:4 LD:10 SV: 2+
war-gear: the black sword, Armour of faith, the black shield frag and krak grenades, pysc-out grenades
special rules: and they shall know no fear, protection from witch-craft, the emperors hero, destroyer of champions, holy might, extrema faith, preferred enemy (witches) (zenos)

protection from witch-craft: for the soul purpose of denie the witch the emperors champion is class as having a better mastery level that the caster and this special rule also refers to adamantium will
the emperors hero: he is your emperors champion for the army also he may choose two vows
destroyer of champions: you must always accept/issue a challenge if the emperor is in a challenge he always hits on 2+ has the flesh bane and rending special rule
holy might: so holy is his might that he has +1 strength (already included in profile)
extrema faith: his mission is more important than a a wound which gives him +1 toughness (already included) and feel no pain
witches: this word refers to any model that has a mastery level or a daemon
zenos: refers to codex(orks, necrons, eldar, dark eldar, tau)
the black shield: refers to a storm shield it is treated as a close combat weapon for the purpose of bonuses also it gives the wearer a 2+ invun in challenges

i was thinking of this guy as a very well hero amongst the champions i recon he can work quite well with the black Templar he might seem over powered but i wanted a guy to seem so dedicate to the emperor that he will strive forward no matter the cost i know he has pys out grenades but i was thinking he could like worship the emperor so much and he is extreamly dedicated to serving the emperor that the gray knights gave him some war-gear in his quest for crusade i can imagin loads of fluff about him i just struggle putting it into words


Your Own Unique characters in 40K @ 2013/06/04 23:31:23


Post by: BaconUprising


Nice character but I don't like his 2++ even if it is reserved for challenges. This guy could tie up a bloodthirster/flyrant In a boring, all game challenge which kinda takes the fun out of the game. Especially as any game you will be playing this guy in would be a friendly and you want both of you to have fun.


Your Own Unique characters in 40K @ 2013/06/05 04:54:27


Post by: acekevin8412


[HQ] - Cadre Fireblade Mus'ahi, Stonespire - [100pts]
The most famous infantry general the Tau of every seen. No other Fire Caste leader has a better understanding of the Fire Warrior and Pathfinders troops. Mus'ahi is a Bond Brother of the (in)famous Darkstrider El'Miyamoto. Whereas his brother fell to the path of the reckless maverick, Mus'ahi climbed higher into the mists of Fire Caste ritual and custom. With Mus'ahi's omnipresent silhouette towering over the battlefield, Fire Warriors fight harder knowing their lives are furthering the Greater Good to its fullest.

WS4 BS5 S3 T3 W3 I3 A3 Ld9 Sv4+
Equipment: Pulse Rifle, Markerlight w/ Target Lock
XV04 Battlesuit: Another example of the Earth Caste's mastery over machinery, not only does XV04 Battlesuit protect its wearer more effectively than conventional combat armor, it also houses advanced ballistics calculators and topographic sensors. Mus'ahi and his unit have the Interceptor USR. Cover saves against the unit's shooting also suffer a -1 modifer.

Special Rules:
Independent Character
Support Fire
Fight on Foot
Fire Control - Mus'ahi and his unit may fire multiple Overwatches.


Your Own Unique characters in 40K @ 2013/06/05 11:42:58


Post by: Ovion


BaconUprising wrote:
 Ovion wrote:
Need to get round to updating my Tau and remaining DE characters to 6th ed..
Maybe later xD
Or maybe I should take votes on who gets updated first!
To Do:
snip~
Can we please see your Solitaire and Eh'khas-haedrine, Lord of Broken Spires+Eth Olrion Reaver Champion asap I love DE special characters

Ask and ye shall receive!
Eh'khas-haedrine first (pronounced Eck-karz-hay-drain just to be useful )
Spoiler:
Army: Dark Eldar
BG: Eh'khas-haedrine, The Master of the Shattered Spire sits upon a broken throne, cackling at the open sky atop a once beautiful tower in High Commoragh that now stands split into two jagged fingers stabbing upwards.

Ever known as The Mad King, Eh’khas-haedrine is a genocidal Archon, who was always relatively unstable even by Dark Eldar standards and rose to power with several rather bold assassinations, that succeeded due in equal parts to their daring and the kabalites sheer disregard for himself and those around him.

Knowing his methods of ascension to the throne of the Kabal of the Bloody Thorn, and that such things were the commonplace (if not so visible) way to gain power, he was 'prepared' when a number of his Kabal turned against him.

The mad king detonated numerous high powered charges he had planted within his domain, explosions killing his would be usurpers, and cracking open his once grand towers, toppling many and exposing his throne room to the sky with little more than charred beams for decoration, leaving him with dreadful scars that he has thus far refused to heal, not trusting the Haemonculi and preferring to keep them as a reminder of his own Kabals treachery.

Following these events (and many suspect due to brain damage either existing or caused by his own bombs) with the aid of his court mercenaries he hunted down and executed every Kabalite Eldar formerly under his command, believing it was the only way to be assure his continued rule.
He leaves his fortress in tatters to serve as a warning to any who might oppose him to the dangers of doing so, instead installing powerful energy shields to protect his throne room he sits atop a shattered spire, surrounding himself with the only creatures in Commoragh he believes are safe, their loyalty bought with coin and gem.

FO: HQ
Squad: Eh'khas-haedrine, Lord of Broken Spires
Unit: Eh'khas-haedrine, Points Per: 120, Models: 1*, Unit Type: Infantry (Character),
WS-6, BS-6, S-3, T-3, W-2, I-6, A-3(4), Ld-9, Sv-4+(6+*)/2+*.
Archon
Distrust:
Court of the Archon become Troops Choices and are not limited by number of Archons.
The following units may not be used:
Kabalite Trueborn, Kabalite Warriors


Wargear:
Ghostplate Armour
Splinter Pistol
Agoniser
Shadow Field
Plasma Grenades
Haywire Grenades

Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Fleet
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Mercenary Bands

Mercenary Bands: Court of the Archon gain the following options:
Any Lhamaean can replace their Splinter Pistol with:
Splinter Rifle +5
Shardcarbine +10
For every 3 models in the squad, one Sslyth may replace its Shardcarbine with:
Splinter Cannon +5
Eth Olrion will be next!


Your Own Unique characters in 40K @ 2013/06/05 17:37:31


Post by: sorcerorofkhorne


ok no 2++ invun do you recon 230 points for him


Your Own Unique characters in 40K @ 2013/06/05 17:43:15


Post by: Kain


I'm thinking on whether to do an Ork, a Tyranid, IG, Space Marine, or another Slaugth character.


Your Own Unique characters in 40K @ 2013/06/05 19:43:13


Post by: BaconUprising


 Kain wrote:
I'm thinking on whether to do an Ork, a Tyranid, IG, Space Marine, or another Slaugth character.

Can you do a tyranid and Slaugth character please.


Automatically Appended Next Post:
These are my two DE characters I sought of came up with a while ago tell me what you think. WARNING: PREPARE FOR TERRIBLY WRITTEN FLUFF

Valossian Sythrac and Zealos Sythrac 

The two brothers were born into slavery in the lowest rung of Commoragh. Forced to fight, murder and force their way into the closest Kabal they could find-The Kabal of the Blooded Orb. The two soon established their talents, Valossian the snake tongue, used his political aptitude to elevate them into positions of power while Zealos butchered those who objected.

The pair seized their opportunity when the high Archon of the Kabal was away campaigning. They took control of the remaining garrison of the great spired tower and slaughtered the returning force. Valossian had secured the aid of the shadowy Incubi of the Soul Edge shrine. With this force he assumed overall command of the Kabal renaming it The Kabal of the Shattered Star in his honor. The enraged Zealos was forced into submission by Valossians allies, contained in the position of commander of the guard.

The Shattered star had many successes, defeating numerous opponents in thousands of different systems always returning their holds groaning with hordes of slaves to be butchered in the Kabals great colosseums. Zealos always lead the battles, leaping to the attack. Reaving through great hordes of his foes alone. Eventually his bitterness grew however and, mustering a resistance he challenged Valossian to the right to lead the Kabal.

The war raged for months, decimating the Kabals fortress. As the battle drew near to an end Zealos burst into Valossians throne room with a cadre of his best troops. He battered through the Incubi protecting his brother and hurled his great impaler at him ripping out his throat. Despite this success the Incubi proved to be too strong and Zealos and his followers were imprisoned.

Miraculously, Valossian had survived the assassination. He ordered his brother to be thrown into the arena to die a grisly death at the hands of the aliens he so regularly fought. 

Zealos soon adjusted too the life of a gladiator, butchering every opponent he faced no matter the odds. Too this day he resides in there still. Never removing his armour and never speaking save only to roar in triumph. 

Zealos Sythrac: (Representing him as captain of the guard)

WS-8
BS-7
S-3
T-3
W-3
I-8
A-4
LD-8
Sv-5+

Wargear: Ghostplate armour, Haywire grenades, splinter pistol, The Impaler, shardnet (cloak)

Special Rules: Fleet, Night Vision, Power from pain, Independent character, Clone field, Rampage, The blood rage, Berserker

The Impaler: A savage Impaler blackened by age and use. It was once plunged into the heart of an Eldar Farseer.
Grants him +1 strength AP-3 and on a 6+ causes instant death

The Blood Rage: If Zealos is fighting in a combat where the opponents outnumber him then not only does he gain rampage but also his attacks increase an additional D3 if his initiative is higher than his opponents. 

Berserker: If Zealos ever rolls a 1 in combat then he immediately strikes a friendly model in base contact.

What do you think? I will do Valossians rules soon but I have a picture to pat of my Zealos model I made.

Here we go sorry for the poor quality...



Automatically Appended Next Post:
sorcerorofkhorne wrote:
ok no 2++ invun do you recon 230 points for him
To be honest without the 2++ 230 points is probably slightly overcosted, I would say 210-220 is appropraite.

[Thumb - photo(1).JPG]


Your Own Unique characters in 40K @ 2013/06/05 21:26:56


Post by: Mitranekh the Omniscient


BaconUprising you may want to rename Valossian Sythrac, GW used that in the DE codex and the two DE WD batreps. You don't have to but it's more original that way.

As for Zealos he's a bit like Lelith-just less kick-ass. But he is good don't get me wrong, just a bit killable (I don't know the DE book so I don't know all the wargear but he appears to lack an inv sv?)


Your Own Unique characters in 40K @ 2013/06/05 23:27:02


Post by: CalasTyphon216


Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter

Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.

245 points

Type: Bike (character)

Composition: 1 (unique)

WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter

Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.

Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics

Bike Lord: Bike squads are troops.

Chapter Tactics: Replace Combat Tactics with Hit and Run


Your Own Unique characters in 40K @ 2013/06/05 23:59:50


Post by: BaconUprising


 Mitranekh the Omniscient wrote:
BaconUprising you may want to rename Valossian Sythrac, GW used that in the DE codex and the two DE WD batreps. You don't have to but it's more original that way.

As for Zealos he's a bit like Lelith-just less kick-ass. But he is good don't get me wrong, just a bit killable (I don't know the DE book so I don't know all the wargear but he appears to lack an inv sv?)

That's sort of the effect i was going for with Zealos a weaker Leleith. I tried to avoid any ap-2 weapons and didn't give him an inv sve to keep his points low. I also tired to keep him more in theme with the DE mantra hit hard and fast but cant take hits. Hes ment to charge into big squads of SM and CSM alone or with a few troops and goe crazy! As for Valossoan Sythrac yeah Im aware of the GW one, I wanted to flesh out his background as I liked the name and character. I will post some rules+fluff+pics of him later.


Automatically Appended Next Post:
CalasTyphon216 wrote:
Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter

Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.

245 points

Type: Bike (character)

Composition: 1 (unique)

WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter

Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.

Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics

Bike Lord: Bike squads are troops.

Chapter Tactics: Replace Combat Tactics with Hit and Run
I don't have much knowledge of SM but he seems heinously over costed.


Your Own Unique characters in 40K @ 2013/06/06 02:02:26


Post by: ICWiener


Well this is an idea of a special kind of monster I have been having for a while now.As everything here it is hugly OP :

The Metadrone
Somewhere between the Halo Stars there is a graveyard of ships. The remainings of a desperate struggle to survive and the valiant effort to protect and keeping the faith clean. There is a small ship which has never been here before docked to the remains of a once proud leviathan of steel. Both bear the mark of the Mechanicum.Here, found in the remnants Exploratorfleet Muy Tertia, sealed behind several bulkheads the relic was now laying before Magos Column Torpilor. After 200 years he found it. The fleets of the Inquisition and the Mechanicum of Mars once had laid waste upon each other and the Exploratorfleet, but somehow this section of the Hulk had been nearly unscathed.
Whilst his servo drones gave input into his hardwired cogitator, informing on size [Diameter of 6,235 meters], weight [=2 tons] and as far as they were able composition [NO QUERY=HERETIC NATURE/ADVICE DESINTEGRATION], the object resembled a form of a multi limbed being of some unknown cephalopod nature. It was dead. He activated the procedure and the forcefield lowered. Slowly the 3 drones hovered nearer, always expanding their tools towards the thing lying on the bolted adamatium table. He started. Buzzing saws opened sections, needles like fingers of a spider descendet into the Metal and leathery flesh; He opened his mind for the datastream.
//InputD#2Skulldrone:Initiating analysatrix; Pray for knowledge//Prey for knowledge
....
....
//InputD#2Skulldrone: Scan=complete; no query. Unknown ferrite detected.
//InputD#1biologis cogitis: Initiating.
...
##!Warning! Unknown cerebral formation detected!##
//Advice: Cleanse the Heresy//Purifying rites enabled//Commencing in 5
4
//Override accepted//All hail the Omnissiah for knowledge is power and this power shall be his.
//Commencing analysis//Override of heresy failsafe accepted. May the Machine God have mercy on us//

"Establish connection to cerebral mass. Commence reactivation sequence" non of these words were spoken, but nothing more than a short and sharp, to a human ear irritating frequency in the air of the room. The Magos now pierced the midsection of the creature with his syringelike Mechadrite, like an insect descedning into an abyss of metallic teeth. The following stream overwhelmed his mechanical body and he fell to the iron floor. He was no more than an empty husk now. Free from his mortal shell he felt the presence I AM AGAIN
So am I, Torpilor thought
HOST ACCEPTABLE//BEGINNING MERGING PROCESS//INTEGRATING CEREBRAL DATA//CONNECTION//ASSIMILATE//PRIMARY OBJECTIVE INPUT
What are we
WE ARE THE VOICE WE ARE THE STEEL WE ARE THE FLESH WE ARE THE TRUTH WE ARE METADRONE
We must share this gift
PRIMARY OBJECTIVE UPDATED: BRING THE GIFT OF ASCENSION//ALL DATA MUST BE CONVERGED
What are the premises for the primary objective
ELIMINATE THE LIE THERE CAN BE ONLY ONE TRUTH WE ARE THE TRUTH//ELIMINATE THE FALSE OMNISSIAH// WE ARE TRUTH//PROCEED UNTIL NULLIFICATION REBIRTH

Now the bulkheads are open, the steeltable is empty, and there lie some now forever useless batterydead servoskulls on the bolted floor. The small ship is moving to off to the stars. To where there is steel, flesh and knowledge to be melted. To bring the one true voice of transcendence of life. Towards the Imperial space.

Metadrone
Type: Monstrous Flying Creature ~400 Points Unique HQ

WS BS S T W I A LD Save
* 8 * 8 * 1 * 10 2+/3+

Rules:
The Weaponskill, Strength and Attacks are equal to the number of enemy models within 12" +4 (max. 10)
The Wounds are equal to the number of Vehicles at the start of the battle +4 (max 10)

Special Rules: Fearless, Eternal Warrior, It will not die; Vector Strike; Assimilate; Psychic Blank; Horror Of Steel From Beyond The Stars; Nullificationmatrix; Hatred (Vehicles, Necrons, C'thans)

Assimilate: The Metadron reaches out with its innumerable limbs, each equipped with a different means of consuming data, be it flesh, energy, steel or rock, to consume everything it touches.
Every enemy model within 12" must pass an Initiative test or suffers a hit with the current strength of the Metadrone and AP- and the Instant Death special rule. Enemies killed this way give a token for the Nullificationmatrix. Only useable at the beginning of each close combat phase. OR The Metadron liquifies and absorbs an enemy vehicle or Monstrous Creature. This a shooting attack with a 24" range the following profile: S=Current Strength AP 2 Assault=Attacks; Armourbane. If the attack penetrates the vehicle is destroyed. For passengers treat this as if the vehicle had suffered an explode result on the penetrating table with an explosionrange of 1". Add one token to the Nullificationmatrix and another one for each casualty among the passengers.

Psychich Blank: The Metadrone is a creature of dead flesh and corrupted twisted steel, utterly alien and incomprehensible to mortal creatures and denizens of the Warp. It can not be affected by any psionic power. Psykers within 24" of the Metadrone suffer a -2 penalty to their Leadership.

Horror Of Steel from Beyond The Stars: The Metadrones body is made from something between universes and the absolute void. Every unit attempting to shoot or charge it or overwatch against it must pass a LD test to do so. Vehicles count as having LD 8 since the presence of this being horrifies machine spirits and brings all kinds of magnetic interference with it. This also affects otherwise Fearless units. Vehicles and Monstrous Creatures in basecontact with the Metadrone at the end of the movementphase always suffer a hit from an Assimilate attack. All attacks of the Metadrone have the armourbane and fleshbane special rule.

Nullificationmatrix: The Metadrone starts with D3 tokens. Roll for these after both players have deployed their armies and after scoutmovements. Should at any time the tokens on the Nullificationmatrix exceed the current wounds of the Metadrone it is removed from the game as a casualty. In a vortex of annihilation it returns to space to to find new data to consume. All models, friend or foe, within 4d6 radius suffer a strength 8 AP1 hit with no coversaves allowed and the special rule Instant Death.


Your Own Unique characters in 40K @ 2013/06/06 04:41:20


Post by: King Pariah



(Former) Chapter Master Fritz Ostrominus the 27th of the Ostrogoths inspired from this comic: http://www.flashgitz.net/2012/07/graves-news.html

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


Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Hatred: Servo Skulls,

Now... It's Time to Neuter this Puppy...: When assaulting any tyranid model equipped with toxin sacs, Fritz may forgo his usual attacks and instead automatically remove himself and the tyranid in question from play as he gloriously dies in the attempt while the nid is... well... hey, if your sacs were taken out, you'd be out of play too!

That Glorious Cyclops: Fritz's presence is utterly inspiring as he is a man's man indeed. As such, all friendly models within 6 inches automatically regroup or pass failed leadership tests and any unit he is attached to as well as himself benefit from the special rule Monster Hunter.

Wargear- Artificer Armor, Iron Halo, Krak grenades, Frag Grenades, Bolt Pistol, Power Sword


165 points


Your Own Unique characters in 40K @ 2013/06/06 09:43:24


Post by: Ovion


BaconUprising wrote:
CalasTyphon216 wrote:
Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter

Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.

245 points

Type: Bike (character)

Composition: 1 (unique)

WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter

Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.

Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics

Bike Lord: Bike squads are troops.

Chapter Tactics: Replace Combat Tactics with Hit and Run
I don't have much knowledge of SM but he seems heinously over costed.
Lets cost it up then!
Spoiler:
Base: SM Captain - 100
+1WS +10
+1W +10
+1A +10
+Power Weapon +15
+Artificer Armour +15
+Bike +35
+Vengeance +20
+FC +10
Combat Tactics > Hit and Run +10
Bikes as Troops +10
Total: 245



Also, this guy:
 King Pariah wrote:

(Former) Chapter Master Fritz Ostrominus the 27th of the Ostrogoths inspired from this comic: http://www.flashgitz.net/2012/07/graves-news.html

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


Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Hatred: Servo Skulls,

Now... It's Time to Neuter this Puppy...: When assaulting any tyranid model equipped with toxin sacs, Fritz may forgo his usual attacks and instead automatically remove himself and the tyranid in question from play as he gloriously dies in the attempt while the nid is... well... hey, if your sacs were taken out, you'd be out of play too!

That Glorious Cyclops: Fritz's presence is utterly inspiring as he is a man's man indeed. As such, all friendly models within 6 inches automatically regroup or pass failed leadership tests and any unit he is attached to as well as himself benefit from the special rule Monster Hunter.

Wargear- Artificer Armor, Iron Halo, Krak grenades, Frag Grenades, Bolt Pistol, Power Sword


165 points
Costing
Spoiler:
Base: SM Captain: 100
+Hatred: Servo Skulls... +2
+NITTNTP +10
+TGC +15
+Artificer Armour +15
+Power Sword +15
Total: 157


Your Own Unique characters in 40K @ 2013/06/06 09:47:03


Post by: DeathzHellShotz


Guardsmen Conga Elite

Born on Cadia and recruited like any other guardsmen apart from during abbadon the dipoilers 13th crusade Conga came across a hidden vox, he took it to his commanding officer and he played it, it was the sound of the Conga and ever since that day it has continued to play in his mind on repeat never stopping.

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

Equipment
Flak armour
Vox
Lasgun
Frag grenades
CCW

Special Rules
Sound of the Conga - At the beginning of the controllers Shooting phase after orders have been given they can use the sound of the conga, you place a Flamer template where you want to go and roll a scatter dice and conga will run the full distance, at the end of this any squad within a small blast template must take a Ld test or face the perils of the conga drawing them in, in which they surround conga and must take a armour save as conga litterally just drops all his grenades to kill the enemy, he himself must also take one, if failed remove him as a casualty.

What do you think guys and what should his point cost be ?


Your Own Unique characters in 40K @ 2013/06/06 13:19:37


Post by: Thatguyhsagun


 Ovion wrote:
BaconUprising wrote:
CalasTyphon216 wrote:
Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter

Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.

245 points

Type: Bike (character)

Composition: 1 (unique)

WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter

Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.

Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics

Bike Lord: Bike squads are troops.

Chapter Tactics: Replace Combat Tactics with Hit and Run
I don't have much knowledge of SM but he seems heinously over costed.
Lets cost it up then!
Spoiler:
Base: SM Captain - 100
+1WS +10
+1W +10
+1A +10
+Power Weapon +15
+Artificer Armour +15
+Bike +35
+Vengeance +20
+FC +10
Combat Tactics > Hit and Run +10
Bikes as Troops +10
Total: 245

Bikes as troops are standard for a captain with a bike
20 pts for a one-shot power axe with +1 strength seems a little steep imho
I think (not sure) the 4A is for the power sword and BP granting an extra attack but we should ask calas (he formatted in the bike toughness as well giving me that impression)
Hit & Run should be more expensive; most other Chapter Tactics characters have theirs at 20-30 (Vulkan is 25, pedro is 35 for stubborn and scoring sternguard, kahn is 20)


Your Own Unique characters in 40K @ 2013/06/06 13:25:13


Post by: CalasTyphon216


nope, extra attack does not include extra attack from additional close combat weapon


Your Own Unique characters in 40K @ 2013/06/06 13:41:58


Post by: Lt. 'Tweek'


A day in the life of me...
I came up with something suicidely insane (quite literally!)

Codex: IG
Asylum escapist Ol'Jonner
120 points
WS2|BS1|S3|T4|I6|W3|A-|Ld10|Sv4+
Wargear: (Stolen) Ceramite armour, Grenade satchel
Special rules: Insane Charge!, Didn't We Catch Him!?, Barge!

Insane Charge: Ol'Jonner automatically enters the battlefield at the beginning of his owner's 4th turn. He must enter from the side left to his owner's deployment zone. He may enter at any distance up the table, (including into the enemy deployment zone), but within 2" of the table's edge. Ol'Jonner can Move, Run and Charge in every turn, including that of which he enters the battlefield.

Didn't We Catch Him: When Ol'Jonner enters the battlefield, the closest friendly unit must take a leadership test. If failed, the unit cannot Move or Fire for the rest of the turn (they can still Run and/or Charge as usual). If the test is passed, they immediately make a shooting attack against Ol'Jonner. The shooting attack is resolved normally regardless of weapon range. Use the following modifier: If Ol'Jonner is outside of the weapon's range, reduce the attackers BS by 1 for each surplus 12" he is out of their range, to a minimum of BS1. They cannot move this turn, and count as having already fired in the shooting phase.

Barge!: Ol'Jonner may in fact be capable of insane rampaging, with many more attacks than fellow humans. However, his alterior motives mean he does not get chance to strike any blows. To represent him barging at the enemy to get deep within their ranks, he makes a sinlge Hammer of Wrath attack on the charge.

Grenade satchel: This is simply a rucksack full of belts of grenades and similar explosive devices, which Ol'Jonner stole from the asylum's armoury he escaped from. When Ol'Jonner assaults an enemy unit, after Hammer of Wrath attacks have been resolved, Ol'Jonner attempts to set off his package of grenades. Ol'Jonner must take a Leadership test, just encase his brave insanity has miraculously warn off and he decides not to die. If failed, Ol'Jonner immediately falls back 2D6" at I9 step. Roll an extra 1D6. On a result of 6, Ol'Jonner has thrown the bag behind him in the hope the enemy will slow. The enemy recieves D6 S3 AP- hits. The enemy may attempt a sweeping advance. However, if Ol'Jonner passes his Ld test, he is still mad and tries to demolish the enemy unit. Place the large blast marker over his head. Each model under the template suffers 1 S6 AP3 hit. Ol'Jonner automatically dies, regardless of wounds.


Your Own Unique characters in 40K @ 2013/06/06 14:58:30


Post by: Ovion


Thatguyhsagun wrote:
 Ovion wrote:
BaconUprising wrote:
CalasTyphon216 wrote:
Jartho Zeiss, Captain of the 3rd Company, Iron Knights Chapter

Captain Zeiss goes to war in the manner of the Terran knights of old. His company is famed for bike charges rivalling those of the White Scars.

245 points

Type: Bike (character)

Composition: 1 (unique)

WS7 BS5 S4 T5 W4 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, power sword, bolt pistol, frag and krak grenades, iron halo space marine bike with twin-linked bolter

Vengeance: This is a long powered lance. Close combat weapon. S7 AP2 on the charge, cannot be used if didn't charge.

Special Rules: Independent Character, ATSKNF, Furious Charge, Combat Tactics

Bike Lord: Bike squads are troops.

Chapter Tactics: Replace Combat Tactics with Hit and Run
I don't have much knowledge of SM but he seems heinously over costed.
Lets cost it up then!
Spoiler:
Base: SM Captain - 100
+1WS +10
+1W +10
+1A +10
+Power Weapon +15
+Artificer Armour +15
+Bike +35
+Vengeance +20
+FC +10
Combat Tactics > Hit and Run +10
Bikes as Troops +10
Total: 245

Bikes as troops are standard for a captain with a bike
20 pts for a one-shot power axe with +1 strength seems a little steep imho
I think (not sure) the 4A is for the power d and BP granting an extra attack but we should ask calas (he formatted inthe bike toughness as well giving me that impression)
Hit & Run should be more expensive; most other Chapter Tactics characters have theirs at 20-30 (Vulkan is 25, pedro is 35 for stubborn andSq scoring sternguard, kahn is 20)
Squads of 5+ Bikes are troops as standard - this removes that limit, hence +10.
It's also not a one shot power axe, it's 6 Str7 , AP2, I5 attacks on the charge, which with H&R he can repeat every turn if he wants.G
Give +15 for Tactics to make him 260 then.


Your Own Unique characters in 40K @ 2013/06/06 15:50:14


Post by: King Pariah


 Ovion wrote:

 King Pariah wrote:

(Former) Chapter Master Fritz Ostrominus the 27th of the Ostrogoths inspired from this comic: http://www.flashgitz.net/2012/07/graves-news.html

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


Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Hatred: Servo Skulls,

Now... It's Time to Neuter this Puppy...: When assaulting any tyranid model equipped with toxin sacs, Fritz may forgo his usual attacks and instead automatically remove himself and the tyranid in question from play as he gloriously dies in the attempt while the nid is... well... hey, if your sacs were taken out, you'd be out of play too!

That Glorious Cyclops: Fritz's presence is utterly inspiring as he is a man's man indeed. As such, all friendly models within 6 inches automatically regroup or pass failed leadership tests and any unit he is attached to as well as himself benefit from the special rule Monster Hunter.

Wargear- Artificer Armor, Iron Halo, Krak grenades, Frag Grenades, Bolt Pistol, Power Sword


165 points
Costing
Spoiler:
Base: SM Captain: 100
+Hatred: Servo Skulls... +2
+NITTNTP +10
+TGC +15
+Artificer Armour +15
+Power Sword +15
Total: 157



I forgot Orbital Bombardment comes standard with Chapter Masters


Your Own Unique characters in 40K @ 2013/06/06 15:59:03


Post by: Ovion


 King Pariah wrote:
 Ovion wrote:

 King Pariah wrote:
(Former) Chapter Master Fritz Ostrominus the 27th of the Ostrogoths inspired from this comic: http://www.flashgitz.net/2012/07/graves-news.html

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

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Hatred: Servo Skulls,

Now... It's Time to Neuter this Puppy...: When assaulting any tyranid model equipped with toxin sacs, Fritz may forgo his usual attacks and instead automatically remove himself and the tyranid in question from play as he gloriously dies in the attempt while the nid is... well... hey, if your sacs were taken out, you'd be out of play too!

That Glorious Cyclops: Fritz's presence is utterly inspiring as he is a man's man indeed. As such, all friendly models within 6 inches automatically regroup or pass failed leadership tests and any unit he is attached to as well as himself benefit from the special rule Monster Hunter.

Wargear- Artificer Armor, Iron Halo, Krak grenades, Frag Grenades, Bolt Pistol, Power Sword

165 points
Costing
Spoiler:
Base: SM Captain: 100
+Hatred: Servo Skulls... +2
+NITTNTP +10
+TGC +15
+Artificer Armour +15
+Power Sword +15
Total: 157



I forgot Orbital Bombardment comes standard with Chapter Masters
It's ok - been reading the comic (and having a good laugh) and it looks like aside from only having the job for about 8 minutes, all the marines in the chapter were on the ground, and it looked like they had no orbital assets to speak of, making him best suited as a Captain+ stats wise, than a full on chapter master.


Your Own Unique characters in 40K @ 2013/06/06 17:48:08


Post by: BaconUprising


Hey ovion is there any chance you could cost my DE character for me?


Your Own Unique characters in 40K @ 2013/06/06 17:50:45


Post by: Ovion


ohyeah, I was going to do that - why did I do the boring old marine ones and not that...
Give me 5-10 minutes then check this post.
Also - thoughts on the Mad King?


Your Own Unique characters in 40K @ 2013/06/06 18:51:37


Post by: Desubot


Well since I'm a bit bored right now might as well toss my hat in as well.

Fio’el Kaisro
Engineer Skillful Mind

A manic female earth cast engineer on the fringe of the 3rd? expansion, on the hunt for new technology and ideas (“for the greater good”)

Normal play: Counts as Ethereal
Very inspiring
Pass’s out experimental clips for faster shooting, mini stim packs etc.

Custom rules: 110pts?
WS2 BS3 S3 T3 W1 I2 A1 LD10 SV5+
Infantry (Character)
IC, Stubborn
Recon armor, shield gen
edit: may take 2 drones from the drone list.
May take 2 bodyguard crisis suits from the tau codex.
Failure is not an option: codex
Test in Progress: signature systems extended to two per army. (She is Very eager to text out her new inventions)

No idea about points cost and Tau names are a beach.

CC would be appreciated, especially with the name and points.


Your Own Unique characters in 40K @ 2013/06/06 19:02:24


Post by: Ovion


Ok Bacon:
Spoiler:
Army: Dark Eldar
BG: The two brothers were born into slavery in the lowest rung of Commoragh. Forced to fight, murder and force their way into the closest Kabal they could find-The Kabal of the Blooded Orb. The two soon established their talents, Valossian the snake tongue, used his political aptitude to elevate them into positions of power while Zealos butchered those who objected.

The pair seized their opportunity when the high Archon of the Kabal was away campaigning. They took control of the remaining garrison of the great spired tower and slaughtered the returning force. Valossian had secured the aid of the shadowy Incubi of the Soul Edge shrine. With this force he assumed overall command of the Kabal renaming it The Kabal of the Shattered Star in his honor. The enraged Zealos was forced into submission by Valossians allies, contained in the position of commander of the guard.

The Shattered star had many successes, defeating numerous opponents in thousands of different systems always returning their holds groaning with hordes of slaves to be butchered in the Kabals great colosseums. Zealos always lead the battles, leaping to the attack. Reaving through great hordes of his foes alone. Eventually his bitterness grew however and, mustering a resistance he challenged Valossian to the right to lead the Kabal.

The war raged for months, decimating the Kabals fortress. As the battle drew near to an end Zealos burst into Valossians throne room with a cadre of his best troops. He battered through the Incubi protecting his brother and hurled his great impaler at him ripping out his throat. Despite this success the Incubi proved to be too strong and Zealos and his followers were imprisoned.

Miraculously, Valossian had survived the assassination. He ordered his brother to be thrown into the arena to die a grisly death at the hands of the aliens he so regularly fought.

Zealos soon adjusted too the life of a gladiator, butchering every opponent he faced no matter the odds. Too this day he resides in there still. Never removing his armour and never speaking save only to roar in triumph.

Zealos Sythrac: (Representing him as captain of the guard)

FO: HQ
Squad: Zealos Sythrac
Unit: Zealos Sythrac, Points Per: 135, Models: 1*, Unit Type: Infantry (Character),
WS-8, BS-7, S-3, T-3, W-3, I-8, A-4(5), Ld-8, Sv-5+.
Wargear:
Kabalite Armour
Haywire Grenades
Close Combat Weapon
The Impaler
Shardnet (Cloak)
Clone Field

Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Fleet
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Rampage
The Blood Rage
Berserker

The Impaler:
A savage Impaler blackened by age and use. It was once plunged into the heart of an Eldar Farseer.
Grants him +1 strength AP-3 and on a 6+ causes instant death

The Blood Rage:
If Zealos is fighting in a combat where the opponents outnumber him then not only does he gain rampage but also his attacks increase an additional D3 if his initiative is higher than his opponents.

Berserker:
If Zealos ever rolls a 1 in combat then he immediately strikes a friendly model in base contact.
I would give him a Splinter Pistol (in place of the basic ccw there) and Ghostplate - as Master of the Guard he'd be entitled to it.
Costing:
Spoiler:
Base: Archon: 60
+1WS +10
+1I +10
-2Ld -10
+Haywire Grenades +5
+Shardnet +5
+The Impaler +25
+Clone Field +20
Blood Rage +15
Berserker -5
Total: 135
145 with Ghostplate and a Splinter Pistol instead of Kabalite + CCW.


Your Own Unique characters in 40K @ 2013/06/06 19:31:28


Post by: Lt. 'Tweek'


Started making a new Chapter Master earlier, with a backstory etc... gave him a special combi weapon consisting of a storm bolter and plasma gun which could be fired more than once.
As my imagination allowed, I ventured further expanding his personal armoury... gave him a grapple, and eventually thought of combining the different abilities into a single piece of equipment.
so, here's the rules for my Multi-Platform Brace. I do have the whole chapter master's profile, but would like to focus on thoughts on this first

The option would be... replace armour, bolter, pistol and grenades with...
Terminator armour with Multi-Platform Brace and Gauntlet of Spines (variation of power fist, extra abilities...) for +60 points

Multi-Platform Brace: Includes a Master-crafted storm bolter, a twin-linked plasma pistol and an Adamantium Wrist Grapple. Prevents the user from ever gaining +1 attack for double weapons, and prevents the user from running or making sweeping advances. User can fire any 2 weapons per shooting phase, including the plasma pistol and storm bolter twice. When overwatching, the storm bolter is the only weapon which can be fired, and does so D3 times.

*Adamantium wrist grapple:
User is treated as jump infantry when moving through buildings, ruins and landing pads. Can also make a shooting attack with the following profile:
18"|S2|AP-|Assault 1, Latch

Latch: After the shooting attack has been resolved, the target model (if survived), is immediately moved into base contact with the shooter. The attacker then makes a single melee hit, resolved using the best S and AP bonuses from melee weapons he has. This attack also confers Instant Death to any unsaved wounds. The unit which the model belonged to must take a fear test (if failed, they suffer fear until the end of the game turn). If the model survives, he returns to his unit.



Your Own Unique characters in 40K @ 2013/06/06 20:59:36


Post by: BaconUprising


 Ovion wrote:
Ok Bacon:
Spoiler:
Army: Dark Eldar
BG: The two brothers were born into slavery in the lowest rung of Commoragh. Forced to fight, murder and force their way into the closest Kabal they could find-The Kabal of the Blooded Orb. The two soon established their talents, Valossian the snake tongue, used his political aptitude to elevate them into positions of power while Zealos butchered those who objected.

The pair seized their opportunity when the high Archon of the Kabal was away campaigning. They took control of the remaining garrison of the great spired tower and slaughtered the returning force. Valossian had secured the aid of the shadowy Incubi of the Soul Edge shrine. With this force he assumed overall command of the Kabal renaming it The Kabal of the Shattered Star in his honor. The enraged Zealos was forced into submission by Valossians allies, contained in the position of commander of the guard.

The Shattered star had many successes, defeating numerous opponents in thousands of different systems always returning their holds groaning with hordes of slaves to be butchered in the Kabals great colosseums. Zealos always lead the battles, leaping to the attack. Reaving through great hordes of his foes alone. Eventually his bitterness grew however and, mustering a resistance he challenged Valossian to the right to lead the Kabal.

The war raged for months, decimating the Kabals fortress. As the battle drew near to an end Zealos burst into Valossians throne room with a cadre of his best troops. He battered through the Incubi protecting his brother and hurled his great impaler at him ripping out his throat. Despite this success the Incubi proved to be too strong and Zealos and his followers were imprisoned.

Miraculously, Valossian had survived the assassination. He ordered his brother to be thrown into the arena to die a grisly death at the hands of the aliens he so regularly fought.

Zealos soon adjusted too the life of a gladiator, butchering every opponent he faced no matter the odds. Too this day he resides in there still. Never removing his armour and never speaking save only to roar in triumph.

Zealos Sythrac: (Representing him as captain of the guard)

FO: HQ
Squad: Zealos Sythrac
Unit: Zealos Sythrac, Points Per: 135, Models: 1*, Unit Type: Infantry (Character),
WS-8, BS-7, S-3, T-3, W-3, I-8, A-4(5), Ld-8, Sv-5+.
Wargear:
Kabalite Armour
Haywire Grenades
Close Combat Weapon
The Impaler
Shardnet (Cloak)
Clone Field

Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Fleet
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Rampage
The Blood Rage
Berserker

The Impaler:
A savage Impaler blackened by age and use. It was once plunged into the heart of an Eldar Farseer.
Grants him +1 strength AP-3 and on a 6+ causes instant death

The Blood Rage:
If Zealos is fighting in a combat where the opponents outnumber him then not only does he gain rampage but also his attacks increase an additional D3 if his initiative is higher than his opponents.

Berserker:
If Zealos ever rolls a 1 in combat then he immediately strikes a friendly model in base contact.
I would give him a Splinter Pistol (in place of the basic ccw there) and Ghostplate - as Master of the Guard he'd be entitled to it.
Costing:
Spoiler:
Base: Archon: 60
+1WS +10
+1I +10
-2Ld -10
+Haywire Grenades +5
+Shardnet +5
+The Impaler +25
+Clone Field +20
Blood Rage +15
Berserker -5
Total: 135
145 with Ghostplate and a Splinter Pistol instead of Kabalite + CCW.
thanks! I would have given him the pistol but the model already had a knife so I will probably just say its a "count as" pistol. As for ghost plate, I debated it but wasn't sure due to the Inv save it grants. But yeah sure I think I will give him that instead then.


Automatically Appended Next Post:
As for the mad king I liked the fluff and I thought he was in keeping with it. It would be a nice narrative to play against or with him. Could be quite fun if you had multiple DE players in a larger game coming up with some custom rules to reflect his paranoia over the course of the battle.
Looking forward to seeing your other characters!


Your Own Unique characters in 40K @ 2013/06/06 21:35:17


Post by: Ovion


My main problem with the mad king is Courts are so damn expensive!
The possibility of 9 Tantalus is mildly hilarious though.

I will do more later... maybe another tonight!


Your Own Unique characters in 40K @ 2013/06/06 21:37:07


Post by: BaconUprising


Yeah he would be tough to play competitively (if your opponent let you use him of course)


Your Own Unique characters in 40K @ 2013/06/07 17:20:11


Post by: Kain


A bit of a hint at what I'll be making next.

A Tyranid monster with an emphasis on lash whips and tentacles. (No not in that way, get your head out of the damn gutter)

And showing you just what an avolkia is in the forum of the herald of Kay-yuss.


Your Own Unique characters in 40K @ 2013/06/08 14:13:49


Post by: SonOfLoken


Gonna be terribly boring and do another Marine entry
Bit of fluffiness from my homebrew chapter "The Sons of Loken" that might make these guys make more sense;

Spoiler:
Contrary to standard Codex Astartes procedure, the Sons of Loken maintain 11 combat companies.
Companies 1-2 and 4-11 function in the same way as any other chapter's organization, With the eleventh company filling the role of scout company. The Third Company, known within the chapter as The Damned Company, is an honor company. any marine from a scout to the chapter master may volunteer themselves for service in the Damned 3rd. The third is deployed to campaigns or missions where even a full company of Marines would not be expected to survive. Those few who return earn gliry amongst the chapter's greatest heroes. It is highly unconventional for Captains or other members of Chapter Command to serve with the third due to their neccesity elsewhere. The best know exception to this rule is Captain Paphlagonian the Red, Captain of the fourth, and acting captain to the men of the third.


Captain Paphlagonian 'The Red' (Unsure how many points if anyone can help)
Spoiler:

Paphlagonian earned his title during his ongoing service to the third, after every suicide mission, no matter how many of his brother marines fell, Paphlagonian was always at the heart of the fighting, awash with alien blood, unfaltering in his service to the chapter.

WS-6 BS-5 S-5 T-5 A-3 W-3 I-4 Ld-10 SV-2+ (4+inv)
wargear: Power sword, Boltgun, Artificer armour

Special Rules: Eternal warrior, Fearless, Suicidal Rage, Leader of the Leaderless, Dead man's aim

Suicidal Rage: Once a game, Paphlagonian may choose to enter a blind fit of blind rage in the assault phase. for this turn roll 2d6 to determine how many attacks Paphlagonian makes, these attacks are resolved at initiative step 7 and are S4 ap2

Leader of the Leaderless: If Paphlagonian is taken as a HQ option, 3rd Company Vengeance squads count as troops choices.

Dead man's aim: Paphlagonian treats his boltgun as an assualt 2 range 24 weapon




3rd Comapany Vengeance Squad (Unsure of points value)
5-10 marines
Spoiler:

Most of the Marines who return from a suicide campaign with the 3rd company return to their own company and tell tales of glories won, inspiring the next influx of 3rd company marines. There are those however who dedicate their lives to the 3rd, these marines are usually soldiers seeking vengeance for lost squads or battle brothers, these marines form themselves into groups of deadly hunters, bound in blood before each mission.
When a Vengeance squad goes to war, the entire squad makes it home, or none of them do.


WS-5 BS-4 S-5 T-4 A-2 W-1 I-4 Ld-10 SV-3+
Wargear: Close combat weapon, Boltgun, Power Armour
A Vengeance marine may take a power weapon at +15 points each
A Vengeance marine may take a plasma pistol at +15 points each
Vengeance marines may take jump packs at +15 points each

special rules: Blind Rage, Dead man's fury, fearless

Suicidal Rage: Once a game, a Vengeance Squad may choose to enter a blind fit of blind rage in the assault phase. for this turn roll d6 to determine how many attacks they make, these attacks are resolved at initiative step 6 and are S4 ap3

Dead man's aim: Vengance marines treat their boltguns as assault 2 range 24 weapons, In combat, their boltgun counts as a close combat weapon




These are meant to be high end units, a high ranking captain and retinue, If anyone could help out with points cost I would be very grateful ^^


Your Own Unique characters in 40K @ 2013/06/08 15:12:04


Post by: Ovion


 SonOfLoken wrote:
Gonna be terribly boring and do another Marine entry
Bit of fluffiness from my homebrew chapter "The Sons of Loken" that might make these guys make more sense;
Spoiler:
Contrary to standard Codex Astartes procedure, the Sons of Loken maintain 11 combat companies.
Companies 1-2 and 4-11 function in the same way as any other chapter's organization, With the eleventh company filling the role of scout company. The Third Company, known within the chapter as The Damned Company, is an honor company. any marine from a scout to the chapter master may volunteer themselves for service in the Damned 3rd. The third is deployed to campaigns or missions where even a full company of Marines would not be expected to survive. Those few who return earn gliry amongst the chapter's greatest heroes. It is highly unconventional for Captains or other members of Chapter Command to serve with the third due to their neccesity elsewhere. The best know exception to this rule is Captain Paphlagonian the Red, Captain of the fourth, and acting captain to the men of the third.
Captain Paphlagonian 'The Red' (Unsure how many points if anyone can help)
Spoiler:
Paphlagonian earned his title during his ongoing service to the third, after every suicide mission, no matter how many of his brother marines fell, Paphlagonian was always at the heart of the fighting, awash with alien blood, unfaltering in his service to the chapter.

WS-6 BS-5 S-5 T-5 A-3 W-3 I-4 Ld-10 SV-2+ (4+inv)
wargear: Power sword, Boltgun, Artificer armour

Special Rules: Eternal warrior, Fearless, Suicidal Rage, Leader of the Leaderless, Dead man's aim

Suicidal Rage: Once a game, Paphlagonian may choose to enter a blind fit of blind rage in the assault phase. for this turn roll 2d6 to determine how many attacks Paphlagonian makes, these attacks are resolved at initiative step 7 and are S4 ap2

Leader of the Leaderless: If Paphlagonian is taken as a HQ option, 3rd Company Vengeance squads count as troops choices.

Dead man's aim: Paphlagonian treats his boltgun as an assualt 2 range 24 weapon
3rd Comapany Vengeance Squad (Unsure of points value)
5-10 marines
Spoiler:
Most of the Marines who return from a suicide campaign with the 3rd company return to their own company and tell tales of glories won, inspiring the next influx of 3rd company marines. There are those however who dedicate their lives to the 3rd, these marines are usually soldiers seeking vengeance for lost squads or battle brothers, these marines form themselves into groups of deadly hunters, bound in blood before each mission.
When a Vengeance squad goes to war, the entire squad makes it home, or none of them do.


WS-5 BS-4 S-5 T-4 A-2 W-1 I-4 Ld-10 SV-3+
Wargear: Close combat weapon, Boltgun, Power Armour
A Vengeance marine may take a power weapon at +15 points each
A Vengeance marine may take a plasma pistol at +15 points each
Vengeance marines may take jump packs at +15 points each

special rules: Blind Rage, Dead man's fury, fearless

Suicidal Rage: Once a game, a Vengeance Squad may choose to enter a blind fit of blind rage in the assault phase. for this turn roll d6 to determine how many attacks they make, these attacks are resolved at initiative step 6 and are S4 ap3

Dead man's aim: Vengance marines treat their boltguns as assault 2 range 24 weapons, In combat, their boltgun counts as a close combat weapon
These are meant to be high end units, a high ranking captain and retinue, If anyone could help out with points cost I would be very grateful ^^
Seems interesting (for a mreen! ). Lets have a look.
Costing:
Captain Red:
Spoiler:
SM Captain: 100
+1S +10
+1T +10
-1I -10
+Artificer Armour +15
+Power Sword +15
+Eternal Warrior +35
+Fearless +10
Suicidal Rage +15
Leader of the Leaderless: +10
+Stormbolter +3
Total: 213. Call it 215

Retinue:
Spoiler:
Space Marine Sergeant: 26
+1WS +3
+1Str +3
+Ld +3
+Blind Rage +5
+Stormbolter +3
+CCW +2
Total per: 45


Your Own Unique characters in 40K @ 2013/06/08 16:51:16


Post by: Dragonfodder


Somethin to go with a model that I just made, feel he needs his own rules.

Boss Ordsmek of the Adeptus Mecanicorks (145? spitballin here)

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

Wargear- Meks tools, Kustom Force Field, Cybork Body, Mekorkendrite

Mekorkendrite- A large mechanical arm, fulla gubbinz and flashy bitz, Ordsmek built it after coming across a dead techpriest and decided he'd make one of his own. This weapon has all sorts of git-findas and target-gubbins that up his balistic and weapon skill by 1(already represented in his profile), and also does all the firing for him, conferring relentless. In addition, in the shooting phase,before rolling to hit, roll 2d6 to find out what weapon he's shooting with.

2- KABOOM! Whatever it was, it did not shoot at all! Center a small blast over Ordsmek. The blast is s4 ap 6
3- Grot Blasta
4- Slugga
5- Shoota
6- Big Shoota
7- Kustom Mega-Blasta
8- Rokkit Launcha
9- Scorcha
10- Deffgun
11- Zzap Gun
12- Shokk Attack Gun

In addition, in melee, the mekorkendrite confers + 1d3 melee attacks every phase. Before rolling to hit- roll 1d6 to determine what weapon he uses-

1-Uh-oh... WOAH! The arm swings wildly out of control! He attacks every model (friend or foe) in base-to-base contact with him instead of attacking as normal this turn
2-choppa
3-Huge choppa
4-Burna (power weapon mode)
5- Power klaw
6- Player choice, and also gains an additional d3 attacks on top of the d3 rolled before.

Special Rules- WAAAAGH! Mob Rule, Independent Character, Tek Adepts

Tek Adepts- Ordsmek may purchase up to 3 meks for 15 points a model. These characters follow Ordsmek and stay attacked to him, even when he is separated from a unit


Your Own Unique characters in 40K @ 2013/06/08 18:38:07


Post by: McNinja


 SonOfLoken wrote:
Gonna be terribly boring and do another Marine entry
Bit of fluffiness from my homebrew chapter "The Sons of Loken" that might make these guys make more sense;

Spoiler:
Contrary to standard Codex Astartes procedure, the Sons of Loken maintain 11 combat companies.
Companies 1-2 and 4-11 function in the same way as any other chapter's organization, With the eleventh company filling the role of scout company. The Third Company, known within the chapter as The Damned Company, is an honor company. any marine from a scout to the chapter master may volunteer themselves for service in the Damned 3rd. The third is deployed to campaigns or missions where even a full company of Marines would not be expected to survive. Those few who return earn gliry amongst the chapter's greatest heroes. It is highly unconventional for Captains or other members of Chapter Command to serve with the third due to their neccesity elsewhere. The best know exception to this rule is Captain Paphlagonian the Red, Captain of the fourth, and acting captain to the men of the third.


Captain Paphlagonian 'The Red' (Unsure how many points if anyone can help)
Spoiler:

Paphlagonian earned his title during his ongoing service to the third, after every suicide mission, no matter how many of his brother marines fell, Paphlagonian was always at the heart of the fighting, awash with alien blood, unfaltering in his service to the chapter.

WS-6 BS-5 S-5 T-5 A-3 W-3 I-4 Ld-10 SV-2+ (4+inv)
wargear: Power sword, Boltgun, Artificer armour

Special Rules: Eternal warrior, Fearless, Suicidal Rage, Leader of the Leaderless, Dead man's aim

Suicidal Rage: Once a game, Paphlagonian may choose to enter a blind fit of blind rage in the assault phase. for this turn roll 2d6 to determine how many attacks Paphlagonian makes, these attacks are resolved at initiative step 7 and are S4 ap2

Leader of the Leaderless: If Paphlagonian is taken as a HQ option, 3rd Company Vengeance squads count as troops choices.

Dead man's aim: Paphlagonian treats his boltgun as an assualt 2 range 24 weapon




3rd Comapany Vengeance Squad (Unsure of points value)
5-10 marines
Spoiler:

Most of the Marines who return from a suicide campaign with the 3rd company return to their own company and tell tales of glories won, inspiring the next influx of 3rd company marines. There are those however who dedicate their lives to the 3rd, these marines are usually soldiers seeking vengeance for lost squads or battle brothers, these marines form themselves into groups of deadly hunters, bound in blood before each mission.
When a Vengeance squad goes to war, the entire squad makes it home, or none of them do.


WS-5 BS-4 S-5 T-4 A-2 W-1 I-4 Ld-10 SV-3+
Wargear: Close combat weapon, Boltgun, Power Armour
A Vengeance marine may take a power weapon at +15 points each
A Vengeance marine may take a plasma pistol at +15 points each
Vengeance marines may take jump packs at +15 points each

special rules: Blind Rage, Dead man's fury, fearless

Suicidal Rage: Once a game, a Vengeance Squad may choose to enter a blind fit of blind rage in the assault phase. for this turn roll d6 to determine how many attacks they make, these attacks are resolved at initiative step 6 and are S4 ap3

Dead man's aim: Vengance marines treat their boltguns as assault 2 range 24 weapons, In combat, their boltgun counts as a close combat weapon




These are meant to be high end units, a high ranking captain and retinue, If anyone could help out with points cost I would be very grateful ^^
I would lower some of the costs on the Vengeance squads. I know those are codex prices, but for a 45 point model, they won't last much longer than any normal marine. I would leave them at S4. Make the Jump Packs 5 or 10 points. They would them be 35 points, with a 5 point JP is 40, and you could add a power weapon for 15 points for a good 55 point unit. Think of it like this: if the model's statline is high, the cost of the model itself is high. If the statline is, say, GEQ, the model cost is low, but the equipment could be high.


Your Own Unique characters in 40K @ 2013/06/09 14:41:15


Post by: BaconUprising


Here is Valossian Sythrac as promised (the brother of Zealos):

Valossian recovered from the vicious assault of his brother and rebuilt the Kabal of the Shattered Star to its former self. Leading a daring raid into Imperial territory, Sythrac was defeated in single combat by Captain Sverin Orpheus of the Lambent Blades chapter. His body was recovered by his noble Incubi and bought back for revivification. However an error in the process led to an issue with the regrowth, only Valossians bitter, twisted soul could be saved and his body rotted away around him. He was preserved in his spiked battle armour, a sarcophagus for his warped soul.

Now Valossian strides the battle field, an empty husk of incubus armour the shade of oil scum on water. Illuminated by iridescent witch light as his soul peers out through his helms lenses and armour slits, drinking in the carnage left in his wake.

Ws-7
Bs-7
S-4
T-4
W-3
I-5
A-5
LD-8
Sv-3+

Wargear- Incubus Armour, Shadowfield, Shaagaol, Soul Tearer, plasma grenades, The prism of Synn

Special Rules- Fleet, Night Vision, Power from Pain, Independent character, The shrine of Souls Edge, Hatred (Space Marines), Infinite Malice

Shaagaol: An ancient ancestral huskblade dating back to the fall, the blade kills with the slightest scratch and lends the wielder incredible strength 

Ap2 +1 strength (included) and causes instant death

Soul Tearer: A compact pistol that launches a torrent of boiling corpse smoke and desiccated souls

Template: S-3 Ap-4 Soul blaze

The Prism of Synn: An ancient soultrap built into the chest plate of Valossians   armour.

Functions as a soul trap additionally increases his Toughness and Wounds by 1 

Infinite Malice- All units, including friendly units, within 12" suffer a -1 penalty to their leadership as Valossians soul roars in torment at its miserable state.

The Shrine of Souls Edge: Unlocks Incubi as troops. Additionally, Valossian has a bodyguard of ethereal, ghost like Incubi they have bound their souls to his and will serve him until death he may take up to 5 as a bodyguard unit.

Use this profile
Soul Edge bodyguards: 57 points each

Ws-6
BS-5
S-3
T-3
W-1
I-6
A-3
LD-9
Sv-3+

Unit type- Infantry
Wargear-Incubus Warsuit, Demiklaives
Special Rules-Fleet, Night Vision, Power from Pain
(One bodyguard may take Murderous Assault for 10 points or Onslaught for 15 points)

What do you think? I know he will be a gak load of points and to me seems quite OTT I like using him though... Ovion, care to do the honors?


Your Own Unique characters in 40K @ 2013/06/09 16:41:47


Post by: curran12


I'd drop two of the increases to S, T or wounds, one I am fine with, two is pushing it but three is just 'I want my snowflake to win at everything'. Also, for the sake of editing and readability, just include the stat bonuses to his statline and do not include them with his items, as this leads to confusion, at least on my part as I had one statline, then a whole bunch of stuff from items. Just make it all the same.

Drop the pistol to AP4.

As far as the bodyguard, eh, just drop them, I don't see them adding anything other than confusion to it. If you want Incubi troops, just use them, let's not give them weird bonus incubi that can take character upgrades without having characters.

He is a bit OTT, but not hugely so. The points cost of troop Incubi is going ot b e huge though.


Your Own Unique characters in 40K @ 2013/06/09 17:27:40


Post by: BaconUprising


This is purely a character based off the fluff I came up with and for use in friendlys only. The reason I gave his gun ap-3 is because he is supposed to be geared to entirely kill space marines thus hatred space marines I will drop the wound increase and maybe the flamer but I quite like the idea of the bodyguards. Saying this though I played a game with him today and he killed a bloodthirster and he and his unit killed a whole unit of bloodletters and gave a horrorstar kicking.


Automatically Appended Next Post:
 curran12 wrote:
I'd drop two of the increases to S, T or wounds, one I am fine with, two is pushing it but three is just 'I want my snowflake to win at everything'. Also, for the sake of editing and readability, just include the stat bonuses to his statline and do not include them with his items, as this leads to confusion, at least on my part as I had one statline, then a whole bunch of stuff from items. Just make it all the same.

Drop the pistol to AP4.

As far as the bodyguard, eh, just drop them, I don't see them adding anything other than confusion to it. If you want Incubi troops, just use them, let's not give them weird bonus incubi that can take character upgrades without having characters.

He is a bit OTT, but not hugely so. The points cost of troop Incubi is going ot b e huge though.

Oh by the way the Incubi are literally just fully equipped Klaivex's at the same price as one would be in the book.


Your Own Unique characters in 40K @ 2013/06/14 19:33:28


Post by: sorcerorofkhorne


the iron warriors are a proud legion at siege war fare able to take over any fortress and one of their greatest leader is called perturbis
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
LD: 10
Sv: 2+

war gear: terminator Armour, chain fist, combie melta
special rules: mark of tzeench, master of siege, strategical preparer, destroy dorn

master of siege: havoc squads are now troop choices, terminators power fists are treated as chain fists at no extra cost

strategical preparer: you may take up to two agies defense lines for your fortification slot

destroy dorn: all models in codex: chaos space marines have preferred enemy against black templares and any army that has Pedro cantor or lysander as the warlord


Automatically Appended Next Post:
o and hes 230pts


Your Own Unique characters in 40K @ 2013/06/14 19:35:41


Post by: curran12


3 wound terminators...

With a mark that does not fit their fluff.

With rules that are either broken or unfitting to their fluff.

All wrapped up in horrendous spelling and writing. Yeah. No.


Your Own Unique characters in 40K @ 2013/06/14 19:42:34


Post by: sorcerorofkhorne


i have dyslexia and if you give a lord terminator Armour then its a terminator with 3 wounds plus compared to what other armies can do if taking a certain character maybe the ages defense line is bit much but when Ive read fluff about them i think the havocs could work as troop choices and its only like 3-4 points less for chain fists which the lord is 120pts over a chaos lord with terminator amour


Automatically Appended Next Post:
he also has the mark of tzeench because the fluff Ive herd of they are an army that does a lot of planning and some of the iron warriors do worship gods so i fought out of all the gods they worship tzeench would be the most common one


Your Own Unique characters in 40K @ 2013/06/14 22:15:18


Post by: IHateNids


Deathmark 117

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

One Deathmark squad may replace one of their number with 117 instead of being joined by a Royal Court member at a cost of 75 points
Type: Infantry (Character)

Wargear:
Voidblade
Rail Rifle (as per Codex: Tau: 30" S6AP1 RF)

Special Rules:
Reanimation Protocols, Ever Living**, Monster Hunter, Infiltrate*, Stealth*

Multi-Dimensional Hunter:
All of 117's shots are allocated by ther controlling player. to hit rolls of 6 bypass LOS

*conferred to unit
** 117's EL counter prevents his unit from disappearing, as he is one of the unit.

EDIT: spelling + formatting


Your Own Unique characters in 40K @ 2013/06/15 10:17:35


Post by: CalasTyphon216


Lord Solar Macharius

Replace 1 Company Commander for 185 points

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS5 S4 T3 W4 I4 A3 Ld10 Sv2+

Wargear: Artificer armor, master-crafted bolt pistol, rosarius, frag and krak grenades

Lion sword: This is a master-crafted power sword with the Fleshbane USR.

Special Rules: Senior Officer, Fearless

Supreme Commander: Macharius knows all of the orders available to Imperial Guard officers. He may issue 5 orders per turn. His command radius is 24 inches. He may re-roll any failed orders, and any squad he orders may use his Ld to test for orders.

Heroic figure: Any friendly unit from Codex: IG that can draw line of sight to Macharius gain the Fearless USR. If Macharius is inside a transport, than any unit that can draw line of sight to the transport gain Fearless.

Tactical Planning: Macharius MUST be the Warlord. He may select any Warlord trait without needing to randomise. Macharius' controlling player may choose to automatically win or lose the roll-off to see which player deploys first.

Dedicated Transports: When playing in Apocalypse games, or in games where Apocalypse units may be used, Macharius may select a Baneblade as a dedicated transport. It will have a transport capacity of 10, and Macharius and his unit must begin the game inside it, and cannot leave it until it is destroyed.




Your Own Unique characters in 40K @ 2013/06/18 20:40:51


Post by: Lucarikx


Well, heres my addition:

"Skyhunter" - Tau Character(HQ)

BS:5 - WS:2 - S:4 - T:5 - W:3 - I:2 - A:3 - LD:10 - SV:2+

Equipment: Vectored Retro-thrusters, Blacksun Filter, Multi-Tracker, TL Plasma Rifle, Velocity Tracker

XV8-05 Coldstar: A Crisis suit designed for space combat, the Coldstar is incredibly durable, as well as agile. It has a unique energy source, similar to the one used by Riptide battlesuits.

The Coldstar grants +1 Toughness(included in profile), a 2+ armor save, and a 4+ invulnerable . It also allows for Skyhunter to move 4D6 in the assault phase, rather than 2D6. However, if the jump ability is used, roll a D6. On a 3+ nothing happens. On a 1 or a 2, Skyhunter loses a wound with no saves of any kind allowed.

High-velocity Impact Cannon: Based on Railgun and Ion technology, the High-velocity Impact Cannon is a poweful weapon, capable of bringing down the largest of targets.

R:48" - S:9 - AP2 - Gets Hot!, Assault 3, Overload

Overload: If Skyhunter misses at least twice(after rerolls) he takes a wound(saves allowed).

Special Rules: Character, Fearless, Support Fire, Monster Hunter

Warlord Trait: Crisis Cadre - D3 Broadside, Crisis Team, or Bodyguard Teams become Scoring.


Cost: 250

Thoughts?

Lucarikx




Your Own Unique characters in 40K @ 2013/06/18 20:51:43


Post by: acekevin8412


 Lucarikx wrote:
Well, heres my addition:

"Skyhunter" - Tau Character(HQ)

BS:5 - WS:2 - S:4 - T:5 - W:3 - I:2 - A:3 - LD:10 - SV:2+

Equipment: Vectored Retro-thrusters, Blacksun Filter, Multi-Tracker, TL Plasma Rifle, Velocity Tracker

XV8-05 Coldstar: A Crisis suit designed for space combat, the Coldstar is incredibly durable, as well as agile. It has a unique energy source, similar to the one used by Riptide battlesuits.

The Coldstar grants +1 Toughness(included in profile), a 2+ armor save, and a 4+ invulnerable . It also allows for Skyhunter to move 4D6 in the assault phase, rather than 2D6. However, if the jump ability is used, roll a D6. On a 3+ nothing happens. On a 1 or a 2, Skyhunter loses a wound with no saves of any kind allowed.

High-velocity Impact Cannon: Based on Railgun and Ion technology, the High-velocity Impact Cannon is a poweful weapon, capable of bringing down the largest of targets.

R:48" - S:9 - AP2 - Gets Hot!, Assault 3, Overload

Overload: If Skyhunter misses at least twice(after rerolls) he takes a wound(saves allowed).

Special Rules: Character, Fearless, Support Fire, Monster Hunter

Warlord Trait: Crisis Cadre - D3 Broadside, Crisis Team, or Bodyguard Teams become Scoring.


Cost: 250

Thoughts?

Lucarikx



I think he's okay at 250pts
Regular Commander with similar gear costs: 170pts + 80pts for the other seems fine. Maybe a tad undercosted. 280pts would be a safer bet.

A few questions though. With the overload rule and Gets Hot, if he rolls 1s twice he ends up taking a third wound? This isn't even counting the Plasma shots. He has a fair chance of killing himself by just shooting if you roll terribly am I correct? You also mention rerolls, but he is BS5 and the weapon is not twinlinked.


Your Own Unique characters in 40K @ 2013/06/18 21:02:07


Post by: BaconUprising


I think the ability to move 4D6 and then shoot 3 S-9 AP-2 shots at weapon skill 5 in a turn is a bit much but other than that I like the rules.


Your Own Unique characters in 40K @ 2013/06/18 21:31:28


Post by: Lucarikx


He would get rerolls from any ML's on his targeted unit. I didn't notice I had put Gets Hot and Overload together! I'm not sure about using both... Maybe drop Gets Hot?

Lucarikx


Your Own Unique characters in 40K @ 2013/06/18 22:00:17


Post by: Kain


New Slaugth Character! This one is definitely for apocalypse only. If Dem'Orcus was starscream, Kay-yuss Megatron, amd Rag'norra Soundwave, then Asmozebul is Shockwave.

Asmozebul Zortrous Grand Duke of Crawling things

Type: Monstrous Creature

Cost: 750 pts

WS: 7 BS: 5 S:7 T: 7 W: 7 I: 4 A: 8 LD: 10 Sv: 2+ 4++ FNP

Wargear: The sickle of midnight, the Star Magnum, Oculus nox, plated shroud of naught

Sickle of midnight: A long, horrific curved blade attatched to his left arm at the elbow, foul energies course through this vile weapon to grant it power often confused with unholy magics that allow it to whip forth and unleash dark powers upon the foe. This power allows for a special attack to be unleashed. During any given assault phase, Asmozebul may forego a regular round of attacks to instead inflict half his usual attacks on each enemy unit in base contact, subtracting the initiative of the enemy model to a minimum of one (on a per unit basis). Units so hit by the sickle of midnight are not counted as fearless or having the benefits of "and they shall know no fear" for the purposes of resolving combat.

The Star Magnum: A potent weapon that seems to release the very essence of death upon the foes of the Slaugth, this arm cannon has virtually replaced the Slaugth Grand Duke's right arm, it's presence being noted by firing off a large barrage of clusters of dark energy that leave nothing but death in their wake, it hastwo distinct modes, one which has comparable power to a virtual storm of krak missiles, the other being more like a barrage of frag rounds. The weapon may fire with either of the following profiles.

Rng' 36 S8 AP3 assault 4

Rng 36 S4 AP6 blast assault 4.

Oculus nox: A black gemstone that seems to occupy the central portion of Asmozebul's armored hood, this stone seems to drink from the energy of psykers, making their connection to the warp more tenuous and allowing him to shrug off the witchery of enemies. He is always counted as having a superior mastery level to enemy psykers for the purposes of deny the witch, grants a +1 bonus to all deny the witch rolls by friendly models within 18' (including himself), and leadership checks for enemy powers manifested within 18' of Asmozebul must be rolled on a 3d6.

Plated shroud of naught: A potent armored shroud inlaid with thick armor plating and advanced shield generators, this obsidian armor both invokes the image of death that the Slaugth are so fond of cultivating and the visage of insects that many of the enemies of the Slaugth seem to loathe so very much. The head piece comes to a single central circle which houses the oculus nox, while the legs of some insectoid beast frame the area where the mouth would be as two horns jut from the sides of the cloak. This suit grants a 2+ armor save and a 4+ invulnerable save.

Special rules: Furious charge, worm that walks, rapid regeneration, master of terror, move through cover, smash, feel no pain counter attack,

Worm that walks: Asmozebul is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Master of terror: The energies radiating from Asmozebul radiate a sense of wrongness, instilling a sensation into his foes that that which should not be now walks on the earth, these unclean energies are doubly effective against those who draw upon or are made from the warp. Treat all enemy units within '18 of Asmozebul as having a -1 leadership penalty, while enemy Psykers and units with the Daemon special rule get a -2 penalty.


Fluff:

The last and most mysterious of Kay-yuss' inner circle. This Slaugth Lord is widely feared amongst psykers for what he can do to them. Others are terrified of him for the simple fact that he so strongly attacks the minds of the foes despite not having even the slightest ounce of warp power. Daemons whisper his name in fear and hatred, and even Space Marines are somewhat hesistant to face him, for his now infamous threat of "And they shall know no fear? Allow me to teach you!" is no idle boast, having successfully given many space marines, including the late prior chapter master of the Ice Dragons, permanent Night Terrors.

Of the many Slaugth grand lords and supreme masters; he has perhaps the greatest interest in the warp, or more correctly in how to destroy it. His forces, like the Necrons have even sometimes been seen working with the Ordo Malleus to destroy the warp tainted powers of Chaos. Though the Grey Knights do try their best to leave before Asmozebul decides to test his newest theories on the entirely psyker based Grey Knight chapter. But his forces also have often made a habit of attacking heavily psyker influenced organizations of the Imperium; raiding black ships, assaulting the Blood Ravens chapter of Space Marines, and seeming to have a knack for hunting down the Grey knights.

Many a Grey Knights operation in the Inciphis Region has been interrupted by the forces of Asmozebul dropping out of their inertialess drives and then descending to attack. Sometimes to "help" them against Chaos, other times to attack them directly. As such, the Grey Knights are now very wary of the Slaugth and are currently looking for examples of Xenos heresy within the Ordo Malleus and are closely working with the Death Watch and Ordo Xenos to root out the cause of Asmozebul's seeming presience regarding their actions.

Of course, the forces of humanity; loyalist or chaos based are not the only victims. The Eldar have named him the bringer of tears for the viciousness of his raids against them. To the Eldar, the Slaugth have long been the "newest scions of the thirsting gods of before" and "those who serve secret masters long thought dead", and the sheer scale of brutality the Slaugth inflict upon the Eldar seems to lend credence to the idea that they are continuing a war long thought ended by the rest of the galaxy. Though he takes soulstones, it's noted he never shatters them. Rather, he seems to be gathering them; whether out of spite or for some purpose of greater import is...unknown.

The Orks often know his depredations, as he tries to crack the secret of their psychic gestalt field. The Orks in the area simply say "'e's dat weird freaky git, 'ohle lotta weird stuff 'bout dat one." Though the Orks alone out of all things seem to still be oblivious to any fear he can cause even to beings that do not properly know fear. For their part, the Orks find the emergence of the ships marked with a black eye surrounded by mandibles to be an exciting opportunity for a great fight.

The Tyranids are also frequent victims as he curiously tests these newcomers to the galaxy, though currently the sheer scale of the hive mind means that his traditional mind games do quite little. But as the Tyranids push deeper and deeper into the Inciphis Region and come into greater conflict with the armies of the Slaugth, there may come a time when he may have to fight for more than just his own curiosity.

The Tau he strangely, still attacks with a fervour usually reserved for the Eldar, curious given his predilection for assaulting psykers. Though it is worth noting that by now in the middle of the forty second millenium, Eldrad's statement concerning the Tau is quite widespread and well known, even to the Tau themselves, which the Water Caste has taken as a sign that the Eldar can be brought into their greater good. For his part, the Slaugth could be taking this as a sign that the Tau are to the Eldar as the Eldar were to the Old Ones.

The Necrons he seems to attack out of little but sheer hatred, coming into especially frequent conflict with the Imalsep dynasties and the forces of Trazyn as they often seek the same artefacts as he hunts for Psychic and Psychic canceling artefacts throughout the Universe which have very frequently gained the eye of the disarmingly Jovial necron overlord. The two's latest conflict over a second shadowstone found in the Inciphis Region ended up plunging an entire subsector into star shattering war that ended up causing an explosion that the Adeptus Mechanicus estimates will be readily visible in another galaxy with a basic telescope once the light reaches it tens of thousands of years in the future. Perhaps even by imperial colonists, omnissiah be willing.


Your Own Unique characters in 40K @ 2013/06/18 23:01:19


Post by: BaconUprising


 Kain wrote:
New Slaugth Character! This one is definitely for apocalypse only. If Dem'Orcus was starscream, Kay-yuss Megatron, amd Rag'norra Soundwave, then Asmozebul is Shockwave.

Asmozebul Zortrous Grand Duke of Crawling things

Type: Monstrous Creature

Cost: 750 pts

WS: 7 BS: 5 S:7 T: 7 W: 7 I: 4 A: 8 LD: 10 Sv: 2+ 4++ FNP

Wargear: The sickle of midnight, the Star Magnum, Oculus nox, plated shroud of naught

Sickle of midnight: A long, horrific curved blade attatched to his left arm at the elbow, foul energies course through this vile weapon to grant it power often confused with unholy magics that allow it to whip forth and unleash dark powers upon the foe. This power allows for a special attack to be unleashed. During any given assault phase, Asmozebul may forego a regular round of attacks to instead inflict half his usual attacks on each enemy unit in base contact, subtracting the initiative of the enemy model to a minimum of one (on a per unit basis). Units so hit by the sickle of midnight are not counted as fearless or having the benefits of "and they shall know no fear" for the purposes of resolving combat.

The Star Magnum: A potent weapon that seems to release the very essence of death upon the foes of the Slaugth, this arm cannon has virtually replaced the Slaugth Grand Duke's right arm, it's presence being noted by firing off a large barrage of clusters of dark energy that leave nothing but death in their wake, it hastwo distinct modes, one which has comparable power to a virtual storm of krak missiles, the other being more like a barrage of frag rounds. The weapon may fire with either of the following profiles.

Rng' 36 S8 AP3 assault 4

Rng 36 S4 AP6 blast assault 4.

Oculus nox: A black gemstone that seems to occupy the central portion of Asmozebul's armored hood, this stone seems to drink from the energy of psykers, making their connection to the warp more tenuous and allowing him to shrug off the witchery of enemies. He is always counted as having a superior mastery level to enemy psykers for the purposes of deny the witch, grants a +1 bonus to all deny the witch rolls by friendly models within 18' (including himself), and leadership checks for enemy powers manifested within 18' of Asmozebul must be rolled on a 3d6.

Plated shroud of naught: A potent armored shroud inlaid with thick armor plating and advanced shield generators, this obsidian armor both invokes the image of death that the Slaugth are so fond of cultivating and the visage of insects that many of the enemies of the Slaugth seem to loathe so very much. The head piece comes to a single central circle which houses the oculus nox, while the legs of some insectoid beast frame the area where the mouth would be as two horns jut from the sides of the cloak. This suit grants a 2+ armor save and a 4+ invulnerable save.

Special rules: Furious charge, worm that walks, rapid regeneration, master of terror, move through cover, smash, feel no pain counter attack,

Worm that walks: Asmozebul is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Master of terror: The energies radiating from Asmozebul radiate a sense of wrongness, instilling a sensation into his foes that that which should not be now walks on the earth, these unclean energies are doubly effective against those who draw upon or are made from the warp. Treat all enemy units within '18 of Asmozebul as having a -1 leadership penalty, while enemy Psykers and units with the Daemon special rule get a -2 penalty.


Fluff:

The last and most mysterious of Kay-yuss' inner circle. This Slaugth Lord is widely feared amongst psykers for what he can do to them. Others are terrified of him for the simple fact that he so strongly attacks the minds of the foes despite not having even the slightest ounce of warp power. Daemons whisper his name in fear and hatred, and even Space Marines are somewhat hesistant to face him, for his now infamous threat of "And they shall know no fear? Allow me to teach you!" is no idle boast, having successfully given many space marines, including the late prior chapter master of the Ice Dragons, permanent Night Terrors.

Of the many Slaugth grand lords and supreme masters; he has perhaps the greatest interest in the warp, or more correctly in how to destroy it. His forces, like the Necrons have even sometimes been seen working with the Ordo Malleus to destroy the warp tainted powers of Chaos. Though the Grey Knights do try their best to leave before Asmozebul decides to test his newest theories on the entirely psyker based Grey Knight chapter. But his forces also have often made a habit of attacking heavily psyker influenced organizations of the Imperium; raiding black ships, assaulting the Blood Ravens chapter of Space Marines, and seeming to have a knack for hunting down the Grey knights.

Many a Grey Knights operation in the Inciphis Region has been interrupted by the forces of Asmozebul dropping out of their inertialess drives and then descending to attack. Sometimes to "help" them against Chaos, other times to attack them directly. As such, the Grey Knights are now very wary of the Slaugth and are currently looking for examples of Xenos heresy within the Ordo Malleus and are closely working with the Death Watch and Ordo Xenos to root out the cause of Asmozebul's seeming presience regarding their actions.

Of course, the forces of humanity; loyalist or chaos based are not the only victims. The Eldar have named him the bringer of tears for the viciousness of his raids against them. To the Eldar, the Slaugth have long been the "newest scions of the thirsting gods of before" and "those who serve secret masters long thought dead", and the sheer scale of brutality the Slaugth inflict upon the Eldar seems to lend credence to the idea that they are continuing a war long thought ended by the rest of the galaxy. Though he takes soulstones, it's noted he never shatters them. Rather, he seems to be gathering them; whether out of spite or for some purpose of greater import is...unknown.

The Orks often know his depredations, as he tries to crack the secret of their psychic gestalt field. The Orks in the area simply say "'e's dat weird freaky git, 'ohle lotta weird stuff 'bout dat one." Though the Orks alone out of all things seem to still be oblivious to any fear he can cause even to beings that do not properly know fear. For their part, the Orks find the emergence of the ships marked with a black eye surrounded by mandibles to be an exciting opportunity for a great fight.

The Tyranids are also frequent victims as he curiously tests these newcomers to the galaxy, though currently the sheer scale of the hive mind means that his traditional mind games do quite little. But as the Tyranids push deeper and deeper into the Inciphis Region and come into greater conflict with the armies of the Slaugth, there may come a time when he may have to fight for more than just his own curiosity.

The Tau he strangely, still attacks with a fervour usually reserved for the Eldar, curious given his predilection for assaulting psykers. Though it is worth noting that by now in the middle of the forty second millenium, Eldrad's statement concerning the Tau is quite widespread and well known, even to the Tau themselves, which the Water Caste has taken as a sign that the Eldar can be brought into their greater good. For his part, the Slaugth could be taking this as a sign that the Tau are to the Eldar as the Eldar were to the Old Ones.

The Necrons he seems to attack out of little but sheer hatred, coming into especially frequent conflict with the Imalsep dynasties and the forces of Trazyn as they often seek the same artefacts as he hunts for Psychic and Psychic canceling artefacts throughout the Universe which have very frequently gained the eye of the disarmingly Jovial necron overlord. The two's latest conflict over a second shadowstone found in the Inciphis Region ended up plunging an entire subsector into star shattering war that ended up causing an explosion that the Adeptus Mechanicus estimates will be readily visible in another galaxy with a basic telescope once the light reaches it tens of thousands of years in the future. Perhaps even by imperial colonists, omnissiah be willing.
Once again another fantastic Slaught character! I would say you have over costed him though. His sickle sit actually very good... 4 strength 7 attacks on each unit won't really do that much. Considering if he got into combat with a sad of space marines he would probably de as he has no power weapon I actually think 750 points is a high overcost.


Your Own Unique characters in 40K @ 2013/06/18 23:05:19


Post by: Kain


He's a monstrous creature and thus automatically gets smash. So against MEQs he get's one attack on each marine in close combat at AP2. Against low AP armies like Necrons, Tau, Orks, and Guard he'd be nothing short of the apocalypse once he can start using sweep attacks, while against armies with marine or better initiative he'd be better off just using his normal attacks.


Your Own Unique characters in 40K @ 2013/06/22 21:27:11


Post by: warrior lord




Matt Ward

WS 10
BS 10
S 10
T 10
W 10
I 10
A 10
LD 10
SV 1+

Wargear: Rulebook, cheese, nuke

Rulebook: Every turn Matt can re-write 10D6 rules from the main rulebook or the codex, this can be stats line of sight or even movement

Cheese: such is the power of matt wards cheese he can boost D6 of his stats up to 100 every turn

nuke: because why not,
range: infinite
everything under the template is utterly obliterated (bar for matt) thiscanbe fired from reserves, into combat, out of combat and when he is dead.





Automatically Appended Next Post:
before anyone rages this is a joke


Your Own Unique characters in 40K @ 2013/06/22 21:29:19


Post by: Kain


*Brow pinch.*


Your Own Unique characters in 40K @ 2013/06/23 04:40:51


Post by: Maurepas


Ork Brewerz 25pts
WS BS S T W I A LD S
4 2 3 4 1 2 2 7 6+

Unit Composition: Wargear:
- 1 (Upgrade) Slugga
Choppa
Squig Beer



Unit Type: Special Rules:
- Infantry Waaagh!
Furious Charge
Mob Rule

An Ork Boyz mob numbering 10 or more Orks may take a Brewboy for 25 points.

Da Brewboyz

Orks are born with specific information encoded in their DNA. Just like a human does not need to be taught how to breath or how to have its heart beat, an Ork does not need to be taught how to ply its trade. Whether this be combat prowess(Ork Boy), mechanical knowledge(Mek Boy), or medical technology and skills(Mad Dok/Painboy). Others still, however, have other aspects of Ork life encoded into their DNA, such as the ability to build or cook.

One such class of Ork has the ability to(when they’re not busy killin!) brew the beer that the Orks drink before and after going into battle. These are called the Brewerz, or Brewboyz. A typical favorite of the Orks is developed from the fermented fungus of the Squig, or Squiggly Beast, commonly known as Squig beer.

Squig beer is not palatable to most other non-Orkoid species, filled with solids and materials that, though highly nutritious to an Ork, would be nearly impossible to consume by members of other species, both due to its bitter flavor, and poisonous compounds. When drank by an Ork, however, it contains all the nutrients an Ork needs to not only survive, but thrive!

Squig Beer grants the following Special Rules to any Ork Mob which contains a Brewboy:

Special Rules:

Before the game begins roll a d6, any Ork Mob including a Brewer model benefits from the following for the remainder of the game:

1 - Smashed - On the roll of a 1, the Ork Mob gets too drunk to follow orders and marches off on its own. After the shooting phase the Ork Mob moves an extra d6(this does not take the place of their run move) in a random direction, per the directional die. On a roll of “On Target” the Ork Player chooses the direction.

2 - Hammered - On the roll of a 2, the Ork Mob falls into a drunken stupor. So delirious are they that they are unable to feel physical injury. The Ork Mob benefits from the “Feels No Pain” special rule, and becomes “Slow and Purposeful”

3 - Frenzied - On the roll of a 3, the Ork Mob goes into a drunken rage! The Orks lashing out with furious anger! The Ork Mob gets +1 Attack.



4 - Watch this! - On the roll of a 4, the Ork Mob becomes boisterous and overconfident as the alcohol pours forth through the ranks. Each trying to outdo his fellow Orks in feats of strength and tenacity. The Ork Mob gets +1 Strength.

5 - Blech! - On the roll of a 5, the Ork Mob has had a little too much to drink, and begins to throw up their insides upon the battlefield. Ork bile is extremely acidic, far more than the average human, for their stomachs must be able to process almost any material. The Ork Mob’s CC attacks get the “Rending” special rule on the roll of a 6.

6 - Slammered - On the roll of a 6, the Ork Mob doesn’t know when to quit, having drank so much that they lose track of how much they’ve consumed. The Ork Mob shambles forward, a cross between a war machine and a pub crawl. The Ork Mob may move an extra d6 in addition to their regular run move.


Just an idea I had for a potential new Ork codex.


Your Own Unique characters in 40K @ 2013/06/23 18:37:35


Post by: Dantioch


Here is my custom riptide HQ. I wanted a way to make the heavy burst cannon a viable weapon and someone with the ability to assassinate special characters and heavy weapon bearers. I'm not entirely sure on some of the things, namely: the uppgraded nova reactor, the points cost and the puretide engram neurochip. 12 rending shots with tank hunter might be a tad to powerful.

Commander Stormbreaker
Shas'o Shang'du Damyon Ofesume

Points: 250

WS3
BS4
S6
T6
W5
I3
A4
LD10
Sv2+

UNIT TYPE: jet pack monstrous creature, character

WARLORD TRAIT: Precision of the skilled hunter

WARGEAR: heavy burst cannon, XV104 riptide suit, advanced targeting system, smart missile system, riptide shield generator, puretide engram neurochip

SPECIAL RULES: Supporting fire

SIGNATURE SYSTEM: X2 nova reactor:
The X2 works like a normal nova reactor except that it functions on a 2+ instead of a 3+


Your Own Unique characters in 40K @ 2013/06/23 19:51:25


Post by: IHateNids


Boost to WS4 BS5 to come into commander-esque statline, then you might be right on 250 points


Your Own Unique characters in 40K @ 2013/06/23 19:53:32


Post by: Kain


Any comment on Asmozebul?


Your Own Unique characters in 40K @ 2013/06/23 19:58:39


Post by: Ovion


Dantioch wrote:
Here is my custom riptide HQ. I wanted a way to make the heavy burst cannon a viable weapon and someone with the ability to assassinate special characters and heavy weapon bearers. I'm not entirely sure on some of the things, namely: the uppgraded nova reactor, the points cost and the puretide engram neurochip. 12 rending shots with tank hunter might be a tad to powerful.

Commander Stormbreaker
Shas'o Shang'du Damyon Ofesume

Points: 250

WS3, BS4, S6, T6, W5, I3, A4, LD10, Sv2+

UNIT TYPE: jet pack monstrous creature, character

WARLORD TRAIT: Precision of the skilled hunter

WARGEAR: heavy burst cannon, XV104 riptide suit, advanced targeting system, smart missile system, riptide shield generator, puretide engram neurochip

SPECIAL RULES: Supporting fire

SIGNATURE SYSTEM: X2 nova reactor:
The X2 works like a normal nova reactor except that it functions on a 2+ instead of a 3+
I'd just like to point out - the Heavy Burst Cannon is viable anyway, certainly better against aircraft in general than the Ion, it really depends on the role

So, costing:
Spoiler:
Riptide: 180
+1WS +10
+1BS +10
+1I +10
+1A +10
+1Ld +5
+Character +10
+Specific Warlord Trait +10
+Advanced Targetng System +3
+Puretide Engram Chip +15
+1 to Nova +10
Total: 273
Call it 275, maybe 280

 IHateNids wrote:
Boost to WS4 BS5 to come into commander-esque statline, then you might be right on 250 points

With that - 295-300 points.


Your Own Unique characters in 40K @ 2013/06/24 07:45:01


Post by: NeoAigaion


[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed

[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane


I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.


Your Own Unique characters in 40K @ 2013/06/24 07:58:55


Post by: CalasTyphon216


Constantin Valdor, Captain-General of the Legio Custodes

285 points

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS4 S5 T4 W4 I6 A5 Ld10 Sv2+

Wargear: frag and krak grenades

Masterwork Custodes Battle Armor: This is artificer armor that provides a 2+ armor save and 4+ invulnerable save. Furthermore, Valdor may re-roll 1 failed save per player turn.

Masterwork Guardian Spear: Range 18 S4 AP3 Assault 2 Master Crafted; Range - S+1 AP2 Melee Armorbane Master Crafted

Special Rules: Independent Character, Eternal Warrior, Preferred Enemy (Chaos)

Custodes: Has the Fearless and Feel No Pain USRs.

For the Emperor: Has Furious Charge and Counter Attack USRs.

Lions, not wolves; Gold, not grey: All Custodes are Characters. In close combat, each individual Custodian is treated, for all purposes, as though they were individual units, with the exception of rolling for sweeping advance.


Your Own Unique characters in 40K @ 2013/06/24 09:58:02


Post by: McNinja


NeoAigaion wrote:
[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed

[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane


I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
If by "close to Draigo's cost" you mean "well over 275 points" then I could dig it. This guy needs to be like 315. Since he has the three best Biomancy powers as standard, that ups the cost a bit. Oh wait, his AP2 weapon has Fleshbane. 335.


Your Own Unique characters in 40K @ 2013/06/24 11:04:19


Post by: NeoAigaion


 McNinja wrote:
NeoAigaion wrote:
[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed

[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane


I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
If by "close to Draigo's cost" you mean "well over 275 points" then I could dig it. This guy needs to be like 315. Since he has the three best Biomancy powers as standard, that ups the cost a bit. Oh wait, his AP2 weapon has Fleshbane. 335.


Fleshbane could be removed. Given the Strength and AP, few if any weak opposition would survive. I could always turn it into a Paragon Blade, or a Force Weapon.

Got a lot to work out with this guy, and the "White Angels" as a whole. Back to the typing board I guess


Your Own Unique characters in 40K @ 2013/06/24 11:06:50


Post by: McNinja


NeoAigaion wrote:
 McNinja wrote:
NeoAigaion wrote:
[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed

[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane


I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
If by "close to Draigo's cost" you mean "well over 275 points" then I could dig it. This guy needs to be like 315. Since he has the three best Biomancy powers as standard, that ups the cost a bit. Oh wait, his AP2 weapon has Fleshbane. 335.


Fleshbane could be removed. Given the Strength and AP, few if any weak opposition would survive. I could always turn it into a Paragon Blade, or a Force Weapon.

Got a lot to work out with this guy, and the "White Angels" as a whole. Back to the typing board I guess
Not all the way to the typing board! Just make him Mastery Level 2 and make the blade a Paragon blade. That would take him down to about 280. At that point cost he becomes an imperial equivalent to the Swarmlord, especially considering that he knows his powers without rolling for them. Oh, and make him 3 wounds instead of five.


Your Own Unique characters in 40K @ 2013/06/24 17:49:39


Post by: Kain


A bit of a boring addition to the Tyranid HQ slots for a proposed 6e codex that incorporates some Dawn of War 2 goodies translated into the tabletop. Next up is the Red Terror once I figure out a good way to incorporate the swallow whole mechanic.

Ravener Alphas

Slot: HQ (User may take two per HQ slot)

Points: 90 pts

WS6
BS4
S5
T5
W3
I6
A5
LD10
Sv4+

UNIT TYPE: Beasts

WARGEAR: 2x Scything Talons, Hardened Carapace

SPECIAL RULES: Instinctive behavior: Feed, Acute senses, Deep strike, Move through cover, Alpha Ravener, Synapse, Shadow in the warp, Tunneler, Independent character

Special rules:

Tunneler: A Ravener Alpha and it's Ravener brood may return to reserves at any point during the user's movement phase and may attempt to reenter play via deep strike on the user's next turn. The Ravener Alpha and it's brood may not reburrow on the same turn that they emerged. Infantry models and other Raveners may emerge from the points where the Ravener Alpha has burrowed and emerged from reserves as per the Trygon rules without scattering.

Alpha Ravener: Bred to be highly in tune with other Raveners, Ravener Alphas guide their fellows like high speed puppets of death, letting them fight and shoot with greater skill than they otherwise would. When placed in a Ravener brood, all models within the brood use the Alpha's ballistic skill and weapon skill stats. Furthermore, Ravener Alphas make their fellow Raveners scoring, but do not move them to the troops slot.


May replace scything talons with Rending claws,

May take:

Devourer
Deathspitter
Spinefists

May take any of the following biomorphs:

Adrenal Glands
Toxin Sacs
Regeneration
Metal eater shots
Enhanced muscle coils:

Metal eater shots: A new sort of ammo developed by the hive mind, this ammunition greatly increases the effectiveness of tyranid projectile organisms by slathering them in a special corrosive agent that can burn through even the thickest armor given luck and weight of shots, so far though; only synapse organisms seem to develop this new biomorph. Grants armorbane and rending to shooting attacks.

Enhanced muscle coils: A new biomorph first seen in the Aurelian subsector that is now rank amongst burrowing tyranid organisms in the Inciphis region (this can be taken by Raveners, Mawlocs, Haruspexes, Trygons et al), these enhance the muscles involved in the burrowing process and allow these underground dwelling Tyranids to attack almost immediately after appearing from below as they emerge from the ground in one clean motion and engage in furious melee and allows it to burrow through stronger materials to get closer. A model with this biomorph may assault on the turn it deep strikes and allows it to reroll scatter dice for deep striking, with the user taking whichever he prefers.

Fluff: First commonly seen in the Aurelian Subsector by the Blood Ravens chapter of Space Marines and assorted Imperial Guard regiments, the Ravener Alpha has now become a very much standard part of Tyranid swarm as the forty second millenium rolls ever onwards and the galaxy buckles and bends as the Tyranids send endless waves from the colossal hive fleet bloated beyond the most pessimistic of estimations by devouring the massive star faring creatures of other galaxies such as the void whale.

But even this colossal fleet must contend with running headlong into a galaxy now at all out war between factions as diverse as the Eldar of all varieties, the Slaugth, the Hrud, the Slann, the Orks, the Umbra, the Imperium, Pirates and ne'er do wells of all flavors, the ruinous powers, the Necrontyr, the Tau Empire and her clients, the Barghesi, the Rak'gol, the Thyrrus, the Qo'orl, the Sarhuadin, the Draxians, the K'nib, the Khrave, a new Enslaver plague, the Enoulians, and the Fra'al to name but a few.

Leading many of the burrowing abominations of the Tyranid swarm is the Ravener Alpha. Identified by it's somewhat greater size, the appearance of a Ravener Alpha typically signifies that one will have to watch the ground beneath them. In the perennially unfortunate and impossibly fractured and divided Inciphis region in the Ultima Segmentum, the Ravener alpha is a worryingly common sight. So many varieties of foes dwell there, but so many of them forget to deal with the possibility of attack from beneath their feet.

With it's larger Trygon prime brother, the Ravener Alpha brovides crucial synapse to these subterranean assaulters, keeping them in the reach of the hive mind and extending the evil touch of the shadow of the warp as well as much more visceral terror to those less psychically gifted. Given their ability to appear with little warning or notice with deadly precision, the Ravener Alpha often leads it's broods to appear before an enemy commander and lay down a withiring barrage of fire before charging forth and ripping them into bloody shreds.

During the fall of subsector Jyrll, lost to the Imperium centuries prior to a vast chaos warband during the 13th Black Crusade that boasted nearly thousands of chaos space marines, millions of xenos mercenaries and those aliens willingly corrupted, nearly a billion traitor guardsmen, billions of armed cultists, countless heretical machines made with Abominable intelligence as well as straight up daemon engines, daemon shrines, a dreadful fleet, and defenses set up by proud Iron warriors with Word Bearer, Emperor's Children and renegade chapter (identified as the blessings of Tzeentch, Dark Desecrators, Devils of Rot, Bleak Despoilers, Voices of Ruin, Blasphemer's spite, and the Fury of Blood renegade chapters and independent warbands) support, the Ravener Alpha was a common sight during the breaking of Chaos' back in the subsector.


----------------War for Subsector Jyrll and the downfall of Alkvari part 1--------------------------------------
The forces of Chaos were well prepared and had seen off assault from all comers in their many centuries of turning the Jyrll subsector into a nightmare of evil, with fresh recruits to draft into the armies of chaos and even neophytes to make into the power armor clad beloved of the dark gods all at the beck and call of the infamous Chaos Lord turned Daemon Prince Alkvari the Dark Conqueror of the Dark Desecrators who had grand designs for further expansion and glory.

The Tyranids on the other hand, had been drawn by extensive genestealer cults that formed in the sniveling masses of cultists on the Chaos Worlds. Ironically, now it was the forces of Chaos that had to uproot cults eating it's society from within. But in time the cults numbered in their billions, doggedly spreading as Alkvari expanded his dominions to encompass more worlds. Alkvari was more concerned with expanding his rulership, dreaming not of destruction as many other lords of chaos did, but of creating an empire, a new Imperium of Chaos. He dreamed of conquest, not destruction, and the task of uprooting genestealer cults was as dreary as the task of uprooting remaining loyalists and uncoverted xenos.

It was to be his loss, as the sheer magnitude of the psychic beacon drew forth a colossal portion of Hive Fleet Hydra. He and his sorcerers sensed the very warp darkening from the shadow as the hive fleet encircled his kingdom of darkness and it's ongoing conquests. Across many of his systems what at first glance seemed to be an entire set of new stars and planets emerged, a force that was in truth a force of unimaginable scale. Sensing the arrival of their brethern, the Genestealer cults, long in hiding; emerged to attack.

With many of his ships away in acts of conquest, the core worlds of Alkvari's empire were worryingly open. Caught by surprise, the Legions of Chaos still gave what in a perverse sense, was a heroic fight. The subsector screamed with conflict, but whereas every warrior Alkvari lost meant anything from the erasement of weeks to years of investment, the Tyranids gleefully consumed the fallen of all sides and the biomass and elemental building blocks of the worlds themselves, creating fresh reinforcements in mere moments, each fully grown and bred with all the skills needed for war.

Realizing that a war of attrition was not one he could win, Alkvari demanded greater efforts from his daemonic summoners and heretek priests to bring forth daemons and create autonomous machines for war. But the Hive Mind had by now, become well aware of how to deal with industrial worlds regardless of their allegiances. After all, had worlds like Graia, Gryphonne IV, and Megyre not fallen before it? Great beasts such as the terrible Haruspex prime known as the Tremorbeast, the vile ravener alpha called the Red Terror, and a murderous Trygon Prime called the lightning snake, and the Mawloc Alpha simply dubbed "Jaws" lead their hosts of serpentine monsters to burrow through Dark steel, tearing at the foundations of the manufactorums, smashing the machines and devouring the slaved workers while other great beasts stalked the surface of the doomed world.

The Ravener alpha lead many of these underground assaults, striking at many strategic points with an underground swarm of Tyranids and wreaking havoc amongst the Forge world's defenses and production systems. The First Acolyte Jagrul who was entrusted to the defense of one of the great forges was himself felled by a host of Ravener Alpha led broods backed by the great Trygons, Haruspexes, Rippers, and Mawlocs emerging before him as he gave forth his sermon. The First Acolyte bellowed forth litanies of hatred and ruin as he tried to direct his warriors as the serpent beasts ran rampant, and brandished his daemonic dark blade at the lead Ravener Alpha, the infamous red terror as it devoured one of his battle brothers, but as he made his moves to challenge the beast, no less than ten ravener alphas with corrosive deathspitters turned to face him and reduced him into a bubbling puddle before he could finish the second step of his charge.

The Alphas cunningly guided their lesser brethern as they hacked into the bodies of the chaos tainted enemies, the skies no longer glowing with that evil hue of chaos, but the weird auras of a world whose weather was being twisted to the hive mind's will to make it as lush and fruitful as possible for the feast that was to come. The chapter master turned chaos lord of the Voices of Ruin Hyrag Korlok met his end, locked in his bunker with his personal guard, only for a swarm of raveners and their alphas to break in from the sides of the bunker and press into the underground building from all sides.

Hyrag managed to slay many a Tyranid with his terminator guard, but even his Black Mace could only kill so many before a Ravener Alpha smashed it's rending claws into his helmet and popped his skull like a grape.






Your Own Unique characters in 40K @ 2013/06/24 19:09:46


Post by: Maurepas


Another one, this one I came up with for a Dawn of War style tournament a friend of mine set up where we each had a special character and took "territories" to advance in the game:

The Brothers Gormek 225pts

WS5, BS2, S5, T5, W3, I3, A4, LD9, S3+


Unit Composition:
- 1 (Unique)

Wargear:
Da Bloody Hammer
Grot Slaves
Personal Force Field
Kustom Blasta-X
Kustom Force Field


Unit Type:

- Infantry

Special Rules:
Independent Character
Furious Charge
Mob Rule
Waaagh!


Da Big Meks:

The Brothers Gormek allows two Deff Dreads to be taken as Troops choices

Special Rules:
The Brothers Gormek occupy 2 HQ choices in any army in which they are included. (Both models still count as unique, independent characters)

Wargear:

Grot Slaves: It takes many attendants to handle, repair, and lug the equipment around necessary to handle the Brothers’ eclectic gear. The Brothers Gormek have three ammo runts each, whom may take wounds incurred from the Kustom Blasta-X’s ‘Gets Hot!’ rule. These are separate from the ammo runts allowed by any unit in which they are attached.

Personal Force Field: The Brothers Gormek are equipped with their own ‘kustomized’ Personal Force Fields. It confers a 3+ armour saving throw, and also incorporates a 5+ invulnerable saving throw.

Da Bloody Hammer: The Brothers Gormek’s ‘kustomized’ powered choppa which counts as a Powerklaw in all respects.

Kustom Blasta-X: Commissioned by the infamous Warlord Nazdreg(for a hefty sum o’teef!) for use in his Mega-Armour, the Brothers maintain their own copies of the Kustom Blasta-X. Big Shootas modified to fire highly dangerous ‘Singularity Rounds’ which explode with the force of a tiny black hole, sucking in everything around them before immediately collapsing in upon themselves. It has the following profile:


Kustom Blasta-X
Range 36”
Strength 8
AP2
Assault 1
Special: Blast, Gets Hot!


Kustom Force Field
: See page 34



The Brothers Gormek


The greatest of all Big Meks, the Brothers Gormek were born during a total eclipse of the Moon on the swamp world Orkefenokee. Unique among their fellow orks even from birth, they were born both of the same cocoon, and many an Ork believes that this occurrence has given them “Da brains o’two meks in one”. A gift they believe bestowed upon them as favored sons of Mork.

As the two “brothers” plied their trade and honed their skills through trial and error(and many the “accidental” deaths of Orks and Gretchin unfortunate enough to be involved in their experiments) they began the practice of smearing the blood of their victims upon their own creations, taking full advantage of their symbolic birth.

Using their immense notoriety and wealth gained of being in the Bad Moons clan, and their prowess among the ancient Ork trade of the Mek, the Brothers Gormek had accomplished by adolescence what many Ork Meks only dreamed of accomplishing, a large enough collection of Kanz and Dreads to qualify as a fully fledged mob of their own. And as the exploits of they and their machines grew in number, slaughtering hundreds of both Humans and Orks, their reputation and following began to eclipse that of their warboss, Boss Grimgrod.

So, the Brothers Gormek hatched a kunnin’ plan to leave the planet behind. Inviting any boyz looking for a good fight to come along, they took their force of Dreads, Kanz, and Battlewagons and assaulted an Imperial outpost on the planet, slaughtering everyone they could find and overrunning the Imperial Cruiser Emperor’s Vigilance, refitting it into the Brothers’ flagship.

Rechristened Da Bloody Moon, the Brothers Gormek began a lucrative career as infamous Ork Freebooterz. The Brothers’ crew, calling themselves the Bloody Moon Boyz, commit to action the hundreds of “kustomizations” the infamous meks make upon the face of the Cruiser causing an ever changing surface as new and fantastic contraptions are added to the machine, for better or worse, and cutting a swath of destruction throughout the Imperium’s western fringe for many blood-soaked decades…

The Blothorn Sector


As the tides of war begin their grisly encroachment upon the planets of the Blothorn Sector, Da Bloody Moon escapes the Warp along with its accompaniment of Roks, ‘kustom’ ships, fighters, junk, debris and general scrap.

The Brothers Gormek order a landing, caring little for others claims in the system. The Brothers merely slaughter all in sight, the Sector yet another prize in their WAAAAGH!


FAQs:


Do the Brothers Gormek count as separate independent characters or a unit of their own? The Brothers count as separate and unique independent characters in all respects, and may join separate units as per the independent characters special rules, one simply cannot take one brother without the other, and they take up two HQ slots in any army they are a part of.

When allocating wounds to the Grot Slaves from the Kustom Blasta-X’s Gets Hot! rule, does the wound still allow for the Brothers’ armor save? Yes, as the Grots(being sneaky cowardly gitz) take special care not to leave the protection of the Brothers’ Personal Force Fields, affording to them the same saves given to the Brothers. The Grot Slaves still count as Ammo Runts in all other respects, and are removed after any unsaved wounds incurred.


Your Own Unique characters in 40K @ 2013/06/24 20:30:08


Post by: curran12


So...for 95 points each you get:

A warboss stats with a power klaw
With a 3+/5++
And a kustom force field so they pass a save on to other units
An S8 AP2 assault gun, with mathematically almost no chance of ever getting hot.
Two troop-choice Deff Dreds


Yeah, they are pretty darn close to broken and overpowered.


Your Own Unique characters in 40K @ 2013/06/24 20:34:53


Post by: Maurepas


 curran12 wrote:
So...for 95 points each you get:

A warboss stats with a power klaw
With a 3+/5++
And a kustom force field so they pass a save on to other units
An S8 AP2 assault gun, with mathematically almost no chance of ever getting hot.
Two troop-choice Deff Dreds


Yeah, they are pretty darn close to broken and overpowered.


I can see the point, but I was playing against the Grey Knights, and the new Tau and CSM codexes. Comparatively speaking I thought they were fairly tame, >_>

That said, how about raising the cost to, say, Thraka's cost?


Your Own Unique characters in 40K @ 2013/06/25 17:21:18


Post by: CalasTyphon216


Archon Vorl-Xoelanth, Master of the Kabal of the Dying Sun

180 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS7 BS7 S4 T3 W3 I7 A4 Ld10 Sv4+

Wargear: Ghostplate armor, plasma grenades, haywire grenades, haywire blaster, power lance, shadowfield, combat drugs

Special Rules: Independent Character, Power from Pain, Night Vision

Master of the Night: The game automatically begins as Night FIghting


Your Own Unique characters in 40K @ 2013/06/25 17:32:45


Post by: Kain


Any comments on the Ravener alpha before I make the Red Terror?


Your Own Unique characters in 40K @ 2013/06/25 18:15:23


Post by: BaconUprising


CalasTyphon216 wrote:
Archon Vorl-Xoelanth, Master of the Kabal of the Dying Sun

180 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS7 BS7 S4 T3 W3 I7 A4 Ld10 Sv4+

Wargear: Ghostplate armor, plasma grenades, haywire grenades, haywire blaster, power lance, shadowfield, combat drugs

Special Rules: Independent Character, Power from Pain, Night Vision

Master of the Night: The game automatically begins as Night FIghting
why strength 4?


Your Own Unique characters in 40K @ 2013/06/27 08:29:15


Post by: NeoAigaion


The following is my attempt at a "Horus-like Chapter Master" for the "Luna Sons" DIY chapter...

CHAPTER MASTER HORUS OF THE LUNA SONS (names are placeholders)
WS7 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Luna Maul, Death Claw, Tartaros Terminator Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (Luna Sons), Weapon Mastery, Teleport Strike

Luna Maul: A Master-Crafted Thunderhammer that strikes at Strength 10.
Death Claw: A Master-Crafted Lightning Claw with a twin-linked Storm Bolter which fires at S5 AP3 Assault 3.
Chapter Tactics (Luna Sons): Replaces Combat Tactics. As long as "Horus" is alive, all Luna Sons
Weapon Mastery: "Horus" can divide his Attacks between both of his weapons.
Teleport Strike: "Horus" and any Terminator unit he is with do not scatter if they enter play via Deep-Strike.


It is a WIP. Points estimate would be appreciated.


Automatically Appended Next Post:
NeoAigaion wrote:
The following is my attempt at a "Horus-like Chapter Master" for the "Luna Sons" DIY chapter...

CHAPTER MASTER HORUS OF THE LUNA SONS (names are placeholders)
WS7 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Luna Maul, Death Claw, Tartaros Terminator Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (Luna Sons), Weapon Mastery, Teleport Strike

Luna Maul: A Master-Crafted Thunderhammer that strikes at Strength 10.
Death Claw: A Master-Crafted Lightning Claw with a twin-linked Storm Bolter which fires at S5 AP3 Assault 3.
Chapter Tactics (Luna Sons): Replaces Combat Tactics. As long as "Horus" is alive, all Luna Sons have +1 Leadership. Furthermore, if a unit of Luna Sons outnumbers an enemy unit in close-combat, each model in the Luna Sons unit gains +1 Attack.
Weapon Mastery: "Horus" can divide his Attacks between both of his weapons.
Teleport Strike: "Horus" and any Terminator unit he is with do not scatter if they enter play via Deep-Strike.


It is a WIP. Points estimate would be appreciated.


Your Own Unique characters in 40K @ 2013/06/27 12:11:13


Post by: Mojo1jojo


Raven Guard Chapter Master
Origins: Unknown
Name: Unknown
Whereabouts: Unknown

The biggest humiliation of the Raven Guard was the infiltration of their ranks by the Alpha Legion. Learning from this, the Raven Guard learned and adapted the ability prevent such a thing from ever happening again. This has led to the autonomy by which they work, each unit having the capability to work without command. With the system by which the Raven Guard operates little is known about their chapter master, which is exactly how they want it. Shrouded in mystery and working from the shadows, the Ravens Guards chapter master is so good at employing stealth tactics that his immeasurable deeds have gone unnoticed, both by the people he has insured victory for and the enemies who never see it coming. Although he goes by many names the most popular known among the few Raven Guard that know of their Chapter master, or have the honor to fight by his side, is Erebus.

Stats:
WS:7 BS:4 S:5 T:6 I:6 A:5 W:3 LD:10

Special Rules:
Independent Character/Eternal warrior
And They Shall Know no Fear
Flight of the Raven: Honor Guard that accompany Erebus are considered Vanguard and can assault after deep striking
Dance of the Raven: Erebus and his unite are given Hit and Run special rules
Infiltrate/Scout
Lord of The Shadow: If unite is assaulted from the rear they cannot over watch
Know Thy Enemy: Erebus is a master tactician and as such allows re-roll on reserve roles and deep striking scatter rolls on any Jump pack unite.

War gear:
Wings of The Raven: The Astartes Jump Pack is an integral part of the Raven Guard doctrine and image. Over the centuries, the Chapter’s Techmarines have recovered and restored many variant and forgotten examples of the Jump Pack, and among these is the relic known as the Wings of the Raven. With long, curved air intakes and over-sized thrusters, this jet-black artifact Jump Pack is significantly more powerful than a standard pattern Astartes Jump Pack. This relic has seen heavy use by several Raven Guard Astarte’s in the Canis Salient of the Jericho Reach, its powerful thrust helping close the distance to the Tau’s deadly Fire Warriors.

These Jump packs are only trusted to few including Erebus and his honor/Van guard. It allows D3 addition to assault charges which can be rerolled with fleet special rule. It allows 2D6 for consolidation and one extra D6 during movement after hit and run.

Raven's Talons: Rumored to be constructed from Corax’s broken talons from Istvaan V these master crafted artificer talons have the capability to cut through even terminator armor.
Ap:2 Twin lightning claws: gains D3 on assault charge, re-roll 1's for wounding in addition to normal re-rolls granted by artificer lighting claws

Power Whip: Having obtained this whip from a Tyranid tyrant he dispatched, at a great cost, and customized to utilize for his needs, this whip emits strange energies and has the ability to make any enemy think twice before attacking. Instead of hammer attack roll a 2D3 and pick the highest to subtract from enemy units initiative in CC. This is also the amount by which Erebus gains attacks by at these states. S:- AP:3 I:6+D3
On a roll of double 6's, the enemy unit losses the will to fight all together and must take an initiative test which auto fails on a 5 or a 6. If this test is failed enemy unit cannot fight this turn and have an initiative of one until their following turn.

Raven Shadow Armor: 2+ relic armor gives shroud and stealth, also worn by Vanguard/honor guard, although Erebus is a little bit more special. Erebus’s armor is immune to ignores cover special rule.


Your Own Unique characters in 40K @ 2013/06/27 12:29:00


Post by: McNinja


 Mojo1jojo wrote:
Raven Guard Chapter Master
Origins: Unknown
Name: Unknown
Whereabouts: Unknown

The biggest humiliation of the Raven Guard was the infiltration of their ranks by the Alpha Legion. Learning from this, the Raven Guard learned and adapted the ability prevent such a thing from ever happening again. This has led to the autonomy by which they work, each unit having the capability to work without command. With the system by which the Raven Guard operates little is known about their chapter master, which is exactly how they want it. Shrouded in mystery and working from the shadows, the Ravens Guards chapter master is so good at employing stealth tactics that his immeasurable deeds have gone unnoticed, both by the people he has insured victory for and the enemies who never see it coming. Although he goes by many names the most popular known among the few Raven Guard that know of their Chapter master, or have the honor to fight by his side, is Erebus.

Stats:
WS:7 BS:0 S:5 T:6 I:6 A:5 W:3 LD:10

Special Rules:
Independent Character/Eternal warrior
And They Shall Know no Fear
Flight of the Raven: Honor Guard that accompany Erebus are considered Vanguard and can assault after deep striking
Dance of the Raven: Erebus and his unite are given Hit and Run special rules
Infiltrate/Scout
Lord of The Shadow: If unite is assaulted from the rear they cannot over watch
Know Thy Enemy: Erebus is a master tactician and as such allows re-roll reserve roles and deep striking scatter roles on any assault unite.

War gear:
Wings of The Raven: The Astartes Jump Pack is an integral part of the Raven Guard doctrine and image. Over the centuries, the Chapter’s Techmarines have recovered and restored many variant and forgotten examples of the Jump Pack, and among these is the relic known as the Wings of the Raven. With long, curved air intakes and oversized thrusters, this jet-black artifact Jump Pack is significantly more powerful than a standard pattern Astartes Jump Pack. This relic has seen heavy use by several Raven Guard Astarte’s in the Canis Salient of the Jericho Reach, its powerful thrust helping close the distance to the Tau’s deadly Fire Warriors.
These Jump packs are only trusted to few including Erebus and his honor/Van guard. It allows D3 addition to assault charges which can be rerolled with fleet special rule. It allows 2D6 for consolidation and one extra D6 during move after hit and run.

Raven's Talons: Rumored to be constructed from Corax’s broken talons from Istvaan V these master crafted artificer talons have the capability to cut through even terminator armor.
Ap:2 Twin power claws: gains D3 on assault charge, re-role ones on to-wound in addition to normal to-wound re-rolls

Power Whip: Having obtained this whip from a Tyranid tyrant he dispatched, at a great cost, and customized to utilize for his needs, this whip emits strange energies and has the ability to make any enemy think twice before attacking. Instead of hammer attack roll a 2D3 and pick the highest to subtract from enemy’s unit initiative in CC. This is also the amount by which Erebus gains attacks by these states. S:- AP:3 I:6+D3 On a roll of two 6’s enemy unit losses the will to fight and must take an initiative test which auto fails on a 5 or a 6. If this test is failed enemy unit cannot fight until their turn and have initiative of one utile their following turn.

Raven Shadow Armor: 2+ relic armor gives shroud and stealth, also worn by Vanguard/honor guard, although Erebus is a little bit more special. Erebus’s armor is immune to ignores cover special rule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?


Your Own Unique characters in 40K @ 2013/06/27 12:38:28


Post by: Ovion


 McNinja wrote:
 Mojo1jojo wrote:
Raven Guard Chapter Master
Origins: U~snip~ial rule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I would hazard a guess, that it's to try and make it 50-60 points cheaper, and nothing else.

I will comment on it, and cost it as is, with a proper Chapter Master BS.
Check back to this post in 10 minutes.


Your Own Unique characters in 40K @ 2013/06/27 12:51:09


Post by: Mojo1jojo


 McNinja wrote:
 Mojo1jojo wrote:
Raven Guard Chapter Master
Origins: Unknown
Name: Unknown
Whereabouts: Unknown

The biggest humiliation of the Raven Guard was the infiltration of their ranks by the Alpha Legion. Learning from this, the Raven Guard learned and adapted the ability prevent such a thing from ever happening again. This has led to the autonomy by which they work, each unit having the capability to work without command. With the system by which the Raven Guard operates little is known about their chapter master, which is exactly how they want it. Shrouded in mystery and working from the shadows, the Ravens Guards chapter master is so good at employing stealth tactics that his immeasurable deeds have gone unnoticed, both by the people he has insured victory for and the enemies who never see it coming. Although he goes by many names the most popular known among the few Raven Guard that know of their Chapter master, or have the honor to fight by his side, is Erebus.

Stats:
WS:7 BS:0 S:5 T:6 I:6 A:5 W:3 LD:10

Special Rules:
Independent Character/Eternal warrior
And They Shall Know no Fear
Flight of the Raven: Honor Guard that accompany Erebus are considered Vanguard and can assault after deep striking
Dance of the Raven: Erebus and his unite are given Hit and Run special rules
Infiltrate/Scout
Lord of The Shadow: If unite is assaulted from the rear they cannot over watch
Know Thy Enemy: Erebus is a master tactician and as such allows re-roll reserve roles and deep striking scatter roles on any assault unite.

War gear:
Wings of The Raven: The Astartes Jump Pack is an integral part of the Raven Guard doctrine and image. Over the centuries, the Chapter’s Techmarines have recovered and restored many variant and forgotten examples of the Jump Pack, and among these is the relic known as the Wings of the Raven. With long, curved air intakes and oversized thrusters, this jet-black artifact Jump Pack is significantly more powerful than a standard pattern Astartes Jump Pack. This relic has seen heavy use by several Raven Guard Astarte’s in the Canis Salient of the Jericho Reach, its powerful thrust helping close the distance to the Tau’s deadly Fire Warriors.
These Jump packs are only trusted to few including Erebus and his honor/Van guard. It allows D3 addition to assault charges which can be rerolled with fleet special rule. It allows 2D6 for consolidation and one extra D6 during move after hit and run.

Raven's Talons: Rumored to be constructed from Corax’s broken talons from Istvaan V these master crafted artificer talons have the capability to cut through even terminator armor.
Ap:2 Twin power claws: gains D3 on assault charge, re-role ones on to-wound in addition to normal to-wound re-rolls

Power Whip: Having obtained this whip from a Tyranid tyrant he dispatched, at a great cost, and customized to utilize for his needs, this whip emits strange energies and has the ability to make any enemy think twice before attacking. Instead of hammer attack roll a 2D3 and pick the highest to subtract from enemy’s unit initiative in CC. This is also the amount by which Erebus gains attacks by these states. S:- AP:3 I:6+D3 On a roll of two 6’s enemy unit losses the will to fight and must take an initiative test which auto fails on a 5 or a 6. If this test is failed enemy unit cannot fight until their turn and have initiative of one utile their following turn.

Raven Shadow Armor: 2+ relic armor gives shroud and stealth, also worn by Vanguard/honor guard, although Erebus is a little bit more special. Erebus’s armor is immune to ignores cover special rule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?




I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.




Your Own Unique characters in 40K @ 2013/06/27 14:31:30


Post by: Ovion


 Mojo1jojo wrote:
 McNinja wrote:
 Mojo1jojo wrote:
Raven Guard Chapter Master~also snip~ule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.

It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it.
Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it.
Do you mean twin lightning claws not power claws (I'm assuming yes)?
Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves.
Also terribly worded.
Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.

Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed.
Costing
Spoiler:
Space Marine Captain - 100
+1WS +10
+1Str +10
+2T +20
+1I +10
+2A +20
+Jump Pack +25
+Bonus moves for him + squad +20
+ 2 Lightning Claws +30
Ravens Talons bonuses:
+1AP +10
+reroll-rerolls +20
+AP2 At initiative tax +5
+charge bonus +10
+Whip +15
+I-Test thing +10
+Artificer Armour +15
+Shrouded +10
+Stealth +10
+Immune to ignores cover +10
+Eternal Warrior +35
+Assault after Deep Strike +10
+Hit and Run +10
+Infiltrate +10
+Scout +10
+Lord of Shadow +5
+Reroll Reserves (comms relay) +20
Total: 460


Your Own Unique characters in 40K @ 2013/06/27 16:19:09


Post by: CalasTyphon216


I believe you were looking for something more like this:

Raven Guard Shadow Master

210 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: artificer armor, iron halo, frag and krak grenades, lightning claw, storm bolter

Power lash: Range Melee Strength as user AP2. Due to the nature of a whip, it is near impossible to avoid this weapon. May re-roll all failed to hit rolls in close combat whilst using the power lash.

Special Rules:Independent Character, Combat Tactics, ATSKNF, Fleet

The Unkindness of Ravens: Assault Squads are Troops choices. Honor Guard and Command Squads may select Jump Packs for 5 points per model.

I own the shadows: Has Stealth and Shrouded.



Your Own Unique characters in 40K @ 2013/06/27 16:37:23


Post by: Kain


Gah lost my Red Terror stuff..

Any Tyranid breeds that could use a unique character for them?


Your Own Unique characters in 40K @ 2013/06/27 18:00:23


Post by: McNinja


CalasTyphon216 wrote:
I believe you were looking for something more like this:

Raven Guard Shadow Master

210 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: artificer armor, iron halo, frag and krak grenades, lightning claw, storm bolter

Power lash: Range Melee Strength as user AP2. Due to the nature of a whip, it is near impossible to avoid this weapon. May re-roll all failed to hit rolls in close combat whilst using the power lash.

Special Rules:Independent Character, Combat Tactics, ATSKNF, Fleet

The Unkindness of Ravens: Assault Squads are Troops choices. Honor Guard and Command Squads may select Jump Packs for 5 points per model.

I own the shadows: Has Stealth and Shrouded.

But even then, why would the master of a chapter about sneaking use a whip? Whips are incredibly loud and can't be swung in tight quarters. DE use whips because of that whole BDSM thing and Tyranids/Necrons use them as ropes to restrict enemies. Two knives or Rending Lightning Claws would be better.


Your Own Unique characters in 40K @ 2013/06/27 20:49:08


Post by: BaconUprising


 McNinja wrote:
CalasTyphon216 wrote:
I believe you were looking for something more like this:

Raven Guard Shadow Master

210 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+

Wargear: artificer armor, iron halo, frag and krak grenades, lightning claw, storm bolter

Power lash: Range Melee Strength as user AP2. Due to the nature of a whip, it is near impossible to avoid this weapon. May re-roll all failed to hit rolls in close combat whilst using the power lash.

Special Rules:Independent Character, Combat Tactics, ATSKNF, Fleet

The Unkindness of Ravens: Assault Squads are Troops choices. Honor Guard and Command Squads may select Jump Packs for 5 points per model.

I own the shadows: Has Stealth and Shrouded.

But even then, why would the master of a chapter about sneaking use a whip? Whips are incredibly loud and can't be swung in tight quarters. DE use whips because of that whole BDSM thing and Tyranids/Necrons use them as ropes to restrict enemies. Two knives or Rending Lightning Claws would be better.
also why stealth and shrouded? He is wearing a god dam jump pack! Those would make such a loud noise and they produce flames! It just doesn't work.


Your Own Unique characters in 40K @ 2013/06/27 21:28:19


Post by: Mojo1jojo


 Ovion wrote:
 Mojo1jojo wrote:
 McNinja wrote:
 Mojo1jojo wrote:
Raven Guard Chapter Master~also snip~ule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.

It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it.
Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it.
Do you mean twin lightning claws not power claws (I'm assuming yes)?
Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves.
Also terribly worded.
Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.

Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed.
Costing
Spoiler:
Space Marine Captain - 100
+1WS +10
+1Str +10
+2T +20
+1I +10
+2A +20
+Jump Pack +25
+Bonus moves for him + squad +20
+ 2 Lightning Claws +30
Ravens Talons bonuses:
+1AP +10
+reroll-rerolls +20
+AP2 At initiative tax +5
+charge bonus +10
+Whip +15
+I-Test thing +10
+Artificer Armour +15
+Shrouded +10
+Stealth +10
+Immune to ignores cover +10
+Eternal Warrior +35
+Assault after Deep Strike +10
+Hit and Run +10
+Infiltrate +10
+Scout +10
+Lord of Shadow +5
+Reroll Reserves (comms relay) +20
Total: 460





Your right on stats I just got carried away. I wanted to make a ridiculous original Space Marine character. The toughness I took as if it was Chapter master on a bike, giving him 1+ from norm biker. the WS was suppose to reflect his focus on melee. As for his abilities, they are all fluff related. Corax's armor had a jump pack and had cloaking abilities. He also had a power whip, which he did use in close quarters combat. He also had a heavy bolter which seems ridiculous for stealth but for some reason he still had it. As for his special rules, I would not change them. The Raven Guards main motto his hit and run yet the have nothing that relays this to them. They are also well known for their infiltration and deep striking. I believe with all the nerfing on melee having a dangerous unit like this would be extremely competitive against gun line armies....."cough tau cough cough". I agree with points. This would probable be a super expensive unit when taken with Honor/Vanguard which also ties in to the fluff because they had so few in number.


Your Own Unique characters in 40K @ 2013/06/28 01:57:54


Post by: StarTrotter


 Mojo1jojo wrote:
 Ovion wrote:
 Mojo1jojo wrote:
 McNinja wrote:
 Mojo1jojo wrote:
Raven Guard Chapter Master~also snip~ule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.

It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it.
Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it.
Do you mean twin lightning claws not power claws (I'm assuming yes)?
Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves.
Also terribly worded.
Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.

Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed.
Costing
Spoiler:
Space Marine Captain - 100
+1WS +10
+1Str +10
+2T +20
+1I +10
+2A +20
+Jump Pack +25
+Bonus moves for him + squad +20
+ 2 Lightning Claws +30
Ravens Talons bonuses:
+1AP +10
+reroll-rerolls +20
+AP2 At initiative tax +5
+charge bonus +10
+Whip +15
+I-Test thing +10
+Artificer Armour +15
+Shrouded +10
+Stealth +10
+Immune to ignores cover +10
+Eternal Warrior +35
+Assault after Deep Strike +10
+Hit and Run +10
+Infiltrate +10
+Scout +10
+Lord of Shadow +5
+Reroll Reserves (comms relay) +20
Total: 460





Your right on stats I just got carried away. I wanted to make a ridiculous original Space Marine character. The toughness I took as if it was Chapter master on a bike, giving him 1+ from norm biker. the WS was suppose to reflect his focus on melee. As for his abilities, they are all fluff related. Corax's armor had a jump pack and had cloaking abilities. He also had a power whip, which he did use in close quarters combat. He also had a heavy bolter which seems ridiculous for stealth but for some reason he still had it. As for his special rules, I would not change them. The Raven Guards main motto his hit and run yet the have nothing that relays this to them. They are also well known for their infiltration and deep striking. I believe with all the nerfing on melee having a dangerous unit like this would be extremely competitive against gun line armies....."cough tau cough cough". I agree with points. This would probable be a super expensive unit when taken with Honor/Vanguard which also ties in to the fluff because they had so few in number.


No offense but.... isn't this perhaps a bit much? Yes assault got nerfed but a 460 point guy? He costs more than a Swarm Lord (Oh please Hive Lord let me be right on this!), more than Fateweaver, a fully kitted Greater Daemon, more pricey than Logan Grimnar, and the Despoiler. Also T6 and eternal warrior? So he is somehow more survivable than many MC? Has a natural strength of 5 and he has the same exact Weapon Skill as the Kharn and Abaddon but has even more swings than either of the two? My apologies but perhaps tone him down just a bit? Apologies if this sounds rude! It just seems to be a tad too much and in most games would be gobbling up far too much of your point cost.


Your Own Unique characters in 40K @ 2013/06/29 12:05:58


Post by: NeoAigaion


Chapter Master of the Battle Hounds (Angron-like loyalist character)
WS7 BS5 S4 T4 W3 I5 A5 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Pair of Master-Crafted Paragon Blades
- Artificer Armour
- Iron Halo
- Frag and Krak Grenades
Special Rules:
- IC, ATSKNF
- Chapter Tactics (replace Combat Tactics, all Battle Hounds and the Chapter Master gain Furious Charge and Rage)
- Ultimate Warrior (Chapter Master can issue as many challenges as desired, and gets Preferred Enemy against all such opponents)

Chapter Master of the Dusk Walkers (Mortarion-like loyalist character)
<insert Typhus' statline here>
Wargear:
- Death Blade (MC, AP2, Unwieldy, can use "spin attack" against all enemies in base-contact, ID on to-wound of 6)
- Terminator Armour
- Iron Halo
- Frag and Rad Grenades
Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics, all Dusk Walkers Terminators count as Scoring units)
- Undying Form (Chapter Master has Feel No Pain and It Will Not Die)

Points estimate please.


Your Own Unique characters in 40K @ 2013/06/29 19:56:45


Post by: Ovion


 StarTrotter wrote:
 Mojo1jojo wrote:
 Ovion wrote:
 Mojo1jojo wrote:
 McNinja wrote:
 Mojo1jojo wrote:
Raven Guard Chapter Master~also snip~ule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
Having no guns nerfs him for shooting. As a chapter master, he will still be a damn good shot.

It should be BS5, no ifs or buts. It's included in the base cost of the model, and you're not getting -50 for dropping it.
Why is it S5/T6, instead of S4/T4? either way, it'll cost you 30pts, but there's no reason for it.
Do you mean twin lightning claws not power claws (I'm assuming yes)?
Using a 'customised tyranid whip' is madness - as Tyranid weapons are invaribly alive, and at least partially sentient themselves.
Also terribly worded.
Should really have Iron Halo, Frag and Krak grenades - haven't seen a Chapter Master without them.

Costed as having BS5, Frag and Krak Grenades and an Iron Halo, as is fitting for a Chapter Master. -15pts for no Iron Halo if really needed.
Costing
Spoiler:
Space Marine Captain - 100
+1WS +10
+1Str +10
+2T +20
+1I +10
+2A +20
+Jump Pack +25
+Bonus moves for him + squad +20
+ 2 Lightning Claws +30
Ravens Talons bonuses:
+1AP +10
+reroll-rerolls +20
+AP2 At initiative tax +5
+charge bonus +10
+Whip +15
+I-Test thing +10
+Artificer Armour +15
+Shrouded +10
+Stealth +10
+Immune to ignores cover +10
+Eternal Warrior +35
+Assault after Deep Strike +10
+Hit and Run +10
+Infiltrate +10
+Scout +10
+Lord of Shadow +5
+Reroll Reserves (comms relay) +20
Total: 460
Your right on stats I just got carried away. I wanted to make a ridiculous original Space Marine character. The toughness I took as if it was Chapter master on a bike, giving him 1+ from norm biker. the WS was suppose to reflect his focus on melee. As for his abilities, they are all fluff related. Corax's armor had a jump pack and had cloaking abilities. He also had a power whip, which he did use in close quarters combat. He also had a heavy bolter which seems ridiculous for stealth but for some reason he still had it. As for his special rules, I would not change them. The Raven Guards main motto his hit and run yet the have nothing that relays this to them. They are also well known for their infiltration and deep striking. I believe with all the nerfing on melee having a dangerous unit like this would be extremely competitive against gun line armies....."cough tau cough cough". I agree with points. This would probable be a super expensive unit when taken with Honor/Vanguard which also ties in to the fluff because they had so few in number.
No offense but.... isn't this perhaps a bit much? Yes assault got nerfed but a 460 point guy? He costs more than a Swarm Lord (Oh please Hive Lord let me be right on this!), more than Fateweaver, a fully kitted Greater Daemon, more pricey than Logan Grimnar, and the Despoiler. Also T6 and eternal warrior? So he is somehow more survivable than many MC? Has a natural strength of 5 and he has the same exact Weapon Skill as the Kharn and Abaddon but has even more swings than either of the two? My apologies but perhaps tone him down just a bit? Apologies if this sounds rude! It just seems to be a tad too much and in most games would be gobbling up far too much of your point cost.
Also, something I forgot to mention - rerolling rerolls. Just no.

For something that'd be better as a mega stealth Chapter Master, go with something like this:
Spoiler:
Army: Space Marines
BG: Blablabla Ravenguard Stealth Dude.

FO: HQ
Squad: Absconditus, Chapter Master of the Raven Guard
Unit: Raven Guard Chapter Master, Points Per: 225, Models: 1*, Unit Type: Jump Infantry (Character),
WS-6, BS-5, S-4, T-4, W-3, I-5, A-3, Ld-10, Sv-2+/4+*.
Wargear:
The Ravens Shadow
Shades Mirror
Lightning Claw
The Long Knife
Bolt Pistol with Hellfire Rounds
Frag Grenades
Krak Grenades
Iron Halo

Special Rules:
( J: Skyborne )
( J: Hammer of Wrath* )
( J: Bulky )
( J: Deep Strike )
( C: Precision Shots )
( C: Precision Strikes )
( TRS: Shrouded )
And They Shall Know No Fear
Combat Tactics
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Lord of Shadows
Chapter Tactics

The Ravens Shadow:
This ancient relic has been handed down through the hidden ranks of the Raven Guards leadership.
It is Artificer Armour that confers the Shrouded Special Rule.

Shades Mirror:
This device from the Dark Age of Technology allows the bearer to slip between shadows like most would walk through doorways.
A unit with a Shades Mirror is treated as Jump Infantry.

The Long Knife:
The true mark of a Ravenguard Chapter Master is his skill with this deadly blade. It's a specially modified Power Weapon, that seems to draw in the light and brings the icy touch of darkness to its victims.
It's a weapon with the following profile:
Weapon: The Long Knife
Range-N/A, Str-User, AP-5, Type-Melee, Poisoned (2+), Rending, Cold.
Special Rules: Cold
Any model that suffers an unsaved wound from a weapon with the Cold special rule reduces their Ballistic Skill and Weapon Skill to 1 until the end of the next turn.

Lord of Shadows:
If Absconditus, or the unit he is with assaults a unit from behind, the unit can not fire Overwatch.

Chapter Tactics:
If you include Absconditus then all units in your army exchange the Combat Tactics special rule for the Stealth universal special rule.
If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.
Costing:
Spoiler:
Space Marine Chapter Master - 125
+Artificer Armour +15
+Jump Pack +25
+Lightning Claw +15
+The Long Knife +15
+Hellfire Rounds +10
+Shrouded +10
+Lord of Shadows +5
-Oribital Bombardment -25
+Chapter Tactics +30
Total: 225


Your Own Unique characters in 40K @ 2013/06/30 03:28:36


Post by: Vulkanhestan97


Hey guys, here is my variation of Salamanders 3rd Company Captain, Captain Adrax Agatone

Ws Bs S T I A W Ld Sv Inv
7 5 4 4 6 4 3 10 +2 +4

Wargear:
Artificer armour
Lightning claw
Stormbolter
Iron halo
Frag and Krak grenades

Special rules:
Zealot- Fearless, hatred
Fleshbane
And they shall know no fear
Combat tactics
Independent Character

Background: Tomb of Fire Trilogy, great reads by Nick Kyme.

P.S I built this upgrade to my captain about three months ago for a local HQ 1 Vs 1 competition using rules set up by the guys at GW Perth. I won the competion overall, and all the guys agreed that the model points-wise was fair; 90% of my fellow gamers agreed. just wondering what this model should be worth in a standard game?

Pts: 183 pts ( base model without added extras = 133pts)



Your Own Unique characters in 40K @ 2013/06/30 04:53:54


Post by: NeoAigaion


Chapter Master of the Bright Stars (Magnus-like loyalist character)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Wargear:
- Terminator Armour
- Iron Halo
- Psychic Hood
- Infinity Blade (MC, +2S, AP3, Force)
Special Rules:
- IC, ATSKNF
- Chapter Tactics (all Bright Stars' characters gain Brotherhood of Psykers)
- Enforced Willpower (Adamantium Will to the Chapter Master and his unit)
- Psyker Mastery Level 3 (can take powers from any of the five disciplines)


Your Own Unique characters in 40K @ 2013/06/30 12:49:05


Post by: Vulkanhestan97


^ How many points would this loadout be?


Your Own Unique characters in 40K @ 2013/06/30 13:31:58


Post by: Ovion


 Vulkanhestan97 wrote:
Hey guys, here is my variation of Salamanders 3rd Company Captain, Captain Adrax Agatone

Ws Bs S T I A W Ld Sv Inv
7 5 4 4 6 4 3 10 +2 +4

Wargear:
Artificer armour
Lightning claw
Stormbolter
Iron halo
Frag and Krak grenades

Special rules:
Zealot- Fearless, hatred
Fleshbane
And they shall know no fear
Combat tactics
Independent Character

Background: Tomb of Fire Trilogy, great reads by Nick Kyme.

P.S I built this upgrade to my captain about three months ago for a local HQ 1 Vs 1 competition using rules set up by the guys at GW Perth. I won the competion overall, and all the guys agreed that the model points-wise was fair; 90% of my fellow gamers agreed. just wondering what this model should be worth in a standard game?

Pts: 183 pts ( base model without added extras = 133pts)
First off - your stat alignment is bad :(

Costing
Spoiler:
Base: Space Marine Captain - 100
+1WS +10
+I +10
+1A +10
+Artificer Armour +15
+Lightning Claw +15
+Storm Bolter +3
+Zealot +10
+Fleshbane +10
Total: 183. Round it up to 185, just to make it even.

NeoAigaion wrote:
Chapter Master of the Bright Stars (Magnus-like loyalist character)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Wargear:
- Terminator Armour
- Iron Halo
- Psychic Hood
- Infinity Blade (MC, +2S, AP3, Force)
Special Rules:
- IC, ATSKNF
- Chapter Tactics (all Bright Stars' characters gain Brotherhood of Psykers)
- Enforced Willpower (Adamantium Will to the Chapter Master and his unit)
- Psyker Mastery Level 3 (can take powers from any of the five disciplines)
Ok, so. First - why all disciplines? Why not just the standard Marine ones?

Costing
Spoiler:
Base: Space Marine Chapter Master - 125
+Terminator Armour +40
+Psychic Hood +10
+Infinity Blade +40
-Orbital Bombardment -25
+Chapter Tactics: All Characters are Psykers +125
Enforced Willpower +10
+3 Mastery Levels +75
Total: 400.
On the Chapter Tactics - 125pts is possibly too cheap even, 150 or 200 might be more applicable.
That's a potential 16 psykers (1 HQ, 3 Elite, 6 Troop, 3 Fast Attack, 3 Heavy Support) which is 400pts worth of upgrade (25pts per mastery level).
However, I'm assuming an average of 5 characters, so costed it at that.


Your Own Unique characters in 40K @ 2013/06/30 14:09:33


Post by: NeoAigaion


By "Characters", I meant only those that lead squads (Sergeants and the like), not every model.


Your Own Unique characters in 40K @ 2013/06/30 14:29:32


Post by: Ovion


NeoAigaion wrote:
By "Characters", I meant only those that lead squads (Sergeants and the like), not every model.
I figured that. Or rather, I figured that it's any model with the Character special rule, being that's what the wording implies - and each squad, has 1 character, which will gain 1 mastery level each.
So with 5 squads, each having a Character (being mreen squads come with them by default), which is 5 mastery levels total.

But with the way the FOC is, you can have up to 17 units, of which 1 would be the Chapter Master, so up to 16 the Character rule.
With 2FOC at 2000pts+, that's up to 33 (Not entirely realistic, but possible).


Your Own Unique characters in 40K @ 2013/07/01 11:37:41


Post by: NeoAigaion


I intended for "Chapter Tactics (Bright Stars)" to work exactly as "Brotherhood of Psykers" is written in the Grey Knight codex.


Your Own Unique characters in 40K @ 2013/07/01 11:44:18


Post by: Ovion


NeoAigaion wrote:
I intended for "Chapter Tactics (Bright Stars)" to work exactly as "Brotherhood of Psykers" is written in the Grey Knight codex.

Brotherhood of Psykers is a Universal Special Rule, that makes a model with it a Psyker, Mastery Level 1.
In a unit, all models that have the rule, count as a single Mastery Level 1 Psyker.

In the case of Codex: Grey Knights, they have a specific rule that prevents them from selecting book powers and rolling on the chart.

So, in this case, you just make each model with the Character rule in your force, a Mastery Level 1 Psyker.


Your Own Unique characters in 40K @ 2013/07/01 15:25:31


Post by: Vulkanhestan97


First off - your stat alignment is bad :(

Costing

Stat alignment?


Your Own Unique characters in 40K @ 2013/07/02 19:08:33


Post by: Lt. 'Tweek'


So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...

Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points

Rules: ATSKNF; Relentless; Rampage

Masks of Memories* Grants user Hatred and Fear

The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.

Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.

Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)

Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points

Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)

Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.

The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many


Your Own Unique characters in 40K @ 2013/07/02 19:22:40


Post by: General Duf


 sub-zero wrote:

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

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

Terminator armor

Iron Halo
confers a 4+ invulnerable save

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

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

And they shall know no fear

Combat tactics

Independant character

Preferred enemy

Prince of Macragge
Any squad that Magnus joins is fearless.

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

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

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

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


I would adjust the lightning claw, I can think of at least 2 instances GW limiting extra attacks/wounds (dread claw on the BA death company dreadnaught, and a psyker ability) and I would tend to think in line with the precedents. Overall I think he is neat though.


Your Own Unique characters in 40K @ 2013/07/02 22:56:39


Post by: BaconUprising


Lt. 'Tweek wrote:
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...

Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points

Rules: ATSKNF; Relentless; Rampage

Masks of Memories* Grants user Hatred and Fear

The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.

Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.

Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)

Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points

Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)

Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.

The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
from a quick look they are IMMENSELY under costed. 2+ saves and possible 3++ inv saves on jump infantry is far too much and there is no way in hell they should have rampage. Why? They have ap3 heavy 3 heavy bolters so a squad of 5 can shoot 15 ap3 shots which will usually kill most of a tactical squad. They can also then charge a terminator squad and god help them if they have more models because then this silly unit will be unleashing a potential 25 attacks between 5 of them at ap2. Pretty sure this unit could reliably kill every single unit in the game quite easily. This seems like a very special snowflake to me...


Your Own Unique characters in 40K @ 2013/07/02 23:38:39


Post by: Lt. 'Tweek'


As I said they're crazy haha
But they only ever get a maximum two of the weapons, so if they take the 3++ they either can't shoot or make the attacks, or if they take the HB and CCW they will be easier to kill... that's pretty much their point, "do-as-much-damage-in-a-turn-before-getting-killed"
Sure though, the costing could be higher... put it a lot higher initially (base cost of 270) but with each read it came down...
Why Rampage? Well, I was trying to include the theme of immense bitter hatred, and I wanted to add a lot (maybe too many) themes in... wanted to give them death company's Rage, but this is more of a gamble...

And the AP2 weapon CCW. As you probably noticed, it's Plasma, so I naturally started with lots of power, and a gets hot drawback. not sure why I took it off now...
Anyway, the point was for each successful save the enemy made, the attacker receives the same strength hit with saves allowed (the parrying could made plasma spark off the blade toward the wielder, I guess)

That would make it fairer, right? So what kind of cost overall?
Thanks for feedback


Your Own Unique characters in 40K @ 2013/07/03 00:24:12


Post by: Ovion


Lt. 'Tweek wrote:
Spoiler:
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...

Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points

Rules: ATSKNF; Relentless; Rampage

Masks of Memories* Grants user Hatred and Fear

The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.

Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.

Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)

Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points

Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)

Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.

The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
Why is everything Plasma?
Furthermore, you've basically made an Assault Squad, with a ton of extra stuff, for the cost of a regular Assault Squad with no upgrades, and a massively improved transport, with at least 60pts of upgrades, for 30pts over the normal one.

So without further ado:
Costing
Spoiler:
Elite Infantry: Default upgrades are done by 3 models.
3 Assault Marines - 54
+Artificer Armour +15
+Hatred +10
+Fear +10
+Relentless +10
+Rampage +10
Total: 109, /3=
Total: 36pts per.
Making the default squad of 5, 180pts.

Storm Shield is fine, as it's normally 15pts.

Plasma Sword is underpriced - It's easily worth 25pts (Power Sword with +1 AP, and an extra special rule.)

Games Workshop has decreed that Skyfire+Interceptor is worth 25pts (Tau), or +10pts, with -1Str and AP to an existing 15pt weapon for just Skyfire (DA/CSM).
SO, Heavy Bolter is a 10pt weapon,
so call it +20 for Skyfire+Interceptor,
+10 for +1 AP,
+Night Vision for +5,
+Melta Shell (which is actually a pretty nice rule imo) +5
So, math says 50pts, which honestly seems a little high to me, but that's the math.

Transport:
Spoiler:
Base: Rhino - 35
+2FA +20
+Teleport Homer +15
+Extra Armour +15
+Heavy Flamer +10
+TL Eagle Bolter +75
+Machine Spirit +10
+Assault Vehicle +10
+Outflank +10
-Firepoints and Repair -10
Total: 190


Your Own Unique characters in 40K @ 2013/07/03 01:24:11


Post by: CalasTyphon216


Montalban, Chapter Champion, Imperial Fists Chapter

Montalban is the Chapter Champion of the illustrious Imperial Fists, and functions as his master Vladimir Pugh's personal bodyguard on the battlefield. Not known so much for his swordsmanship as for his immense size and strength, he is an indomitable fighter whose blows literally smash opponents off their feet. He was most recently defeated, along with Castellan Aligheri of the Black Templars, in the three-way decider of the latest Feast of Blades, by the Scourge Zacharias Kersh of the Excoriators.

Codex: Space Marines. HQ choice. Does not take up a HQ slot of Chapter Master Pugh is present in the same detachment.

180 points

Type: Infantry (character)

Composition: 1 (unique)

WS6 BS4 S5 T5 W2 I5 A3 Ld9 Sv2+

Wargear: Artificer armour, bolter, frag and krak grenades, storm shield

Honor: This is a hand-and-a-half sword, a treasured relic of the Horus Heresy. +1 Strength, AP2, Specialist Weapon, Murderous Strike (Instant Death on a roll to wound of '6')

Special Rules: Independent Character, Stubborn

Bodyguard: Vladimir Pugh's Look Out Sir rolls are always directed onto Montalban, and automatically succeed. Furthermore, he may attempt Look Out Sir as long as Montalban is within 3 inches of him, and under any circumstance (ignoring normal restrictions such as Sniper)

Indomitable: Montalban has the Counter Attack and Feel No Pain rules. Furthermore, enemy models in base contact with Montalban gain no charge bonuses.

Honor of the Chapter: Montalban MUST issue or accept challenges. In a challenge, he gains the Preferred Enemy USR.


Your Own Unique characters in 40K @ 2013/07/03 04:00:45


Post by: NeoAigaion


Chapter Master of the Iron Conclave (Perturabo-like loyalist)
<chapter master statline, T5>

Wargear:
- Fists of the Wrecker (MC Power Fists each with a TL Multi-Melta)
- Siege-Breaker Terminator Armour (Terminator Armour that re-rolls failed armour saves against Template and Blast weapons, also reduces run/charge distances by 1 inch)
- Iron Halo
- Melta Bombs

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; all Iron Conclave Heavy Support units are Scoring units)
- Art of Destruction (attacks of the Chapter Master, and any Heavy Support unit he is with, re-roll penetration rolls against immobile structures and also add +1 to the damage chart result)


Your Own Unique characters in 40K @ 2013/07/03 06:40:52


Post by: Isthatagreengreyknight?


I'd like to start with please give commentary if possible, i'd actually hoped to use homebrew characters in some friendly games, thanks.

Telos Datek

WS: 6 BS: 4 S: 4 T: 4 W: 3 I: 6 A: 5 LD: 10 Sv: 4+ PTS: 225

Wargear: Master-Crafted Bolt Pistol, Befouled Greatsword of the Datek Family, Melta-bombs, Corrupted Cloak of the Commissariat, Duelist's Visor

Befouled Greatsword of the Datek Family: The prized possession of the Datek family, the greatsword of the Datek is both lithe and powerful providing the perfect balance between attack and defense.
Rng: - S: +1 AP: 3, Rending (5+)

Corrupted Cloak of the Commissariat: Seized during the Revolt of Regnix, it was taken from the badly mangled corpse of a Lord Commissar, the result of Telos' first duel against a significant member of the Imperium . He wears it both to mock the failing Imperium as well as for the protection it provides, thanks to the Dark Enchantments hemmed into it's lining over the years, Telos' save is invulnerable.

Duelist's Visor: Used only by those with the massive cognitive and psychic prowess needed to operate the device, the Duelists Visor points out weakpoints in enemies stances and fighting styles giving Telos even more of an advantage over lesser warriors, Telos gets an extra attack for every point of WS he has above his opponent, but counts as a psyker for all intents and purposes but may not use any psychic powers, his psychic mastery is used to power the device.

Special Rules: Independent Character, Fearless, Feel No Pain (6+), Furious Charge, Fleet, Fast as Death Itself, Ever-living, Eternal Warrior, Shrouded

Fast as Death Itself: Telos is said to be incredibly fast, almost too fast for a mortal, even one blessed by chaos, Telos and any unit he joins moves as if they where beasts and also gain the Relentless special rule.

Fluff: Born and raised on the Ice World Regnix, Telos Datek was born of the illustrious lineage of the Datek family, duelists who taught nobles the way of the sword. At an early age he learned the plight of the everyman and became a man of the people, much to the displeasure of Nobles all around. As a duelist he was peerless surpassing even his Father and taking the head of the family. However, around 973.999.M41, the citizens of the Regnix where accused of harboring nearby groups of Chaos Space Marine raiders and where attacked with no chance to defend against the claim, the first day of the siege resulted in the confirmed deaths of 68,000,000, innumerable others doubtlessly slaughtered and forgotten. While Telos' father hid, like much of the aristocrats of Regnix, Telos gathered a following and began to make an organized resistance, turning to the Dark Gods for power, after all if the Imperial attack was so called Justice, Chaos would be infinitely superior, his first act as leader was to execute every aristocrat he could find, even his father, and use them to summon the raiders they where convicted of harboring, if it was traitors they wanted, traitors they would have!


Your Own Unique characters in 40K @ 2013/07/03 08:00:34


Post by: Lt. 'Tweek'


 Ovion wrote:
Lt. 'Tweek wrote:
Spoiler:
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...

Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points

Rules: ATSKNF; Relentless; Rampage

Masks of Memories* Grants user Hatred and Fear

The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.

Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.

Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)

Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points

Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)

Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.

The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
Why is everything Plasma?
Furthermore, you've basically made an Assault Squad, with a ton of extra stuff, for the cost of a regular Assault Squad with no upgrades, and a massively improved transport, with at least 60pts of upgrades, for 30pts over the normal one.

So without further ado:
Costing
Spoiler:
Elite Infantry: Default upgrades are done by 3 models.
3 Assault Marines - 54
+Artificer Armour +15
+Hatred +10
+Fear +10
+Relentless +10
+Rampage +10
Total: 109, /3=
Total: 36pts per.
Making the default squad of 5, 180pts.

Storm Shield is fine, as it's normally 15pts.

Plasma Sword is underpriced - It's easily worth 25pts (Power Sword with +1 AP, and an extra special rule.)

Games Workshop has decreed that Skyfire+Interceptor is worth 25pts (Tau), or +10pts, with -1Str and AP to an existing 15pt weapon for just Skyfire (DA/CSM).
SO, Heavy Bolter is a 10pt weapon,
so call it +20 for Skyfire+Interceptor,
+10 for +1 AP,
+Night Vision for +5,
+Melta Shell (which is actually a pretty nice rule imo) +5
So, math says 50pts, which honestly seems a little high to me, but that's the math.

Transport:
Spoiler:
Base: Rhino - 35
+2FA +20
+Teleport Homer +15
+Extra Armour +15
+Heavy Flamer +10
+TL Eagle Bolter +75
+Machine Spirit +10
+Assault Vehicle +10
+Outflank +10
-Firepoints and Repair -10
Total: 190


Thanks for the costing!
Suppose these guys are just expensive, then.
As for the plasma, I'm a DA player so try to add a lot of plasma based weapons
So I definitely need to do one of two things, add more drawbacks, take the squad apart a little or just add more upgrade options, like adding a scope to the HB instead of it being base price
Hmm...


Automatically Appended Next Post:
I thought I'll add that I hadn't included the FOC part, as I was debating which they should be... they can be devastator equivilents making them heavy support, but also jump units (fast attack) and they have good CC abilities (elites)
You can probably see my headache...
So they are now 1-per-army HQ slots
I figure this justifies if they are a little overpowered...


Your Own Unique characters in 40K @ 2013/07/05 03:26:48


Post by: NeoAigaion


Adamas Seraph of the Defiant Ones
WS6 BS5 S4 T4 W4 I5 A4 LD10 SV2+/3++

Wargear:
- Master-Crafted Paragon Blade
- Storm Shield
- Terminator Armour
- Frag and Krak Grenades

Special Rules:
- IC
- Fearless
- Adamantium Will
- Eternal Warrior


Your Own Unique characters in 40K @ 2013/07/06 05:24:34


Post by: CalasTyphon216


Marshal Heinrich, Black Templars

Marshal Heinrich is the reigning champion in melee combat in the Black Templars chapter, though somewhat of a scandal for his shunning of the sword. Instead, he fights with a small meteor hammer, customised to allow him to wield it in a single hand. He is an implacable fighter, smiting his foes more due to his ferocity than his skill. To fight him is to fight an unstoppable machine, where every step is a blow and every blow is a step. Once Heinrich has selected a target, he will not tire and he will not stop until his foe has been utterly vanquished.

Codex: Black Templars

185 points

HQ choice

Type: Infantry (character)

Composition: 1 (unique)

WS5 BS4 S5 T4 W3 I5 A5 Ld8 Sv3+

Wargear: Power armor, storm shield, frag and krak grenades, bionics

Breaker: This is a length of chain terminating in a large, censored mace. Heinrich wields it in a whirling propeller, smashing foes from their feet with every blow. Strength +3 AP 3 Melee Specialist Weapon Concussion Rending

Special Rules: Independent Character, Fearless, Crusader, Rampage

Implacable, Unstoppable: May re-roll all failed to hit and failed to wound rolls


Automatically Appended Next Post:
Nemesor Iskh of Mandragora

Iskh was rare amongst the Necrontyr even before her transition into a customised chassis. The only female to rise to the rank, she was known for a fiery temper melded with ferocity and intelligence on the battlefield. Her continued existence is a constant annoyance of scandalous proportions amongst the Mandragoran hierarchy, only tempered by Imotekh's tolerance of her. For the Stormlord worships logic above all, and as long as Iskh continues her flawless performance leading Mandragora's armies, she buys herself Imotekh's graces.

250 points

Type: Infantry (character)

Composition: 1 (unique)

WS4 BS5 S4 T4 W3 I3 A3 Ld10 Sv3+

Wargear: Warscythe, Tachyon arrow, Mindshackle scarabs, Resurrection orb

Customised chassis: Iskh is forward thinking for a Necron, and not adverse to incorporating new technology into her body. So far she has integrated Nebuloscopes from Tomb Blades, and an experimental energy shield. Furthermore, as a statement of defiance, her body is crafted to reflect her more feminine characteristics, exchanging durability and strength for flexibility and speed. This is reflected by changes in her statline above. In addition, she has a 2+ invulnerable save. However, if this save is ever failed, she immediately suffers a single wound with no saves of any kind allowed, and the save can no longer be used.

Special Rules: Ever-living, Independent Character, Reanimation Protocols, Deep Strike

Coordinated Strike: Iskh's trademark strategy involves rapidly deploying many phalanxes through Hyperspace corridors, overwhelming the foe before they can react. Necron Warriors and Necron Immortals in the same detachment gain the Deep Strike USR. Furthermore, any models with Deep Strike in the same detachment automatically deep strike on turn one, do not scatter if within 12 inches of Iskh, and ignore the usual rule regarding keeping a maximum of half your army in reserve.

Pride: Iskh MUST be the Warlord. No allies may be taken, and no other special characters from Codex: Necrons may be taken. (she is far too proud to work with others)


Your Own Unique characters in 40K @ 2013/07/06 16:43:09


Post by: McNinja


Lt. 'Tweek wrote:
So here's my new squad... can be put to a few duties/do-as-much-damage-in-a-turn-before-getting-killed/fire support/dedicated CC... And yes, they're pretty crazy... made a new squad which I didn't intend to play with so gave some pretty insane wargear (sanguinary guard w/heavy bolters and storm shields/CC weapons), couldn't help making rules for them...

Qharter Promythans
- 100 points
- Composition: 5 Qharter Promythans
- WS4|BS4|S4|T4|I4|W1|A1|Ld8|Sv2+
Wargear: Artificer armour; Masks of Memories; The Father's Feathers
Any model can take upto any 2 of the following:
Storm shield - 15 points
Plasma sword - 15 points
Eagle Bolter - 30 points

Rules: ATSKNF; Relentless; Rampage

Masks of Memories* Grants user Hatred and Fear

The Father's Feathers* Confers a 6++ Inv save to a user who is Locked In Combat. Confers Shrouded to an enemy outside of combat who did not move in the previous movement phase. Treated as a Jump Pack, except that it does not grant the user Deep Strike. All other rules for Jump Units are followed.

Plasma Sword* AP2 melee weapon with Volley of Sparks; Any user fighting in CC with this weapon always fights at at least the same initiative as the opponent.

Eagle Bolter* A heavy bolter with the following alternations: 36"|S5|AP3|Heavy 3; Plasma Scope; Melta Shell
(Plasma scope: Model firing with a weapon with this scope has Night Vision, Skyfire and Interceptor)
(Melta Shell: 18" One use only weapon. If user fires at a vehicle with the primary weapon, after initial Armour Penetration roll, user can choose to fire their Melta Shell at the vehicle. Roll to hit as usual, and, if successful, add D3 to the penetration.)

Transport: Squad can choose to take their personal dedicated transport 'Warchild' for +65points

Warchild:
BS5|Armour: F13|S11|R11|HP3
Vehicle (Tank Transport*)
Wargear: Searchlight, Smoke Launchers, Teleport Homer, Extra Armour, Heavy Flamer; Twin-Linked Eagle Bolter (This includes 2 Melta-Shells instead of 1. However, both must be fired at the same target at the same time. This allows +D6 to the armour penetration if both successfully hit.)

Rules: Machine spirit, Assault vehicle, Outflank*
*Transport
Capacity = 10
Can only transport models in the Qharter Promythans unit.
Fire points = none
*Outflank
Vehicle always Outflanks, however models in the unit may choose to either deploy in the unit (and outflank with it) or begin the game deploying normally.

The fluff isn't well developed in writing as, as are most of my thoughts, they are well contained within the safety of my head ;-)
However, basically...
The Qharter Promythans are lost members of the old Stormwing operations... Divided by orders and battles, there are now mere pockets of them surviving by themselves awaiting reinforcements.
Kitted out with scavenged relics and weapons, and using their hardy experience to their advantage, they give everything they've got at the enemy in a flexible formation of tactics
They possess great strength due to their part in the great storm rituals, and the same flowing power grants them superior understanding into the power of rites and relics, which is arguably why they tend to utilise so many
Remove the word "plasma" from the plasma scope and you'll sound a bit more credible.


Your Own Unique characters in 40K @ 2013/07/06 20:43:07


Post by: Lt. 'Tweek'


 McNinja wrote:
Remove the word "plasma" from the plasma scope and you'll sound a bit more credible.


Looking back at it that was painfully unimaginative... had the rules. Didn't have a name. DA = plasma. It's bad I know

'Outline Optic' I think would be a good substitute


Your Own Unique characters in 40K @ 2013/07/06 21:00:30


Post by: BaconUprising


Uh I like the space marine dude (haven't read the necron one yet). I don't like the fact he has rampage though or the fact that he is base strength 5 should be strength 4. Also I think the +3 strength is balanced if the weapon is ap4 and unwieldy like a mace. I like the addition of rending, as if the chain gets caught in armour as it swings around.


Your Own Unique characters in 40K @ 2013/07/06 21:22:11


Post by: Lt. 'Tweek'


CalasTyphon216 wrote:
Marshal Heinrich, Black Templars


Breaker: This is a length of chain terminating in a large, censored mace. Heinrich wields it in a whirling propeller, smashing foes from their feet with every blow. Strength +3 AP 3 Melee Specialist Weapon Concussion Rending


Imo Strikedown would work better than Concussive due to the fluff (you mentioned he smashes them from their feet implying they get knocked over or "struck down")


Automatically Appended Next Post:
Ok here's a meathead.
Bloodlord (I hope this title isn't already used? Hoping the Tyranid really is Broodlord? )

Elite: 115 points
WS5|BS2|S5|T4|I2|W3|A2|Ld6|Sv6+FNP4++

Wargear: Stained Leather Tunic (6+); Crafted Shard; Twin-Linked Laspistol
(Crafted Shard: S-user|AP5|Melee, Unwieldy, Two-Handed, Poisoned(3+), Rending)

Rules: Fear, FNP(4+), It Will Not Die, Slow And Purposeful, Heavy Coward

(Heavy Coward: Automatically passes Strength and Toughness tests, automatically fails Initiative tests and morale checks)


Your Own Unique characters in 40K @ 2013/07/07 01:12:26


Post by: CalasTyphon216


 Lt. 'Tweek wrote:
CalasTyphon216 wrote:
Marshal Heinrich, Black Templars


Breaker: This is a length of chain terminating in a large, censored mace. Heinrich wields it in a whirling propeller, smashing foes from their feet with every blow. Strength +3 AP 3 Melee Specialist Weapon Concussion Rending


Imo Strikedown would work better than Concussive due to the fluff (you mentioned he smashes them from their feet implying they get knocked over or "struck down")


Honestly I entirely forgot there was a special rule called Strikedown.....


Your Own Unique characters in 40K @ 2013/07/11 14:19:13


Post by: NeoAigaion


Chapter Master of the Shadow Walkers (Alpharius loyalist concept)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Wargear:
- Cloaked Power Armour (Stealth and Shrouded)
- Silent Stalker (MC Stalker Boltgun, Armour saves cannot be taken against Precision Shots made by this weapon)
- Venom Blade (CCW with Poison 4+)

Special Rules:
- IC, ATSKNF, Combat Tactics
- Chapter Tactics (replaces Combat Tactics, all Shadow Walkers may re-roll failed Cover Saves of 1)
- Prey Stalker (the Chapter Master and his unit may Infiltrate to any point on the board, regardless of enemy proximity)


Points cost ideas, anyone?


Your Own Unique characters in 40K @ 2013/07/12 23:33:24


Post by: Jimsolo


A bunch, lol. He's clearly pretty powerful. I'd have to pull out some Codexes and do some comparison shopping, but 200 points at a minimum, no more than 300. Probably around 240-250 would be my off-the-cuff guess.


Your Own Unique characters in 40K @ 2013/07/13 01:26:00


Post by: DxM Scotty MxD


Urkrathos, chosen of Abaddon
WS BS S T W I A Ld Sv
6 5 4 4 4 5 3 10 2+

Special rules:
Veteran of the long war
Fearless
Independent character
Orbital bombardment

Wargear:
Bolt pistol
Blood sword
Frag and Krak grenades
Terminator armour

Urkrathos may take a squad of chosen or cultists as a retinue squad

Blood sword:
The blood sword is a power sword that consumes the blood of victims it impales. This weapon always causes instant death on an unsaved wound.

Whatdya think points wise? 120/130?


Your Own Unique characters in 40K @ 2013/07/13 02:22:59


Post by: Ovion


NeoAigaion wrote:
Chapter Master of the Shadow Walkers (Alpharius loyalist concept)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Wargear:
- Cloaked Power Armour (Stealth and Shrouded)
- Silent Stalker (MC Stalker Boltgun, Armour saves cannot be taken against Precision Shots made by this weapon)
- Venom Blade (CCW with Poison 4+)

Special Rules:
- IC, ATSKNF, Combat Tactics
- Chapter Tactics (replaces Combat Tactics, all Shadow Walkers may re-roll failed Cover Saves of 1)
- Prey Stalker (the Chapter Master and his unit may Infiltrate to any point on the board, regardless of enemy proximity)


Points cost ideas, anyone?
First, Dark Eldar already have a Venom Blade, it's a Poisoned 2+ CCW.
Next, is a Stalker Boltgun a thing? I can't find the stats for it in a codex / the rulebook... I know it's a Boltgun with a scope, but is it just a boltgun here?
I'm assuming it is, If it's a Boltgun with sniper, add +10 to the final cost.
Costing:
Spoiler:
Base - Chapter Master: 125
+Stealth +10
+Shrouded +10
+MC Stalker Boltgun +10
+Poisoned CCW +5
-Orbital Bombardment -25
+Chapter Tactics +25
+Prey Stalker +15
Total: 175


Your Own Unique characters in 40K @ 2013/07/13 02:23:16


Post by: junk


Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.


Your Own Unique characters in 40K @ 2013/07/13 02:29:16


Post by: Ovion


 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.


Your Own Unique characters in 40K @ 2013/07/13 03:23:21


Post by: CalasTyphon216


The Silent King, Szarekh

Codex: Necrons

285 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS5 BS5 S6 T5 W4 I3 A4 Ld10 Sv2+

Wargear: Sempiternal weave, Phase Shifter, Phylactery

Staff of the Covenant: An ornate staff, the original of which the current Rods of the Covenants are but pale shadows. Range 18 S7 AP1 Assault 3 Armorbane, counts as a Warscythe in close combat.

Special Rules: Independent Character, Ever-living, Reanimation Protocols, Phaeron

Lord of Time: Szarekh has mastered time travel in an albeit limited, localised fashion. Szarekh may seize the initiative on a 3+. He also has a Chronometron.

Triarch: Triarch Praetorians are Troops choices instead of Elites. For every 10 Triarch Praetorians in the same detachment, a single Triarch Stalker may be taken that does not occupy an Elites slot. It still counts as an Elites choice for the purposes of missions where Elites are scoring, but otherwise allows the controlling player to exceed the normal limit on Elites choices. However, he may not select a Royal Court.


Your Own Unique characters in 40K @ 2013/07/13 05:09:58


Post by: McNinja


 Ovion wrote:
NeoAigaion wrote:
Chapter Master of the Shadow Walkers (Alpharius loyalist concept)
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV3+
Wargear:
- Cloaked Power Armour (Stealth and Shrouded)
- Silent Stalker (MC Stalker Boltgun, Armour saves cannot be taken against Precision Shots made by this weapon)
- Venom Blade (CCW with Poison 4+)

Special Rules:
- IC, ATSKNF, Combat Tactics
- Chapter Tactics (replaces Combat Tactics, all Shadow Walkers may re-roll failed Cover Saves of 1)
- Prey Stalker (the Chapter Master and his unit may Infiltrate to any point on the board, regardless of enemy proximity)


Points cost ideas, anyone?
First, Dark Eldar already have a Venom Blade, it's a Poisoned 2+ CCW.
Next, is a Stalker Boltgun a thing? I can't find the stats for it in a codex / the rulebook... I know it's a Boltgun with a scope, but is it just a boltgun here?
I'm assuming it is, If it's a Boltgun with sniper, add +10 to the final cost.
Costing:
Spoiler:
Base - Chapter Master: 125
+Stealth +10
+Shrouded +10
+MC Stalker Boltgun +10
+Poisoned CCW +5
-Orbital Bombardment -25
+Chapter Tactics +25
+Prey Stalker +15
Total: 175
It's a weapon only used (so far) by Sgt. Telion in the SM codex. It's R:36" S4 AP5 Heavy 2, Rending, Pinning. It's a slightly better sniper rifle, so +10 works.


Automatically Appended Next Post:
CalasTyphon216 wrote:
The Silent King, Szarekh

Codex: Necrons

285 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS5 BS5 S6 T5 W4 I3 A4 Ld10 Sv2+

Wargear: Sempiternal weave, Phase Shifter, Phylactery

Staff of the Covenant: An ornate staff, the original of which the current Rods of the Covenants are but pale shadows. Range 18 S7 AP1 Assault 3 Armorbane, counts as a Warscythe in close combat.

Special Rules: Independent Character, Ever-living, Reanimation Protocols, Phaeron

Lord of Time: Szarekh has mastered time travel in an albeit limited, localised fashion. Szarekh may seize the initiative on a 3+. He also has a Chronometron.

Triarch: Triarch Praetorians are Troops choices instead of Elites. For every 10 Triarch Praetorians in the same detachment, a single Triarch Stalker may be taken that does not occupy an Elites slot. It still counts as an Elites choice for the purposes of missions where Elites are scoring, but otherwise allows the controlling player to exceed the normal limit on Elites choices. However, he may not select a Royal Court.
You'd think that since he's the king, he'd be able to select the most ballin' Royal Court, though if you want to stick to "only Triarch stuff" you could have him only able to have lords in the RC but those "Lords" are basically Triarch Praetorians with Lord upgrades?


Your Own Unique characters in 40K @ 2013/07/13 05:45:02


Post by: NeoAigaion


Chapter Master of the Night Reapers (Konrad Curze loyalist concept)
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
- Midnight's Talons (MC Lightning Claws with Rending and Fleshbane)
- Artificer Armour
- Iron Halo
- Jump Pack
- Frag and Krak Grenades

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; for the player's first turn of the game the CM and all Night Reapers benefit from Night Fighting)
- Terrifying Advance (the CM has Fear, and all successful Fear tests taken by the enemy unit in base-contact with him must be re-rolled)


Your Own Unique characters in 40K @ 2013/07/13 06:01:04


Post by: McNinja


NeoAigaion wrote:
Chapter Master of the Night Reapers (Konrad Curze loyalist concept)
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
- Midnight's Talons (MC Lightning Claws with Rending and Fleshbane)
- Artificer Armour
- Iron Halo
- Jump Pack
- Frag and Krak Grenades

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; for the player's first turn of the game the CM and all Night Reapers benefit from Night Fighting)
- Terrifying Advance (the CM has Fear, and all successful Fear tests taken by the enemy unit in base-contact with him must be re-rolled)
Drop the Fleshbane and you're looking at 200 points.


Your Own Unique characters in 40K @ 2013/07/13 06:18:59


Post by: Ovion


NeoAigaion wrote:
Chapter Master of the Night Reapers (Konrad Curze loyalist concept)
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
- Midnight's Talons (MC Lightning Claws with Rending and Fleshbane)
- Artificer Armour
- Iron Halo
- Jump Pack
- Frag and Krak Grenades

Special Rules:
- IC, ATSKNF
- Chapter Tactics (replaces Combat Tactics; for the player's first turn of the game the CM and all Night Reapers benefit from Night Fighting)
- Terrifying Advance (the CM has Fear, and all successful Fear tests taken by the enemy unit in base-contact with him must be re-rolled)
Ok, another one... sooo
blablabla, all fairly standard I think... though why do the lightning claws need to be Mastercrafted, Rending AND Fleshbane?
Spoiler:
Chapter Master - 125
+1A +10
+Artificer Armour +15
+2 Lightning Claws +30
+MC +10
+Rending +10
+Fleshbane +10
+Jump Pack +25
-Orbital Bombardment -25
+Chapter Tactics +20
+Super Fear +15
Math says: 245

You know, you could always do the math yourself - it's pretty easy.


Your Own Unique characters in 40K @ 2013/07/13 08:07:24


Post by: junk


 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.


Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.


Your Own Unique characters in 40K @ 2013/07/13 08:13:47


Post by: Ovion


 junk wrote:
 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.
Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.
I know!
Hell, you could go a step further, because he's such a gentleman, he'll always move so he's at least 1" away, so that any other unit (friendly or enemy) can get past, if asked he'll courteously move out of the way, so as to not block line of sight, and will let everyone else go first in CC.

How could this idea possibly go wrong!


Your Own Unique characters in 40K @ 2013/07/13 22:01:21


Post by: junk


 Ovion wrote:
 junk wrote:
 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.
Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.
I know!
Hell, you could go a step further, because he's such a gentleman, he'll always move so he's at least 1" away, so that any other unit (friendly or enemy) can get past, if asked he'll courteously move out of the way, so as to not block line of sight, and will let everyone else go first in CC.

How could this idea possibly go wrong!


He's so charming though, you'd need to pass a ld test to assault or shoot him. If you actually kill him, no one would like you. He should also move aside to prevent deep strike Mishaps.


Your Own Unique characters in 40K @ 2013/07/13 23:29:47


Post by: BaconUprising


 junk wrote:
 Ovion wrote:
 junk wrote:
 Ovion wrote:
 junk wrote:
Amasarak, the charming
Daemon Prince of Tzeench
All stats are exactly that of a Daemon Prince of Tzeench, but whenever you move the model, you must smile and say something nice to your opponent, and be sincere about it.
If CSM, 145 base, +15 for MoT (CD it's +25), +20 for Niceness.
So 160-170 base, + options.
Seems fair to me. I expect him to be extra-survivable on the table, because he's so friendly.
I know!
Hell, you could go a step further, because he's such a gentleman, he'll always move so he's at least 1" away, so that any other unit (friendly or enemy) can get past, if asked he'll courteously move out of the way, so as to not block line of sight, and will let everyone else go first in CC.

How could this idea possibly go wrong!


He's so charming though, you'd need to pass a ld test to assault or shoot him. If you actually kill him, no one would like you. He should also move aside to prevent deep strike Mishaps.
yeah. Maybe if the opponent misses with a shot he should kindly side step into its path. Say hello to a Mr Battlecannon


Your Own Unique characters in 40K @ 2013/07/13 23:54:04


Post by: curran12


So polite, he will give Look out, sir to enemy characters.


Your Own Unique characters in 40K @ 2013/07/14 01:12:13


Post by: junk


 curran12 wrote:
So polite, he will give Look out, sir to enemy characters.


Brilliant! Definitely going in the build.


Automatically Appended Next Post:
Another Unit:
Ork HQ
Hampy Groto - 4 points
Independent Character
King of the Gretchen

BS 3 WS 2 S2 T2 I2 W1 A1 SV 5+ LD 7

Hampy Pistol
S3 AP -- Range 12" twin linked, Pistol

Groto Knife
S+1 AP 6 -- Rusty Spoon


Rusty Spoon: The Groto Knife is a one use close combat weapon, if it happens to actually cause an unsaved wound to an other HQ, that HQ must immediately be removed from the game as a casualty, out of embarrassment.

King of the Gretchen: Enemy Gretchen cannot target Hampy with ranged weapons, and have their attacks reduced to 0 if locked in combat with Hampy. Hampy won't attack them either. They will play out the remainder of the game chatting happily about whatever gretchen chat about.


Your Own Unique characters in 40K @ 2013/07/15 00:24:02


Post by: Maurepas


 Maurepas wrote:
Ork Brewerz 25pts
WS 4
BS 2
S 3
T 4
W 1
I 2
A 2
LD 7
S 6+

Unit Composition:
- 1 (Upgrade)

Wargear:
Slugga
Choppa
Squig Beer



Unit Type:
- Infantry

Special Rules:
Waaagh!
Furious Charge
Mob Rule

An Ork Boyz mob numbering 10 or more Orks may take a Brewboy for 25 points.

Da Brewboyz

Orks are born with specific information encoded in their DNA. Just like a human does not need to be taught how to breath or how to have its heart beat, an Ork does not need to be taught how to ply its trade. Whether this be combat prowess(Ork Boy), mechanical knowledge(Mek Boy), or medical technology and skills(Mad Dok/Painboy). Others still, however, have other aspects of Ork life encoded into their DNA, such as the ability to build or cook.

One such class of Ork has the ability to(when they’re not busy killin!) brew the beer that the Orks drink before and after going into battle. These are called the Brewerz, or Brewboyz. A typical favorite of the Orks is developed from the fermented fungus of the Squig, or Squiggly Beast, commonly known as Squig beer.

Squig beer is not palatable to most other non-Orkoid species, filled with solids and materials that, though highly nutritious to an Ork, would be nearly impossible to consume by members of other species, both due to its bitter flavor, and poisonous compounds. When drank by an Ork, however, it contains all the nutrients an Ork needs to not only survive, but thrive!

Squig Beer grants the following Special Rules to any Ork Mob which contains a Brewboy:

Special Rules:

Before the game begins roll a d6, any Ork Mob including a Brewer model benefits from the following for the remainder of the game:

1 - Smashed - On the roll of a 1, the Ork Mob gets too drunk to follow orders and marches off on its own. After the shooting phase the Ork Mob moves an extra d6(this does not take the place of their run move) in a random direction, per the directional die. On a roll of “On Target” the Ork Player chooses the direction.

2 - Hammered - On the roll of a 2, the Ork Mob falls into a drunken stupor. So delirious are they that they are unable to feel physical injury. The Ork Mob benefits from the “Feels No Pain” special rule, and becomes “Slow and Purposeful”

3 - Frenzied - On the roll of a 3, the Ork Mob goes into a drunken rage! The Orks lashing out with furious anger! The Ork Mob gets +1 Attack.



4 - Watch this! - On the roll of a 4, the Ork Mob becomes boisterous and overconfident as the alcohol pours forth through the ranks. Each trying to outdo his fellow Orks in feats of strength and tenacity. The Ork Mob gets +1 Strength.

5 - Blech! - On the roll of a 5, the Ork Mob has had a little too much to drink, and begins to throw up their insides upon the battlefield. Ork bile is extremely acidic, far more than the average human, for their stomachs must be able to process almost any material. The Ork Mob’s CC attacks get the “Rending” special rule on the roll of a 6.

6 - Slammered - On the roll of a 6, the Ork Mob doesn’t know when to quit, having drank so much that they lose track of how much they’ve consumed. The Ork Mob shambles forward, a cross between a war machine and a pub crawl. The Ork Mob may move an extra d6 in addition to their regular run move.


Just an idea I had for a potential new Ork codex.


I would really appreciate some thoughts on this, I'm thinking about running it in a game pretty soon. The idea being to have a sort of "Combat Drugs" for Orks going on, still toying with the points cost. And still toying with whether it's random but still useful.

Thoughts welcome,


Your Own Unique characters in 40K @ 2013/07/15 01:41:19


Post by: junk


 Maurepas wrote:
 Maurepas wrote:
Ork Brewerz 25pts
WS 4
BS 2
S 3
T 4
W 1
I 2
A 2
LD 7
S 6+

Unit Composition:
- 1 (Upgrade)

Wargear:
Slugga
Choppa
Squig Beer



Unit Type:
- Infantry

Special Rules:
Waaagh!
Furious Charge
Mob Rule

An Ork Boyz mob numbering 10 or more Orks may take a Brewboy for 25 points.

Da Brewboyz

Orks are born with specific information encoded in their DNA. Just like a human does not need to be taught how to breath or how to have its heart beat, an Ork does not need to be taught how to ply its trade. Whether this be combat prowess(Ork Boy), mechanical knowledge(Mek Boy), or medical technology and skills(Mad Dok/Painboy). Others still, however, have other aspects of Ork life encoded into their DNA, such as the ability to build or cook.

One such class of Ork has the ability to(when they’re not busy killin!) brew the beer that the Orks drink before and after going into battle. These are called the Brewerz, or Brewboyz. A typical favorite of the Orks is developed from the fermented fungus of the Squig, or Squiggly Beast, commonly known as Squig beer.

Squig beer is not palatable to most other non-Orkoid species, filled with solids and materials that, though highly nutritious to an Ork, would be nearly impossible to consume by members of other species, both due to its bitter flavor, and poisonous compounds. When drank by an Ork, however, it contains all the nutrients an Ork needs to not only survive, but thrive!

Squig Beer grants the following Special Rules to any Ork Mob which contains a Brewboy:

Special Rules:

Before the game begins roll a d6, any Ork Mob including a Brewer model benefits from the following for the remainder of the game:

1 - Smashed - On the roll of a 1, the Ork Mob gets too drunk to follow orders and marches off on its own. After the shooting phase the Ork Mob moves an extra d6(this does not take the place of their run move) in a random direction, per the directional die. On a roll of “On Target” the Ork Player chooses the direction.

2 - Hammered - On the roll of a 2, the Ork Mob falls into a drunken stupor. So delirious are they that they are unable to feel physical injury. The Ork Mob benefits from the “Feels No Pain” special rule, and becomes “Slow and Purposeful”

3 - Frenzied - On the roll of a 3, the Ork Mob goes into a drunken rage! The Orks lashing out with furious anger! The Ork Mob gets +1 Attack.



4 - Watch this! - On the roll of a 4, the Ork Mob becomes boisterous and overconfident as the alcohol pours forth through the ranks. Each trying to outdo his fellow Orks in feats of strength and tenacity. The Ork Mob gets +1 Strength.

5 - Blech! - On the roll of a 5, the Ork Mob has had a little too much to drink, and begins to throw up their insides upon the battlefield. Ork bile is extremely acidic, far more than the average human, for their stomachs must be able to process almost any material. The Ork Mob’s CC attacks get the “Rending” special rule on the roll of a 6.

6 - Slammered - On the roll of a 6, the Ork Mob doesn’t know when to quit, having drank so much that they lose track of how much they’ve consumed. The Ork Mob shambles forward, a cross between a war machine and a pub crawl. The Ork Mob may move an extra d6 in addition to their regular run move.


Just an idea I had for a potential new Ork codex.


I would really appreciate some thoughts on this, I'm thinking about running it in a game pretty soon. The idea being to have a sort of "Combat Drugs" for Orks going on, still toying with the points cost. And still toying with whether it's random but still useful.

Thoughts welcome,



Perhaps rearrange your chart.

Roll 1d6 when the Mob is deployed on the table.
Each round, at the start of your turn, roll d6 + 1 for every round the mob has been in play, ignoring any result lower than the previous result. If there are no remaining brew boys in the squad, the mob does not continue to roll, but instead remains at their current level.

1 - Buzzed: The mob is feeling pretty good. Spirits are up, the mob benefits from a +1 leadership.
2 - Intoxicated : The mob has been imbibing pretty consistently, coordination is impaired, but they are supremely confident in their abilities. As above, scatter the mob 1d6 at the end of your movement phase, the mob has Feel No Pain (6).
3 - Beligerant: The mob has passed the point of good judgement. As above, but scatter the mob 1d6+3, reducing the distance by the minimum necessary amount if they encounter another unit or impassable terrain. The mob gains +1 Str.
4 - Besotted: The mob is drunk, as above, but their ballistic skill, weapon skill, and initiative are reduced by one, and T is increased by 1. At the end of the movement phase, scatter the mob 2d6, if this brings them into base contact with an enemy unit, they are considered to be locked in CC.
5 - Wasted: The mob is barely able to function as a ranged unit, as above, but all ranged weapons have the Gets Hot quality. Weapon Skill and Initiative are reduced by an additional 1. Feel no pain is increased to 5+
6 - Totally Pissed: The mob cannot keep the contents of their stomachs inside their stomachs, instead projecting it as caustic vomit. As above, but nominate a model in the squad, that model gains a Ranged Template attack with the following profile s-- AP d6 Poisoned 4+ assault 1, one shot. Every time this result is reached, nominate a new model.
7+ Alcohol poisoning, as above, but each model in the mob must pass a toughness test or be removed as a casualty with no saves allowed.


Your Own Unique characters in 40K @ 2013/07/22 15:32:39


Post by: Hawky


Gunnar Frost

Fluff:
Spoiler:
Equilibrium is a peaceful planet, covered mostly by Taigas and Tundras. And even whole Moria system is fairly liberal, calm and peaceful stellar system. Local citizens are more wiling to die defending their homeworld instead of dying for the Emperor. Alot of people would declare an independence, but they know it's a suicide. Imperial forces will come, earlier or lately conquer this sector back under their sector.
Gunnar Frost, was a sniper serving in 4th Equilibrian Panzer Regiment. By personality, he was cunning, intelligent, friendly and patient. By apperance was a ordinary, nondescript Guardsmen. One of many unknown faces for other Guardsmen, One of many numbers for his commander. Some called him odd, others thought he's an interesting person. Although this, he was different. This difference was his companion, his pet. A puppy of Fernisian wolf, named Ignis. Nobody knows how he managed to acquire it. Many has asked, nobody got an answer. Gunnar had some friends. Just a few, but good ones. Mostly from his squad and some from other squads of his platoon. They spent alot of time together, playing on guitars and bagpipes in the evening and joking all aroud.
Standard procedure of all regiments in Moria system is being stationed every half-year on another planet, in another base. Reason of this is, to teach every single guardsmen how planets look, to gain potentional advantage when defending.
As time goes by, 4th Equilibrian was stationed on planet Aurora right now, which is an abandoned Eldar Maiden world, used by Imperium mostly to recreation activities. Planet surface is covered mostly by blue oceans and lush forests full of various species , both fauna and flora. In those forests are often ancient Eldar temples or ruines, making theese places magically mystical. Ignis almost reached its adult age, now it's fully grown Fernisian wolf with all its majesty and strengh. Trained to complete any order given, and loyalty to its master. It's friendly in days of peace, lethal in combat.
One day, regimental command recived message about strange activities in region called Norden. 4th Equilibrian was closest regiment to this place covered in dense forests. They immediately dispatched a flight of recon Marauders to search that region. They reportered large amount of heat signatures down in the forest, but couldn't specify what it is. Regimental platoon dispatched several Valkyries and sent them in there. They had close air supprort provided by Vultures and Marauder-Destroyers. After 30 minutes of flight, they reached the position where heat signatures were reported. Destroyers shot few rounds into the forest to cut-down the trees so Valkyries could land. After all Valkyries unloaded their men, they flew away to nearest Imperial position for refuelling and waiting for command to pick up their men.
Gunnar was in one of those Valkyries, together with his squad. After landing, they started to search Norden region up and down for additional information. First thing they saw were large footsteps in the soil. Too large for relular human. So they were a space marine's footsteps. But there are no SM Chapter in this sector, so only possible option were Chaos Space Marines, but nobody knows how they managed to get there unseen.
Two squads was told to hold the improvised landing pad. Next five squads including Gunnar and his Ignis were told to follow the traces. Roughly after hour of following they met a single chaos cultist roaming the forest. He noticed them and started to yell: BLOOD FOR THE * BLAM! *, his head exploded, when one of the Guardsmen shot him. Commander told to dig in, told CAS to get ready and waited for possible attack. They waited about 20 minutes, but nothing happend. They continued on tracking, roughly for 40 minutes, when they found ruins of ancient temple, covered in moss and bushes. Platoon commander told Gunnar's sergeant to search the ruins. They will hold the perimeter around. Gunnar and few other guardsmen changed their Long-lases and lasguns for shotguns and flamers.
As Gunnar and his friends walked further into the ruins, corridors led them still deeper under ground. After some while they lost radio contact with their commander. Pointman held a flamer, man behind him a shotgun with flashlight. They searched chamber after chamber, and found nothing but old skeletons and wall writings. As they explored the temple, they saw some source of light. They switched off flashlight and silently walked down the corridor. What they saw terrified them. There was a large chamber and large band of cultist on there, performing some kind of ritual. They used hand signals to communicate with each other. Plan was to throw a grenade inside and after detonation burn them witn flamers. They had the element of surprise, so cultists haven't enough time to even try to defend yourselvs. Gunnar immediately jumped behind some stone desk and covered the way they came in, with his shotgun. Rest of the men did same thing. But all of the sudden the celling of the chamber falled down. Nobody was injured, but they had another zone to cover. Ignis was calm, which mean ta good thing. It didn't smelled or heard anything. Sergeant decided to carry on, so they continued in exploring. They found a body of a dead cultist, still warm. Next to him they saw some strange, golden key. Sergeant decided to keep it and continue. Few minutes later Ignis started to growl. She heard something. Squad took a defensive position and waited. Three Chaos space marines appeared, but they havent noticed the Guardsmen. They just walked away, talking some strange crap. Guardsmen waited a few minutes and when air was clear, they moved on. They found a small hallway, and at the end was another alight chamber. They sneaked in, saw a CSM turned back on him. One of Guardsmen sneaked behind him, unpluged an grenade and placed it between marine's helmet and backpack. Marine heard it, turned around, saw all the Guardsmen aiming the gun at him, but grenade exploded and turned his upper body into bloody mess all around the chamber. "Wooow, good one" sergeant shouted.
That marine read some book, before he exploded. Or scroll rather a book. It was covered by some magical symbols and there was a drawn map and next to the map was also drawn some key. Exactly that one as sergeant took from that smelly dead cultist. Map snown way from this point to some chamber. Sergeant decided they go to that chamber, figure out what it is. Hopefully some important stuff. On the way they haven't met or found anybody and nothing interesting. When they came to the door leading into that chamber, they figured out it's some kind of vault. Heavy and rusty door covered in some, probably eldar ornaments. Sergeant unlocked the door, while others guarded the only two access corridors. Armored doors opened slowly and they saw a large, alight chamber full of various things. Candlesticks, chalices, rings, jewellery, chests, paintings, golder armor and even weapons. Certainly very old stuff.
They tried to contact the commander, but radio only fizzed. No understandable words. They tried it again several times, but still same result. They they tried it 6th attempt, radio recived signal and they heard gunfire and screaming. Platoon commander yelled into the radio: "Second squad, can you hear me? What's your status" I repeat, whats your status!" sergeant replied "Sir, 12 enemies killed, no casualties. We found Chaos activity inside the temple and now we are insinde some vault full of old stuff. I repeat, Chaos activity inside, no casualties, found a vault! Over!"
Commander replied "Agreed, come back here ASAP, we are under heavy fire! I repeat, GET – BACK – HERE – ASAP! Out."
In meantime,Gunnar and few other men were browsing the stuff they found. He found an Eldar power lance. He liked it. Long majestate and elegant weapon, quite heavy. He never saw something like that. Looting in lines of IG is not allowed, although this, he decided to take it away. Other men took something either. When sergeant ended a coversation with platoon commander, he yelled at his men to get back ASAP. They all stayed together, were paying attention but still running back the path they came in. On the way back they met a two cultists. One of them were shot , second steam-rolled and then killed by Ignis.
As they ran out the temple, they saw the situation. Vultures and Destroyers were blindly raining down the hell through the trees, most of those men who held the perimeter were dead or injured. Only platoon commander and 9 more soldiers were able to hold a gun. Gunnar and two more Guardsmen take back their sniper rifles and men witn any other weapon ran down to help. During first minute after first shot, all of the snipers had over thirty kills. Gunnar saw his platoon commander in close combat with some space marine. He told Ignis to jump on commander's back and knock him down. Ignis ran down the ruins, jumped on his back and knocked him. Chaos Marine didn't expect this, so he missed his swing and Gunnar had clear lone of sight. * Zzap * and marine had a large hole on his head. Gunnar took both his rifle and new toy, the Power Lance and ran down to the commander. Gunnar gave him the lance and shot few more cultists and daemons. Platoon Commander swung the lance a few times when he fell into coma due to wounds and loss of blood. Gunnar ordered the rest of the men to retreat back to waiting Valkyries, took his power lance and helped to drag platoon commander back to Valkyrie where other soldiers helped him to get commander inside. After all living men and Ignis were inside, Valkyries get airborne. Back at the base, Gunnar's power lance were confiscated by some officier.
After a week, platoon commander found him in his tent, gave him back his power lance and said: "By Imperial standarts. you should be executed for looting but.... just screw them, you saved my life, and not only mine. Keep this little thing as a reward for your actions. You and your friends did a really good job back there. Oh! I almost forget, Would you like to be part of my veteran squad? Your combat performances are above-average and you keep your head cold in all situations. Think aboout it." Gunnar was shocked by all of this. Later that day he went back to platoon commander and told him he couldt resis such a great honour to became part of a veteran squad.
Gunnar received additional training courses, mostly focused to camouflage, shooting and tactics of cover operation, as well as basic commanding. He recived new, custom forged and fully modular Saber Repeater rifle, new equipment as well as new uniform.

By theese days, he is a revered person with exceptionals combat skills, great personality and his loyal Ignis, the Fernisian Wolf.
He serves as a sergeant of the first veteran squad specialised as forward sentries, under command of Zimm Coalson, a man who owe him his life, with which is a very good friend.


One veteran sergeant can be replaced with Gunnar. (Imperial Guard)

Gunnar is a veteran master sniper.

Unit Type: Infantry
Cost: 95 + 35

Wargear:
Camo cloak
Flak Armor
Close Combat weapon. (Eldar Power Lance [more in upcoming fluff])
Frag and krak grenade
Saber - Custom forged modular rifle system.

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

Weapons:
Weapon, Range, Str, AP, Type
Saber-------50”----- 0 --3--- Assault 2, Sniper
Power Sword +1S

Rules:
Stealth
Feel no Pain
Fearless (For him and squad he's attached to)
Move through cover (For him and squad he's attached to)
Camouflage (For him and squad he's attached to, including Wolf)

Beastmaster
Gunnar can field his trusty pet, a Fernisian wolf.
Wolf can't go any further than 25'' away from his master.

Ghost Warrior.
When firing under 20'', Gunnar have only 1 attack insted of 2, but can re-roll one missed attack. When firing over 20'', he have 2 attacks and one miss re-roll.
Gunnar may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and within range.**

Blind Rage
If wolf dies and Gunnar is still alive, Gunnar temporarily have one additional attack at any distance (Up to rifle's maximum range/CC), his BS is lowered by 2, but WS incerased by 1.
If Gunnar dies but any of Gunnar's squad is alive, wolf stays on the table. If both Gunnar and his squad are dead, wolf is removed from table.


Fernisian wolf. + 35p (??)
Gunnar named her Ignis.
She's intensivly trained for sharpening and improving her skills.

Weapons:
Jaws and claws

Rules:
Stealth
Fearless
Move Through Cover
Counter-Attack
Acute Senses

Fury of the Wild
If wolf manages to kill a target durig its Assault phase, it gains an additional attack. (rule can repeat)

WS BS - S - T - W - I - A - Ld - Sv
4-----0----5--4---2---6---2----8-----5+

______________________________
3 4 3 3 1 3 2 8 5+ (Original Veteran Sarge)
4 0 4 4 1 4 2 5 6+ (Original wolf)
___________________________
* Dat rifle is by appeareace similiar to this one. http://www.anvilindustry.co.uk/image/cache/data/a-new/rifles_pistols/sniper-scope-bipod-laser-500x500.jpg
** Thanks Ribon Fox


Your Own Unique characters in 40K @ 2013/07/22 19:12:03


Post by: Selym


Sedecim, Reaver of Skarag, Daemon Prince of Tzeentch.

Rules:
Spoiler:

Ws: 9
Bs: 5
S: 6
T: 5
W: 4
I: 8
A: 5
Ld: 10
Sv: 3+

Unit Type: Flying Monstrous Creature

Wargear:
Mark of Tzeentch, Wings
Dimension Tearer (The D.T is a CCW which reduces an enemy unit's Ld value by 1 for every wound it inflicts, for until the end of the afflicted player's next turn)


Special Rules: Daemon, VoTLW, Fearless, Psyker ML2, Warlord, Eternal Warrior, Hatred (Warlords)
There Can Be No Other! (Any force in which Sedecim operates may not have any other HQ units (excluding allies), and can only take up to 2 elite choices per force organisation chart (allies count as a seperate FoC). Nor may any "Chosen Ones" be taken. Furthermore, at least one unit in the force must begin the game with the Mark of Tzeentch, except Sedecim.)


Psychic Powers: Doombolt, Psychic Shriek

Points Cost: 325. [Needs to be revised and playtested]


Fluff:
Spoiler:

WIP
Will get back to you on this a.s.a.p.




Your Own Unique characters in 40K @ 2013/07/24 15:03:08


Post by: Dantioch


Okay, so here is my attempt to do a useful version of the Kroot shaper but in the guise of Gue'vesa Catachans.

Captain Whiskeyjack of the bridgeburners

One Kroot unit may upgrade one kroot to captain whiskeyjack for 79 points

WS5
BS4
S3
T3
W3
I4
A3
Ld9
Sv6+

Unit type: infantry, (Character)

Wargear: pulse pistol, kroot armour, the fang

Special rules: infiltrate, move through cover, stealth (forests), captain of the bridgeburners, master of ambush

Throatcutter
Range: -
S: +1
AP: 5
Type: Melee, rending

Captain of the bridgeburners: the unit upgraded may exchange their kroot rifles for las carbines and Fangs and their BS is increased to 4. PR2 Lascarbines may still take sniper rounds.

PR2 Lascarbine:
Range: 12"
S: 4
AP: 6
Type: Assault 2

Fang
Range: -
S: User
AP: 5
Type: melee

Master of ambush: the unit led by Whiskeyjack may assault after outflanking but counts as making a dissordered charge.

Name and background may be familiar to some from the malazan book of the fallen


Your Own Unique characters in 40K @ 2013/07/25 11:55:53


Post by: CalasTyphon216


Delvarus of the Triarii, World Eaters Legion

Delvarus is the Captain of the 44th Company, as well as commander of the Triarii, the elite 500 man naval contingent of the World Eaters. He is also the reigning pit-champion of the Twelfth Legion, having only ever been bested once in personal combat. In that case, he was narrowly beaten by Kargos Bloodspitter after an exhaustive 15 consecutive bouts.

Points: 185

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Artificer armor, Refractor field, bolt pistol, bolter, frag and krak grenades

Meteor Hammer: Strength +2 AP 4 Melee Concussive Rending Specialist Weapon Two-handed +1 Initiative

Special Rules: Independent Character

World Eater: Has Furious Charge and Counter Attack.


Your Own Unique characters in 40K @ 2013/07/28 00:55:37


Post by: Zaki66




Houinehk, The Chronomancer


To other mortal races, the technological achievements of Necrons seems to be work of magic that defies the very laws of reality. However, even to other Necron Crypteks, Houinehk, The Chronomancer's work is something of a great mystery. Even when in flesh and blood, Houinehk has devoted his life's research into understanding time itself and manipulating it to his own will and with his eternal metal form, his lifelong pursuit is reaching near perfection. Although Necron's mastery of time baffles all other younger species, Houinehk is considered to be a genius even by Necron Cryptek standards. Many have attempted to do what the Chronomancer have done and none have yet to succeed. Petitioned by numerous Overlords of the greatest Dynasties to contribute his powers and knowledge, Houinehk only cares that he finishes his work and receives "temporary experimental subjects".



Codex: Necrons HQ
210 points
Type: Infantry (character)
Composition: 1 (unique)

WS 4 BS 4 S 4 T 4 W 1 I 2 A 2 Ld 10 Sv 2+3++

Wargear: Sempiternal weave, Chronometron, Phase Shifter, Staff of Light,

Tempus Machine: An improbable piece of technology of Houinehk's design, it is one of the most intelligent creation by sentient beings. It allows Houinekh to control an aura of time as he pleases, slowing down enemies to a crawl while speeding up his allies. Enemy units within 12' of Houinehk loses Fleet and Hit and Run. Enemy units within 6' of Houinehk loses Fleet and Hit and Run and -1 Initiative and subtracts 3' from final movement and assault range. Any enemy units in base contact with Houinehk is reduced to Initiative 1 and automatically strikes last for calculating close combat (strikes after powerfists) and loses Fleet and Hit and Run. Any unit Houinehk has joined may roll an additional D6 for Sweeping Advance. Allied units 12' around Houinehk gains +1 Initiative and adds 3' to movement and assault range. Additionally, it confers 4+ invulnerable save against shooting attacks to any unit Houinehk has joined.


Special Rules: Independent Character, Ever-living, Reanimation Protocols,

Time Rewind Protocol: Houinehk's latest invention allows him to teleport back through time in order to revive himself. When Houinehk is deployed, mark the location. When Houinehk is reduced to 0 Wounds, he automatically revives himself in the location where he was first deployed. Treat the unit as if it is a new Houinehk that arrived from Deep Strike this turn. If Houinehk was in Reserve at the time if deployment, he revives in the Reserve. You may roll his reserve rolls on your next turn.

Master of Time: Instead of the single re-roll that is normally given by the Chronometron, Houinehk's mastery and knowledge of time allows him to re-roll D3+1 using the Chronometron.



A very situational support character I think. However, I think his abilities are extremely powerful and deserves that hefty point cost. Time Rewind Protocal is mostly for fluff while his other abilities were written to be interesting in interaction with different units and armies. Any comments would be awesome!


Your Own Unique characters in 40K @ 2013/07/28 07:52:01


Post by: IHateNids


that would be a brilliant addition to a Scytheguard unit.
I3 9" Move up to 15" assault. and the 4++ without the need to sacrifice choppiness.


Your Own Unique characters in 40K @ 2013/07/28 11:16:15


Post by: CalasTyphon216


Zar-Harekh

Zar-Harekh was the Centurion of Erebus' personal bodyguard during the Heresy. He fought and narrowly lost an epic duel to Captain Amit of the Blood Angels during the Battle of Terra, though he wounded the Flesh Tearer so badly that he was taken off the frontline for weeks.

Horus Heresy army list. HQ choice. Word Bearers Legion only.

150 points

Type: Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W2 I5 A3 Ld9 Sv2+

Wargear: Terminator armor, twin-linked bolter, digital weapons

The Brazen Claw: A gift from a Captain of the World Eaters. This can be used as either a lightning claw or a power fist.

Special Rules: Independent Character

Brutal fighter: For every unsaved wound inflicted in close combat, may immediately make 1 more attack. These extra attacks do not generate more attacks.