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Create your special characters! and give feedback on others.  @ 2011/04/09 16:22:07


Post by: gendoikari87


I'll start of course

for the back story on all of them.

Sigurd Chosen of the high dragon. 200 pts

WS: 5(6)
BS: 5
S:4(5)
T:4
W:3
I: 4(5)
A:3
LD: 10
SV: 2+

Wargear: Artificier Armor, Storm Bolter, Fafnir, Iron Halo

Fafnir: Fafnir was made from the STC template of an ancient battle blade found and restored by techpriests whom Sigurd Saved many years, it is a massive Claymore with a powerful field generator which not only increases it's cutting ability but also decreases it's felt weight.

Fafnir is a Master crafted Power sword which bestows +1 Str, +1 Initiative, and +1 WS These have already been included and marked in Sigurds profile. In addition sigurd can attempt a single 'coup de grace' attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at a Strength of 6 and causes Instant Death, regardless of the wounded model's Toughness.

Special Rules: And they shall know no fear, Independant character, Master of the first company

Master of the first company: Dragon lords in an army led by Sigurd may take Dragon lords as troops units.

Odin Kriegspiel 250

WS: 6
BS: 5
S:5
T:5
W: 4
I: 4
A:5
LD: 10
SV: 3+

Wargear: Power armor, Fists of the high dragon, Hammer of might, Armor of titan.

Armor Of titan: so vast did Odins growth explode when his pituitary glands were fixed, that no longer could he fit in the standard power armor and for many missions odin fought through the worst in nothing more than his scout armor until a campaign which to this day is shrouded in mystey. Not much is nown about this mission but afterward the Iron dragons and mars became close , it was in this that the mars techpriests began giving favors to captains of the iron dragons that either showed them great trust, or saved their lives. Odin was no different, a special suit of armor, adapted from those worn by the adeptus custodes was made for him. It confers a 3+ save and a 4+ invuln save

Fists of the high dragon: As slow as a brute as odin as he is, he still prefers to be as fast as he can, as such he refused to use such weapons as powerfists, instead he uses gauntlets made for him of pure adamantium, light, and yet strong, with, a short katar on each.

The fists of the high dragon are Twin close combat weapons, which grant the rending special rule to his attacks.

Hammer of might: given to him by the techpreists for use against larger targets than he, the Hammer of might is a gigantic thunderhammer, a copy of those used by the custodes.

the hammer of might counts as a thunder hammer, and in addition adds +1 to rolls on the vehicle damage chart and may re roll wounds against monstrous creatures.

special rules: And they shall know no fear, independant character, feel no pain.

In addition odin may take a retinue of up to ten valkyries


Odins valkyries 20 points per model, maximum of ten
WS: 5
BS: 4
S:3
T:3
W:1
I: 3
A: 2
LD: 9
SV: 2+

Wargear: Artificier armor, Power weapon, Storm bolter





Create your special characters! and give feedback on others.  @ 2011/04/09 16:38:24


Post by: Blacksails


I really want a Mordian Iron Guard special character...

Lieutenant-Colonel (name here) - /100pts

WS-4
BS-4
S-3
T-3
W-3
I-3
A-3
LD-9
SV-4+

Wargear: Carapace Armour, Master Crafted Bolt Pistol, Chainsword of (insert name here), refractor field, frag grenades.
-Chainsword of (insert name here): This special chainsword is made of PURE AWESOMENESS and grants the bearer the rending special rule in close combat.

Special Rules: Senior Officer, Drill and Discipline
-Senior Officer: Has a command radius of 18" and can issue up to three orders per turn. (has access to all the orders in the IG codex)
-Drill and Discipline: All infantry squads (combined or seperate; veterans are not included) count their lasguns as Assault 2 within 12" of Lieutenant-Colonel (name here).


So...yeah. I need a special character that matches the appearance of the Mordian senior officer model. I figure making lasguns assault weapons fits the Mordians disciplined firing lines up to any range. Part of me feels this should be in the proposed rules section as well.


Create your special characters! and give feedback on others.  @ 2011/04/09 17:01:16


Post by: purplefood


WS-5
BS-5
S-4
T-4
W-2
I-6
A-4
Ld-9
Sv-3+
Points-220
Wargear-
Jester's blade:This weapon was recovered from an Eldar Harlequin during a fight with a Dark Eldar kabal. Counts as a power weapon that grants the bearer +1 srength.
Plasma pistol
Digital weapons
Melta bombs
Iron halo
Power armour (included in profile)

Special rules:
2 steps ahead-One troops choice in the army gains the Infiltrate USR
Planning ahead-May re-roll the dice for seizing the initiative
Fast shot-When an enemy charges Wynter or his unit he may attempt a shooting attack. The player must first pass an I test. If successful treat the shooting attack as a normal shooting attack.
Hard to fight-Doesn't count as an Independent character for targetting with CC attacks. Wounds caused by shooting or other attacks may be allocated on him a normal. (This does let Telion and others hit him)
IC
And they shall know no fear



Create your special characters! and give feedback on others.  @ 2011/04/09 17:36:41


Post by: gendoikari87


Myrddin Wyllt - 300 points

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

Wargear: force weapon, Power armor, Psychic hood.

Special Rules: psyker level 3, And they shall know no fear, Independant character. Master of the thrid company

Master of the third company: Scout Squads in an army that includes Myrddin have +1BS

Psychic Powers: The Shifting, Lightning blast, Annihilation of anthros.

The shifting: Myrddin is able to shift his form and even flicker out of time for a brief period

This power is used at the start of the players assault phase, if successful, myrddin gainst +1str, +1 initiative, +1ws, and +2 attacks, and all successfull rolls to hit against myrddin must be re-rolled. the effects of this power last until the start of the next turn.

Lightning Blast: Myrrdin calls forth a ball of lightning capable of striking with emmense power.

This is a psychic shooting attack with the profile below

Range: unlimited
Str: 8
AP: 3
Type: Ordinance 1, Large blast

Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.

This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+3" of Myrddin (friend and foe, excluding myrddin), are removed from play, myrddin then takes a single 10 ap - hit. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.


Automatically Appended Next Post:
Hrothgar, captain of the second company 185

WS:4
BS:4
S:4
T:4
W:3
I:5
A:3+D3
LD: 8
Sv: 2+

Wargear: Terminator armor, Jaws of the celestial bear, Storm botler

Jaws of the celestial bear: These are a matched pair of power axes. They confer +2A instead of the usual +1A for having 2 CCW's

Special Rules: Fearless, Independent character, Drunken rage, Master of the second company.

Drunken Rage: such is the way of the berserker that they give in to absolute blood lust in battle, often at the expense of skill, percision, or even basic thought. Hrothgars attacks charatersitic is 3 +d3A. In addition, he follows the rules for the Rage USR.

Master of the second Company: Berserkers in an army led by Hrothgar are counted as troops units.




Create your special characters! and give feedback on others.  @ 2011/04/10 04:51:54


Post by: avondale


Corasies Hellsing, Chapter Master of the Hellsing Crusaders

WS:6
BS:5
S:5
T:5
W:4
I:6
A:5
LD:10
Sv: 2+

Wargear: Armour of Renasies, Stalker Pattern bolter, Blade of Hellsing

Armour of Renasies: This suit of Artifer Armour was bestowed upon him from the senior techpriest of the Hellsing Crusaders chapter planet Renasies, this suit of armour allows him to re-roll on failed armour saves

Blade of Hellsing: This is a master-crafted power sword that allows him to attempt a single 'coup de grace' attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at a Strength of 6 and causes Instant Death, regardless of the wounded model's Toughness.

Stalker Pattern bolter: this bolter is of the same pattern that Sergeant Telion of the Ultramarines carries and has the following profile:
Range: 36" Strength: 4 AP: 5 Type: Heavy 2, Rending, Pinning

Special Rules: And They Shall Know No Fear, Combat Tactics, Eye of Vengeance, God of War, Surprise Attack!, Charge of the Crusaders.

Charge of the Crusaders: Allows Corasies Hellsing and the squad he accompanies to re-roll failed attempts to wound in close combat.



Create your special characters! and give feedback on others.  @ 2011/04/10 12:27:39


Post by: gendoikari87


at first i looked at that re roll on a 2+ for every save, as OP, then I thought.... Railgun


Create your special characters! and give feedback on others.  @ 2011/04/10 13:59:16


Post by: Commisar Von Humps


Lord Commissar Von Humps - 135pts

WS-6
BS-5
S-3
T-3
I-4
W-4
A-4
LD-10
S-4+/4++

Equipment: Powersword, Demolition Charge, Plasma Pistol
Falcon Glove: A Power fist gifted to the Lord Commissar by the weapon smiths of a Cultist infested, whom he destroyed, it is of a rare gold colored substance, found only on the planet of the weapon smiths, and has the head of an eagle pertruding from the center of the fist to the knuckles. This is a power fist wielded by Commissar Humps that strikes at initiative 3 in close combat, and rolls 2 D6 when rolling for armor penetration.
Improved Refractor Field A Refractor Field the lord commissar had improved by other then normal means, it improves his invulnerable to 4+.

Special Rules: Summurary Execution, Aura of Discipline, Stubborn
EAT IT: When in Combat with either a monstourous creature or a walker, the Lord Commissar may choose to use up his demolition charge by climbing onto the enemy and maintaing his grip with his falcon claw, jamming his demolition charge into the creatures mouth, a view port, ETC. Place the blast template right over the opponent, if the Commissar and his men are hit, so be it, such is the price of glory.

CHARGE: If the Lord Commissar is part of a platoon squad with at least 20+ men, he may issue the order for a Charge against the enemy line. Take a morale test, if it is failed, retake it with Summurary execution, if it is passed roll 3 D6, remove the lowest and then move as many inches as the other two dice add up to, the unit may not shoot(unless they have assault weapons/pistols) but can assault.

Blank:Humps is a Blank, he is the bane of psykers everywhere and has been known to hang around his own psykers when he's looking for a good laugh. If a psychic power is being cast against him (and any unit he is a part of), or within 6" of him and is successful, the psyker must re roll his test at -3 LD, and must take a perils of the warp on a 9 or better.





Create your special characters! and give feedback on others.  @ 2011/04/10 14:22:30


Post by: purplefood


@Commisar Von Humps
He is a touch overpowered/undercosted don't you think?


Create your special characters! and give feedback on others.  @ 2011/04/10 14:34:30


Post by: Commisar Von Humps


purplefood wrote:@Commisar Von Humps
He is a touch overpowered/undercosted don't you think?


Of course !If i were to actually play him, i would absolutely take stuff away, probably Eat it, and the demolition charge all together. And the Blank rule applies to my own psykers as well. I was trying to go for a Commissar Cain sorta character, my friends and i played a game yesterday with our own custom special characters, and it was a blast. A Chaos Daemon Prince of khorne, with a daemon weapon that doubles his strength is scary...But Humps survived, lol.


Create your special characters! and give feedback on others.  @ 2011/04/10 14:50:02


Post by: EmilCrane


Captain Aedan Duran Pts: 120

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

Wargear: Carapace Armour, Custom Hotshot lasgun, Power sword, melta bombs, frag grenades, demolition charge

Custom Hotshot Lasgun

Range- 24"
Str- 4
AP- 3
Notes- Assault 3

Special Rules:
Independent Character, Hit and Run

Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops and may select valkyries (but not vendettas) as dedicated transports.

Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.

Coup de Main: Duran orders all reinforcements in at once for the rapid strike. The order is taken his own leadership. if successful in the following turn you may add 1 or subtract 1 from your reserve rolls.

Hit that target: Duran orders the unit to strom the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.


@ Commisar Von Humps
The eat it rule is glorious


Create your special characters! and give feedback on others.  @ 2011/04/10 15:26:10


Post by: gendoikari87


yeah eat it is nice but I'd change it so it's over the commissar himself and give him some from of invulnerable save. or at least over a creature in base contact


Richard lionheart, captain of the fourth company. 200 points

WS: 6(7)
BS: 4
S:4
T:4
W:2
I: 4
A: 3
LD: 10
SV: 3+

Wargear: power armor, Shield of avalon,Josephines Mercy

Shield of Avalon: A relic dating back to the formation of the chapter, it is a storm shield blessed by the emperor himself, in additon it also confers the eternal warrior to richard.

Special Rules: And they shall know no fear, I shall not yield, independant character, Master of the fourth company

I shall not yield: Such is the stauch adherance to the imperial cult of the tytanians that, they will never give up, never yeild, or faulter. They train fervently outside of combat to take the worst punishment a marine can bear. They practice nearly constant self mortification, even in the heart of battle, as to cleanse their soul. any model with this special rule is granted the stubborn, feel no pain, and preferred enemy: daemons, USR's.

Master of the fourth company: Knights of josephine are troops in an army led by richard


Berserkers of keltyca 25 point per model

WS: 3
BS: 3
S: 4
T: 4
W: 1
I: 4
A: 1+D3
LD: 6
Sv: 3+

Composition: 5-20 Berserkers
Type: Infantry
Wargear: Two Power Weapons, Power armor
Special Rules:Fearless, Drunken Rage (bonus already included in profile)
Options:

-Any model may replace one or both of thier power weapons with the following
-power fist 5pts
-Thunder hammer 10pts
-Strom Bolter 3pts

Dragon lords 40 point per model

WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
LD:8
Sv:2+

Composition:5 to 10
Type:Infantry
Wargear: Relic Blade, Artificier armor, storm bolter
Special Rules: and they shall know no fear
Options: Any dragon lord may replace their Relic blade with
- thunderhammer 15 pts per model

For every five models in the unit one Dragon lord may replace his storm bolter with
- Assault Cannon for 30 points per model.
- Multi-melta for 10 points per model
- heavy falmer for 5pts per model

Knights of Josephine 30 points per model

WS:4
BS:4
S:4
T:4
W:1
I:4
A:1
LD:10
Sv: 3+

Composition:5-10 Knights
Type: Infantry
Wargear: Power weapon, power armor, combat shield
Special Rules: I shall not yield, ATSKNF
Options: One knight may upgrade its combat shield do a storm shield for 25 points.


Create your special characters! and give feedback on others.  @ 2011/04/10 15:39:20


Post by: Cerebrium


Warsmith Vaubane

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

Type: Independant Character
Wargear: Terminator Armour, Axe of Olympia, Dornbane, Frag & Krak Grenades.

Axe of Olympia functions as a thunderhammer, but striking at initiative.

Dornbane is a master-crafted storm bolter.

Special Rules: Independant Character, Feel No Pain

Man the garrions!: All friendly models who can draw a line of sight to Warsmith Vaubane gain +1 to any cover save.

Break down their walls!: All enemy models who can draw a line of sight to Warsmith Vaubane suffer -1 to any cover save.


Create your special characters! and give feedback on others.  @ 2011/04/10 15:40:28


Post by: Asherian Command


Calnor Alrnia the Grand Templar
A Legend Among the Storm Crusaders Calnor Alrnia is the Grand Templar of the Storm Crusaders. His services in the Imperium date back over 8 centuries. His first years of a Space Marine Showed a promising young Neophyte with the honor of a Warrior, he's ambitions to be the best, and to one day save humanity grown even more closer. Calnor Alrnia was once part of the Alpha Squadron along with Val and Malick. And the three of them are now brothers in arms and Leaders of the Chapter. As a Grand Templar Calnor Alrnia is the embodiment of the Chapter. Calnor is proud, taciturn, intelligent, a natural leader. He is fearless as a warrior and his swordsmanship is only matched by the Black Templar's High Marshal. Calnor is also bearer of two relics of the chapter. The Talnris, a sword of an ever burning spirit and the Angel Armor, the self repairing armor and the spirit of the chapter. Truly Calnor is a legend, as he has taken slew of enemies. Killing of a Daemon Prince in the Griminar System, Assassination of a Chaos Lord, Killing of a Dark Eldar Lord, and even banishing over 200 demons in his time in the Storm Crusaders, this is but a small fraction of acts he has done. As the missions of his time in the Alpha Squadron are still shrouded in Mystery. But Calnor Alrnia Bears a secret that all of the Members of the Chapter Council hold as a burden. To speak of it would mean death. And those outside of the Council would meet their death because of this secret.
WS BS S T W I A Ld Sv
6 5 4 4 4 6 3 10 +2 ++4
Points 235
Special Rules
And they shall know no fear, Independent Character, Combat Tactics, Orbital Bombardment, Feel No Pain.

Chapter Tactics
If you include Calnor Alrnia then all your army lose the Combat Tactics special rule. Instead, all Power weapons count as master-crafted, and all plasma cannons, plasma guns and all Elite and HQ unit's Bolters count as twin linked. OR (if no one likes this one) If you include Calnor Alrnia then all your army lose the Combat Tactics special rule for Furious Charge.

*Twisting Fates- If your army includes Calnor Alrnia, you may take Honor Guard as Elites in your army. And all Sternguard are scoring units.

*The Sword Master- Calnor is deadly in combat espically with the blade. He may reroll all failed attempts to wound. (no reroll-rerolls!) OR

Wargear
Eagle Helm (iron halo). Armor of the Crusader (artficer armor). Jump Pack. Melta Bomb, Frag and Krak Grenades. Astartes Launcher, Combi-Melta, Hell Fire Rounds, Sword of the Grand Templar (relic blade)


Malnar
WS BS S T W I A Ld Sv
6 5 5 5 4 7 4 10 +3 ++4
Special Rules
Master Pysker,And they shall know no fear, Independent Character, Combat Tactics, Fearless, Eternal Warrior,

*The Arch Templar- All Storm Crusaders are all considered fearless if Malnar is played.


Equipment
Slayer Sword- If Malnar Faces a Monstrous Creature he gains +2 to Strength against them.
Force Weapon of Asherian- The Legendary halbried of Asherian Himself is imbued with the power of pyschic abilities of the former head Arch Templar, You may reroll (only once per a power) a pyschic test or to hit with a pyschic power.
Power Armor, Bolt Pistol,
Blessing's of The Emperor- This blessing grants a shield around all that Malnar joins, Malnar gains a +4 invulnerable Save and his squad gains a +5 invulnerable.
Points 350


Alpha Squadron
Alpha Squadron is organized into 5 man squads. Each squad is given a specefic funtiction as such each squad must peform tasks assigned too them by a specific Grand Guardian. Each Alpha Squad is moblizied in different compainies and are given certain weapons for their jobs. Each Squad is also given a specific name and Target of interest. Each member that survives the Alpha Squadron Trials become captains after the trails are completed. There are 30 squads in total. But only 20 are active at one time. The 10 other squads are kept with the Grand Templars. Each Alpha Squadron Leader is also given a specific duty in the chapter. And are also told of the secrets of the chapter. Many Librarians are joint into Alpha Squads as acting as seers and powerful aids against demons. Librarians are joint to these squads for extended periods. Each squad member when he joins the Alpha Squadron Abandons all names and titles until the trails are finished. But the most famous Alpha Squads is the Squad Calnor Alrnia, Malick Tori, Val Yoal, Mortis "Wolf", Garane Oron, and Talick Tori, are one of the most legendary squads of the alpha squadron. The Alpha Squadron are by the strangest of all the orgainzations of the Storm Crusaders. As they appear as if out of nowhere on battlefields with no warning, they appear and then they disappear after the battle was won, returning into a vessels that even the Imperium worries is not all human made. The Alpha Squadron is organized into certain aspects each representing different parts of the teachings of the Codex Ignantus. The Chapter Council of the Storm Crusaders ensures the outmost loyalty from this sect. IT is even believed the Alpha Squadron targets other chapter marines that are perceived a threat. Though this has never been proofed.

WS BS S T W I A LD SV
Alpha Leader 5 5 4 4 1 4 2 10 3+
Legionarie 4 5 4 4 1 4 2 10 3+
(uses legion of the Damned basically but with some buffs)
Special Rules
Fearless, Slow and Purposeful.

Unyielding Assassins of the Dark.
The Alpha Squadron wear armor that protect them against even the most powerful weaponry. This armor is handed down to each generation of the Alpha Squadron. Their Saving throw is also invulnerable

Strike Experts
All Alpha Squadron squads always start the game in reserve and always arrive by Deep Strike, even in missions that do not normally use these rules. The Alpha Squadron is feared for its timely arrival at the best moment possible for all of the members who they save. You may re-roll the deepstrike scatter dice.

Equipment
Power Leg Enhancements - Power Leg Enhancements are used by Alpha Squadron Members to be able to go through cover/doors/walls/barracides/etc. For purposes of game they gain Move through Cover, and may replace their Strike Experts ability for the Scouts Special rule.
Riot Shields- Riot Shields are used to be able to avoid heavy gunfire. +1 Toughness to all who are equipped with Riot Shields. This is ability is ignored when facing a Monstrous Creature.
Points 125
Options
1 Alpha Leader and 4 Legionaries

May be Equipped with Special Issue Ammunition for 10 points.

The Alpha Leader Replace his Bolt Pisto/Boltgun with
Chainsword Free
PowerWeapon or Lightning Claw +10
Plasma Pistol or Relic Blade +15
Power Fist or a ThunderHammer or a DaemonHammer +25

All Squad Members may take Riot Shields +5 Each

All Squad Members may take Leg Enhancements for Free

One Legonarie May be Replaced with a Libarain but he is only allowed 1 pyschic power +60 points
One may replace his boltgun with a......
flamer, meltagun, heavy bolter, a multimelta, or a missile launcher +5
a plasma gun, plasma cannon, or heavy flamer +10
A Lascannon +15

Chapter Councilor
The Storm Crusaders are unlike any other chapter in that they are lead by a council and a Grand Templar this way the Chapter is not controlled only by one man. Each Councilor is a God amongst men, his words can inspire entire regiments or fellow Astrates to bring their full power to bare. Each Councilor brings to bare respect amongst many chapters and awe among his fellow astrates. He is often seeked for advise on the battlefield and they usually fight in the thickest with their dreadful guardians, The Dusk Knights. The Councilors are often tactical leaders and often leave it to other Captains to learn from the field. Each Councilor also has an important job within the chapter, each one controls 5 companies. For a Total of 7 councilors are active at one time within the Storm Crusaders Chapter.
"We are the Knights of Asherian and we are your doom!"
Follows Chapter Master Rules. Chapter Councilors are +25 more expensive and gain +1 BS and +1 Wound
may be upgraded with Pyker For 50+ (Is treated as Epistolary and may take 2 pyschic powers.)
May also take if upgraded to Chapter Councilor,
Weapon of the Crusaders (ETC.) +2 to Strength +1 Initiative. +25 (may not be taken when upgraded to pysker.)


Create your special characters! and give feedback on others.  @ 2011/04/10 16:06:11


Post by: purplefood


Commisar Von Humps wrote:
purplefood wrote:@Commisar Von Humps
He is a touch overpowered/undercosted don't you think?


Of course !If i were to actually play him, i would absolutely take stuff away, probably Eat it, and the demolition charge all together. And the Blank rule applies to my own psykers as well. I was trying to go for a Commissar Cain sorta character, my friends and i played a game yesterday with our own custom special characters, and it was a blast. A Chaos Daemon Prince of khorne, with a daemon weapon that doubles his strength is scary...But Humps survived, lol.

Fair enough
I think the eat it rule is probably fine...


Create your special characters! and give feedback on others.  @ 2011/04/10 16:16:42


Post by: Chowderhead


WARBOSS OKKUM

Lieutenant Occam was a sorry, washed up man. He was not allowed to join his favorite Space Marine legion, the Crimson Fists. This all changed at the invasion of Rynn's world. As a PDF soldier, he could watch in awe at the spectacle of what he could have been, a Crimson Fist. Towards the end of the war, it became apparent that the Orks would lose and Rynn's world would become boring once more. Ina drunken stupor, Occam stumbled towards the Fortress Monastery, cursing the Fists and their mothers. All this changed when the missile hit. Occum had his legs torn off and became pinned winder a slap of pycrete the size of a Chimera. He would have died if not for the stumbling of the "Butcha" Throatsnik, a infamous Dok who was obsessed with "Umies". Throatsnik had a brilliant idea. If he could take the genius of a human, and put it in the body of an Ork, he would create an unstoppable fighting machine! Gathering his Grots, he ordered them to find the nearest dead Nob and bring him to Throatsnik. 20 minutes later, the grots returned. The Nob was missing the side of his head, and parts of his arms. "Perfekt! Getz me miez skalpal!" The surgery took more than 12 hours, but Throatsnik had done it. There was a human brain in an Ork body. He would never get the chance to savor it, though, as the newly-reincarnated Nob shoved a grot so far down the Dok's throat that it died in the foot. Occam was dead, and Okkum was born. Now a warboss, Okkum is a master tactician (He knows about the "Udder sidez" of the enemy, not just the front) and has a spot in his heart for Crimson Fists. Literally. Due to the unstableness of the transplant, the Space Marine organs were the only strong enough to support the amount of thinking going on in Okkum's mind. He scours the galaxy with his faithful "Blood Punchas", a satire of the Fists, searching for the hearts of Space Marines, so that he may contine Waaagh! Okkum for years to come.

Warboss Okkum
250 points

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

Okkum may take 1 unit of Kommandos as a troop choice

Wargear:
Mega Armor, Twin lined big shoota, Dat Hangey Thing, Okkum's Razah, Jumpah Kables

Dat Hangey Thing: Stolen from a deceased Chaplain, Okkum noticed that it gives him a forcefield to protect him from the most lethal blows. It also looks very shiny. Dat Hangey Thing confers a 4+ Invul. save to Okkum.

Okkum's Razah: Looted from a Venerable Dreadnought of the Crimson Fists, Okkum has retro-fitted it onto his Mega Armor, with great results. As Okkum says, "The fastest way is alwayz da easiest way." Okkum's Razah is a Power Klaw that rolls 2d6 for armor pen.

Jumpah Kables: Due to the massive power needed to power the armor, a mek has outfitted Okkum with a battery that is very unstable. This negates the affect of Slow and Purposeful on Okkum. At the beginning of the movement phase, roll a d6. On a 6, this battery overcharges, zapping Okkum, but momentarily increasing his speed. Okkum gains Fleet for the remainder of the turn, but takes one wound, no armor saves allowed. All models within base contact also take one wound, saves allowed.- this battery's got juice. After this turn, Okkum's Razah become a normal close combat weapon, striking at initiative 1.

Special rules:

Furious charge, Kunnin taktics, Mob rule, Impromptu surgery

Kunnin tactics: As the only one in the Waaagh! with enough brains to realize that running headfirst into a fireline is not a good idea, Okkum has many strategies employed.

Okkum may select one Troop, Elite, or Heavy Support (No vehicles) without a dedicated transport to gain Infiltrate or Scout.

Impromptu surgery: As his heart starts to give way, Okkum needs another- fast. If Okkum did not kill any enemy units in the turn, roll a D6. On a 1-4, Okkum's heart stays stable- for now. On a 5-6, Okkum's heart fails. Any unit he is with suffers 2 wounds, no armor saves allowed, as Okkum rips the hearts out of 2 unlucky Orks to save his life.


KAPTAIN ZOGMEK

Zogmek was a excellent Kommando kaptian, one of the best in Waaagh! Okkum. Sneaking around and murdering was his specialty, and with his power klaw, could take down tanks is one fell swoop. Unfortunatly, fighting a Venerable Dreadnaught of the Crimson Fists, he was severly damaged when he was, well, ripped from crotch to shoulder. Wtih the cry of "That waz ma grot killin hand!", Zogmek ripped the body out of the holy machine.

Zogmek was much to valuable to die, however, and was placed into the relic. The entire operation took days, and they couldn't seem to get the fused head of the Space Marine out of the machine. Zogmek became a kaptain once more, but of a different squad. Somehow, the Kommando learned how to sneak a Dreadnaught into enemy territory. Teaching this to his Grots, he petitioned a Mek to create Kans for them.

Watching the Dred Kaptain and his mob slink through the terrain is like watching a Rainbow during a Hurricane. Once you get past the beauty, it's a massive, destructive force that will kill any in their paths.

Dred Kaptian Zogmek

Zogmek is an upgrade to a Killa Kan squad. He is 150 points.

WS:4 BS:2 S:6 Front Av: 13 Side Av: 12 Rear Av: 12

Wargear: Da Ancient Dred, Massive Shoota, DCCW, Armor Plates

Special Rules: Dred Kaptian

Da Ancient Dred: Stealing an ancient war machine has it's benefits. Any model that successfully causes the Dred to suffer a Vehicle- Destroyed, or a Vehicle- Explodes! the Dred must re-roll the result. This result is final.

Massive Shoota: This was once an assault cannon. Now, with the help of the Meks, it's even more Killy.

Massive Shoota: S:5 Ap:5 Assault 5, Rending

Dred Kaptain: As a former Kommando, Zogmek knows his way around sneaking. Zogmek bestows Stealth, Deep Strike, or Scout to a squad.


THE BLADE OF OKKUM



Scouring the galaxy, Okkum has found many a men willing to sign on to his Blood Punchas. Oddly enough, many have been human. Some former Guardsmen, some PDF, some Aribite, and some rogue Inquisitors. Many have turned out to be blanks, and are essential to the Waaagh!. The fiercest of the warriors become "Blades", the highest rank a human can Achieve.

30 points Per Model 5-10 models per squad. Elites choice.

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

Special Rules: Second Lease on Life, Bloodlust, Waaagh!

Second Lease on life: As all the humans have been thoughtfully tested by the Doks and have survived this trauma, they have become tougher, stronger, and much more agile. The squad moves 1 extra inch per turn if not in a transport.

Bloodlust: The warriors have become more addicted to the thrill of killing than fighting, and it shows. For every 5 models that the squad kills, add 1 attack to the profile of each member of the squad. I.E. The unit kills 10 enemies, add 2 attacks.

Wargear: Powah Armah, Overcompensation, The Nulls
Powah Armah: Stolen from a dead space marine, this armor has been modified to put an ork glyph over a spot where the Space marine Hearts should be...
This confers a 3+ save to the wearer.

Overcompensation: As humans living among the fiercest warrior race, these men must bring big, or go home. As it happens, they bring big, with weapons that a normal human would have trouble lifting. These weapons are treated as either a power weapon or a power fist, and are 2 handed.

The Nulls: These are humans designed for taking down enemy psykers, as they are near immune to psychic attacks. Any psychic attack directed at the squad is nullified on a 2+. Additionally, any psycher within 6 inches of the Null loses one attack and one initiative, as just being near the Null causes the psycher to writhe in agony.


Create your special characters! and give feedback on others.  @ 2011/04/10 16:34:34


Post by: Anvildude


I like how every single one of these special characters is IoM. Or did I miss something in the title or OP?

Anyways, just have two comments on the OP.

First, Sigurd's Fafnir ought to be a Two handed weapon. Just saying.

Second, why not give Odin a, well, a Thunder Spear or something, instead? Thor's more of a Thunder Hammer name.


Create your special characters! and give feedback on others.  @ 2011/04/10 16:48:33


Post by: Cerebrium


The one I posted is Iron Warriors CSM.


Create your special characters! and give feedback on others.  @ 2011/04/10 17:00:41


Post by: I_am_a_Spoon


gendoikari87 wrote:Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.

This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+3" of Myrddin (friend and foe, excluding myrddin), are removed from play, myrddin then takes a single 10 ap - hit. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.
A bit OP in my opinion. There are no restrictions on what he can target... theoretically, he could instantly wipe out Land Raiders, Baneblades, C'tan, Titans, enemy HQs, etc.

At least base the ability around a Toughness test or something.

EmilCrane wrote:Captain Aedan Duran Pts: 120

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

Wargear: Carapace Armour, Custom Hotshot lasgun, Power sword, melta bombs, frag grenades, demolition charge

Custom Hotshot Lasgun

Range- 24"
Str- 4
AP- 3
Notes- Assault 3

Special Rules:
Independent Character, Hit and Run

Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops and may select valkyries (but not vendettas) as dedicated transports.

Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.

Coup de Main: Duran orders all reinforcements in at once for the rapid strike. The order is taken his own leadership. if successful in the following turn you may add 1 or subtract 1 from your reserve rolls.

Hit that target: Duran orders the unit to strom the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.
This guy might need to be toned down a little IMO... he just does too much. He can slaughter MEQs at range (especially with BS5, Hit and Run, Assault and AP 3, carapace armour and a demo charge), makes Reserves more reliable, can take an army of infiltrators/deep strikers with BS4 plasmaguns/meltas, can theoretically take up to 18 Valkyries, can move troops at an incredible rate, and can hold his own in melee (WS5, I4, power weapon, melta bombs, etc).


EmilCrane wrote:@ Commisar Von Humps
The eat it rule is glorious
Agreed.

Cerebrium wrote:Man the garrions!: All friendly models who can draw a line of sight to Warsmith Vaubane gain +1 to any cover save.

Break down their walls!: All enemy models who can draw a line of sight to Warsmith Vaubane suffer -1 to any cover save.
Sorry, but this seems almost game-breaking. Maybe make it an AoE power that only affects allies or enemies, but not both? I like the concept though.

Chowderhead wrote:- SNIP -
I love EVERYTHING within this post. The backstories are awesome...



Create your special characters! and give feedback on others.  @ 2011/04/10 17:12:05


Post by: I_am_a_Spoon


My brother and I recently decided to liven our 40k games up by creating custom special characters to lead our armies (IG and Tyranids respectively).

We set ourselves a couple of guidelines in doing so:
- The character's entry must be based on an existing HQ choice (not a Special Character), and yet be creative (ie, no clichéd Mary Sues, silent badasses, benevolent/malevolent extremes, etc).
- Any custom special rules must fit the character's backstory (so no ruling purely for advantage).
- The character must be fairly-priced (both of us have to reach a unanimous decision).
- The character must not be OP (ie, powerful enough in some way to suck the fun out of a game, such as a Nidzilla that even Heavy Bolters can't wound).
- Both characters will have the "Preferred Enemy" USR against the opponent player's army, as our forces fight a lot as part of their fluff, and we want to represent that rivalry on the tabletop.

Anyway, here's mine.
I'll admit that he isn't the most original character, but I hope he doesn't come off as completely generic:



- Field-Major Lexus Decker, the Hero of Bahr -

Character's Backstory and Rules:

Spoiler:
- Field-Major Decker


Of all the fighting men and women that make up the 14th Xanderian Infantry Regiment, Field-Major Lexus Decker is perhaps the most revered and admired; a hard, weathered man, forged by the searing heat, black deserts and lethal wildlife of his home world, Xanderia.

He first rose to prominence during the siege of Bahr Primaris, a small but important mining planet under threat from an impending Tyranid invasion by rogue, outlying elements of Hive Fleet Leviathan. Already regarded by his superiors as a relatively competent, if untested commander, Decker (then a Captain) was deployed along with the rest of the 14th to Bahr's only settlement: the industrial city of Taniir. There they hoped to reinforce the existing PDF garrison, and hold any Tyranid invaders at bay until reinforcements from a nearby Naval battle group could arrive.
Though able to deploy successfully before any Tyranid organisms could make landfall, Xanderian commanders and planetary authorities were later left stunned when the true magnitude of the enemy force they faced was finally revealed. Millions upon millions of creatures had descended to the planet's surface, choking the skies with mycetic spores, and blotting out the light from their sun. Troops on the ground were gripped by terror, invaded on a scale that they had never been prepared for, let alone able to repel.

Tacticians calculated that available ammunition would run out before the fifth day, that defences and emplacements were inadequate, that food, water and medical supplies were insufficient, and that ultimately the garrison could not hold until reinforcements arrived.
With no hope of victory for the defenders of Bahr Primaris, all seemed lost. Many deserted or fled the city into the surrounding deserts and wastelands, only to be slaughtered by lictors or other vile alien vanguards. Others, civilian men, women and children alike, formed makeshift militias and made ready to defend their homes to the last. All were sure that they, along with the planet, were doomed.

It was then that Bravo Company began its famous march from Taniir; a last-ditch gambit conceived by Decker and supported by the regiment and it's senior officers, to manoeuvre around the approaching force and attack it from the rear, destroying whichever foul hive-consciousness commanded the assault.

With all Imperial orbital craft driven away by the Tyranid fleet, no air support able to function within the spore-clouds tainting the air, and without transport vehicles that could be relied upon to traverse the fierce sands of Bahr, most considered it a suicide mission, a suicide march. Kilometres untold into a barren desert occupied by millions of vicious alien monstrosities, out of communications range, without any form of vehicular support whatsoever. Many argued that no such feat was possible, and that to attempt the offensive would be a major waste of what little manpower they had at their disposal. Ultimately however, it was decided that the march would go ahead, in the hope that if successful, the Tyranid siege might fail.
A force of over two-hundred men led by Captain Decker set out from Taniir, farewelled by citizens on the streets, and equipped with generous provisions of food and water for the journey ahead.
Less than two days later, the city was besieged.

Defences on all fronts held out for three days.

On the fourth day, Taniir's Northern outer walls were breached, and fierce fighting erupted throughout the outlying streets and suburbs of the city.

By sunrise on the fifth day, almost half a million of Taniir's defenders lay dead.
Those still alive fought a desperate, city-wide retreat through twisted roads and burning buildings towards a walled-in fall-back position within Taniir's centre districts. Soldiers at the front held the terrifying enemy at bay with their last reserves of promethium, and requisitioned emergency danger-close artillery barrages to stem the overwhelming tide of alien flesh, hoping to buy time for others to reach the inner defences.
By nightfall, non-energy based ammunition reserves within the inner city walls were expended. Unable to recharge their lasguns rapidly enough to effectively repel the constant assault, many resorted to prayer. Others to suicide. Some of the more ingenuous threw flaming sacra bottles at the Tyranid hordes instead, dropped mines, primed artillery shells and improvised bombs into their midst, or poured fuel, oil, and other flammable liquids onto those too large or well-armoured to kill with lasguns or explosives alone. Men and women rotated to and from the walls, some sleeping or eating whilst others outside maintained the unrelenting defence. Meanwhile, children replenished weapon charges, and helped to carry the wounded away from the front, where overworked medics and civilian doctors extracted burrowing alien insects and treated horrific acid burns to the best of their ability. All had hoped for a miracle.

It was then that the hive-presence on Bahr had been suddenly extinguished, almost a hundred kilometres to the north.

Upon hearing the psychic death-cry of their leader, the besieging Tyranid hordes faltered, and began to lose cohesion. Confused and afraid, many aliens reverted to more primitive, instinctual behaviour, fleeing in panic, attacking one another and even feeding upon their own dead.
With the enemy forces in utter disarray, those inside the city took advantage of the reprieve, reinforcing barricades, helping the injured, and most importantly of all, recharging their weaponry. Strengthened by new resolve and a fierce determination to succeed and survive, the few troops and civilians remaining within Taniir pushed the enemy away from the inner walls, and managed to clear the immediate city area of xeno corpses.

After Imperial officials aboard the supercarrier Pride of Altan and its battle group arrived in orbit over Bahr Primaris, and eventually managed to drive off the large number of Tyranid vessels above the planet, they were amazed to discover that the garrison at Taniir still held. Communicating with the Astropaths aboard the Imperial fleet, ground commanders managed to coordinate, organise and carry out a mass landing of almost fifty-thousand Imperial troops, who then set about the task of exterminating every living alien upon the planet's surface. Attack ships strafed the city with barrages of gunfire and gouts of flame, systematically purging the outer streets of any alien organisms that remained there.
Beyond the city's walls were almost a million scattered Tyranid survivors, an enormous host of glistening, swarming alien bodies that stretched on for almost fifty kilometres across the sand. Targeted orbital bombardments from above annihilated their ranks, killing hundreds of thousands in a matter of minutes. Dozens of Guard regiments followed up the attack, sweeping across the desert towards the city, supported by armoured vehicles and gunships.

Over the course of the next twelve hours, the Tyranid hordes, broken and panicked, were slowly destroyed. Further bombardments and the massive infantry offensive into their ranks left them powerless to fight back, and by sunset, Taniir was declared safe once more.
Of the city's original population of five million, only one-and-a-half million survived the slaughter.

A day after the siege ended, a series of aerial transports were deployed to the approximate designated location of Bravo Company, guided by advanced sensory equipment aboard the orbiting battleship Darian's Revelation.
Once found, they were transported to the safety of Taniir, and welcomed as heroes by the soldiers and civilians within the city.
Over two-hundred had left. Forty returned, those missing lost to the desert, or killed in combat against whatever horrific monstrosity had led the Tyranid armies. None who fought the creature ever spoke of it to others, and were forever changed by their ordeal.

Decker, perhaps the most changed of all, was immediately declared a Hero of Bahr, decorated with the highest honours the planet had to offer, and was promoted to Major for his role in breaking the siege (although at his own request, he was permitted to remain the field-commander of Bravo Company). As a further gesture of thanks on behalf of Taniir's grateful citizens, a committee of the city's most skilled weaponsmiths presented Decker with a unique las-rifle, custom tailored for his use alone, and crafted with the finest workmanship and materials the mining settlement of Taniir had to offer.

As a result of their stoic actions on Bahr, the 14th Xanderian Infantry Regiment have become famous within Xanderian military culture. Even amongst their fellow sand-dwelling brethren, the 14th "Desert Rifles" are notoriously skilled at conducting operations within desert theatres of war.

To this very day, Field-Major Decker remains in command of Bravo Company, or the "Fighting Sandmen". Those under his command often refer to themselves as "Decker's Lot", or simply as "Sandmen", prestigious titles that they wear with pride and distinction.
Decker himself is a reserved, but quietly-intense man, a solemn officer who leads by example, and who isn't afraid to get stuck into the thick of a fight alongside his troops. He cares about preserving the men and women under his command, as any good officer does, but knows from experience that each must be expendable, that sacrifices are often necessary in order to achieve overall victory, and that ultimately a costly or even pyrrhic victory is still a victory. He shares this bleak mentality openly with those around him, and although many find his frank outlook on warfare confronting or unnerving, all accept the reality of life within the company, trust him implicitly for his honest nature, and are unquestioningly loyal to their legendary commander.
Where many officers would rely on discipline and order to carry their charges in battle, Decker instead believes in the power of ideas, and encourages free, independent thought within his ranks. He promotes those with initiative, leadership and resourcefulness, eschewing to a large degree the traditional values of blind and submissive obedience. Above all other disciplines he emphasises decisiveness and patience, preferring a steady, methodical and careful approach over the rushed and often costly tactics all too typical of his peers.
Because of this, Bravo Company (and to a certain degree, the 14th Xanderian Infantry Regiment as a whole) is a dynamic and often unpredictable force on the battlefield.

Forever scarred by his experiences on Bahr Primaris, Field-Major Decker has vowed to keep Xanderia safe from Tyranid infestation, and along with the rest of the 14th Desert Rifles, his Fighting Sandmen are often deployed to arid battlefields across their sub-sector as part of the Imperium's endless campaign against the outlying forces of Hive Fleet Leviathan.
All amongst the regiment are already veterans of such warfare on Xanderia, where monstrous lizards and insidious creatures rule the Black Wastes, and most of the Surviving Forty still serve under Decker's command. With such a wealth of experience at their disposal, the Field-Major and his Fighting Sandmen are invaluable to their commanders, and will never relent in their war against the Tyranid threat.

Under Decker's leadership, they will fight and die for the safety of their beloved home planet... until either the Company is wiped out, or the Tyranid invaders are.
Spoiler:
One Company Command Squad may replace it's Company Commander with Field-Major Decker.



STATS:



Profile:

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




Wargear:

- Flak Armour
- Refractor Field
- Bahrian Lascarbine
- Bolt Pistol
- Frag Grenades
- Krak Grenades



Special Rules:



------ Experienced Officer: Decker may issue up to three orders per turn, and has a command radius of 12". He can issue the Bring it Down!, Fire on my Target!, Get Back in the Fight!, Incoming! and Move! Move! Move! orders, as well as the following unique order:

- Advance!: At Decker's command his troops press onwards, carefully and methodically, maintaining fire on enemy positions to cover their movement.

If successfully issued, for the duration of the controlling player's shooting phase any models within the ordered unit that choose to fire a Rapid-Fire weapon count as having been stationary in the previous Movement phase (for shooting purposes only), and their weapons count as Pinning.


------ Sworn Enemy of the Hive Mind: Both Decker and his Company Command Squad have the Preferred Enemy special rule (Tyranids).


------ Advocate of Independent Thought: Any non-vehicle units within Decker's company that are led by a requisite "Leader" model (either a Platoon Commander, Sergeant, Veteran Sergeant, Storm Trooper Sergeant, Rough Rider Sergeant, special character* that has replaced one such model, or of course, Decker himself) may always re-roll a single die when taking Morale tests (whether successful or not).

Additionally, any such unit within Decker's company that is issued an order (by any officer within Decker's company) may choose to undergo an Initiative test in lieu of a standard Leadership test (using the Initiative value of their Leader model).
Note that choosing to undergo an Initiative test prevents the rolling of Incompetent Command or Inspired Tactics die results.

Squads that lose their Leader may not use the above abilities, although these rules still apply should Decker be killed.

* These rules may never apply to the following special characters:

- Lord Castellan Creed
- Colonel "Iron Hand" Straken
- Commander Chenkov



------ Lateral Thinker: Whilst Decker is alive, any D6 test to determine whether an Outflanking, non-vehicle unit (or Infantry Platoon) from within Decker's company may enter from reserve can be re-rolled (whether successful or not).


------ Of Unshakeable Mettle: Field-Major Decker is a truly inspiring figure on the battlefield, rousing his men to courageous deeds from the frontlines, and imbuing those around him with a steady, determined resolve to succeed, whatever the odds.

All friendly units within 6" of Decker gain the Stubborn USR.





His Bodyguards:

Spoiler:
- The Black Guards


A Company Command Squad that includes Field-Major Decker may replace any existing Bodyguard with a Black Guard.

Hailing from a unique, elite regiment of only one-hundred soldiers, Black Guards are impeccably-trained, superbly-equipped Xanderian troops assigned only to the most important high-ranking field officers. Tasked with both assisting their assignment in combat and protecting him or her with their own bodies if necessary, the professional dedication and fearsome skills possessed by Black Guards have turned the tide of many a pitched battle.



STATS:



Profile:

WS..... 4
BS...... 4
S........ 3
T........ 3
W....... 1
I......... 3
A........ 2
Ld....... 9
Sv...... 4+




Wargear:

- Carapace Armour
- Hot-Shot Lasgun + Underslung Grenade Launcher
- Hot-Shot Laspistol
- Close Combat Weapon
- Frag Grenades
- Krak Grenades



Special Rules:



------ Look Out - Arghh!:





Custom Wargear:

Spoiler:
Bahrian Lascarbine:

Gifted to Decker by a committee of senior Bahrian weaponsmiths in recognition of his actions during the siege of Taniir, this unusual weapon is a work of impeccable craftsmanship, light, powerful and unfalteringly reliable in the field. Of special note is the carbine's bayonet: crafted from an incredibly strong metal alloy exclusive to the forges of Bahr Primaris, it's leading edge and tip are astoundingly sharp, and the long, curved blade is mounted in a way that allows the weapon to double as a lethal two-handed sabre or spear when fighting hand-to-hand with an opponent.

It has served Decker well, and his skills with the remarkable weapon are the stuff of legend within the 14th Xanderian Infantry Regiment.

Range... 24"
Str........ 4
AP......... -
Type...... Heavy 3
or Assault 2*

*Close combat attacks with this weapon count as Rending.




Underslung Grenade Launcher:

Mounted beneath a rifle's forestock, an Underslung Grenade Launcher allows it's user to address a wide variety of battlefield threats at a moment's notice. Though rare, wealthy worlds such as Xanderia have access to small caches of such weaponry.

NOTE: Though similar in principle to an SM Auxiliary Grenade Launcher, an Underslung Grenade Launcher may NOT be fired in tandem with another weapon. Though listed as a separate weapon, for all intents and purposes it counts as an upgrade that enables the weapon it's mounted on to use the following firing modes in addition to it's default profile:


Frag:

Range... 18"
Str........ 3
AP......... 6
Type...... Assault 1, Blast


Krak:

Range... 18"
Str........ 6
AP......... 4
Type...... Assault 1





NOTE: Most of you guys are 40k veterans, and I'd really appreciate some feedback on the fluff and rules, especially suggestions about potential points costs and balancing issues.



Create your special characters! and give feedback on others.  @ 2011/04/10 17:22:17


Post by: gendoikari87


that lascarbines a mite powerful....


Create your special characters! and give feedback on others.  @ 2011/04/10 17:39:34


Post by: akaean


...
I really think that people who are making CSM special charachters really need to pay attention. s8 at initiative is what makes Abadon special, nobody else can do it save MCs and Vehicles. I really don't understand why everybody thinks s8 at initiative is a good idea...

Avalon- Farseer of Altansar

When Altansar emerged from the Eye of Terror, it is no suprise that some of its Farseers possessed immense power. While other eldar regard these psychers with great suspicion. How, after all, could these Eldar have survived so long in the warp uncorrupted? The Eldar of Altansar have demonstrated their continued hatred for the Great Enemy.

Avalon is the Head Farseer of the Craftworld. His already great potential augmented further by his time spent in the warp energies of the Eye of Terror. Avalon specializes in destruction. On the battlefield, he sacrafices the support role traditionally associated with Farseers for raw psychic might.

Points: 160

ws: 5, bs: 5, s:3, t:3, wounds: 3, I:5, A:1, Ld: 10, Sv: - (4++)
Wargear: Rune Armor, Witch blade, Shuri Pistol, Spirit Stones, Runes of Warding, Runes of Witnessing
Powers: Doom, Mind War, Eldritch Storm

Special Rules: Psychic Onslaught, Fury of the Eye, Sanctity of Body

Fury of the Eye: Avalon may not be as polished a psycher as Eldrad was, but his fury built up over his imprisonment in the Eye of Terror as made him extremely powerful. He is able to focus his mind to launch repeated powerful psychic attacks against his foes.

Avalon may cast an additional psychic shooting attack, this attack must be made against the same unit previously shot at, and cannot be the same power.

Psychic Onslaught: Avalon has an especially fearsome and destructive warp presence, enemies who try to nullify Avalon's attacks are met with a swift debilitating mental blast.

If an opposing model attempts to block Avalon's psychic power (through a psychic hood, or runic weapon, etc) and fails, the opposing model immediately suffers a Perils of the Warp Attack. This power does not work against rules that modify leadership, or the psychic test itself.

Sanctity of Body: Avalon's time in the Eye of Terror, and countless battles and skrimishes with demons therein, have given him a keen understanding of how those warp entities function. He is immune to the effects of any attack which would transform him into a different model (old Zogwart, Gift of Chaos)


Create your special characters! and give feedback on others.  @ 2011/04/10 18:07:05


Post by: Fafnir


Master Exectuioner Asagrim Woden, Chapter Master of the Gallowsmen

Rise to Power
Woden began as a member of the Citygaurd, working his way up to the rank of Sanctifier. Although his martial prowess was flawless, it was his skills as a leader that made him stick out from his brothers. It wasn't long before Sigfried Hildolfr, the chapter master before him, appointed him as the Sanctifier of his personal honour gaurd.
During a particularly large chaotic incursion, Hildolfr and his honour gaurd were dispatched to destroy a daemon prince. Although chaotic incursions were normal operations for the Gallowsmen, this one was one of the largest in Petrefax's history. Hildolfr and his men were to strike at its heart and swiftly behead it. However, it wasn't long before most of the honour gaurd was slain, and all that remained were Hildolfr and Woden. The two fought valiantly, but even that was not enough to defeat the beast. The Prince struck Woden, the wound deep enough to make him drop his sword and fall to his knees. But before the Daemon could inflict the finishing blow, Hildolfr jumped in front of Woden and blocked the blow that would have ended his life.
Hildolfr urged Woden to return to his feet, but to no avail, the Daemon's poisons had worked its way into his system, and not even the blessed blood of his progeny could stop it. And before long, the Daemon's strength proved too much for Hildolfr, and his gaurd was broken and he was slain.
Enraged by the death of his master, through shear force of will, Woden managed to move his broken body. Rising to his feet and taking the blade of Hildolfr, now glowing brightly, he made a single blow against the Daemon Prince. Howling madly, the blade hit home, and the Daemon began to lose its material form.
But before it would fade away entirely, it cast a curse upon Woden...

From that day on, Woden would end up being the Gallowsmen's Master Executioner. However, it came at a dreadful price. Although unable to kill him, the Daemon's cursed poisons would pump through Woden's veins until the day he died. It constantly drains the life force from him, and although in due time he has learned to control the debilitating effect to some degree, it still has not left him. When not in battle, Woden rarely ever moves or speaks. When he must speak, he may only manage a quiet whisper. Woden must conserve all of his energy, for his body ages at an incredible rate. He must save what time he has for when he is most needed.

But when the time for battle comes, Sanctifier Haephestos will enter the Chapter Master's chamber, and awaken him from his catatonic state. Woden will slowly rise from his throne and place his withered frame within his hallowed armour, and take up his sword--the sword of his fallen master. When Asagrim Woden is on the battlefield, he is truely a terrible sight to behold. As he slays his foes, his rage only becomes greater and his strength more devestating. Any sign of his frailty is lost. At his best, Woden is truely a warrior without match, and all who oppose him are cleaved in two in the name of the Emperor. However, it is only a matter of time before the incredible debilitating pain of his curse returns, and Woden must return to his chamber.

Although Woden is commonly regarded as one of the greatest Chapter Masters the Gallowsmen have ever had, with his tactical expertise and combat prowess being invaluable, he privately holds a deep sense of guilt for his master, and a strong sense of inferiority. Had he been able to rise to his feet in the battle against the Daemon Prince, would things have been different? Although some may think that Woden has surpassed Hildolfr, to Woden he will always live in his shadow.

Hildolfr's Judgement
Hildolfr's Judgement, formally called the Executioner's Judgement, was the blade that Sigfried Hildolfr, former Master Executioner before Woden, carried into battle. The origins of the blade are largely unknown; in the vast markets of Petrefax, it is impossible to tell where it came from. The records that document the chapter's recovery of the blade have been lost as well. It wasn't until Hildolfr chose it from the chapter's vault that it even saw use.
The blade feeds on the souls of the dead. As those around it are slain, it becomes stronger. When engorged with souls, it glows brightly and howls wildly. In this state, the blade is even able to cleave a tank in two with little effort.
When Hildolfr died, his soul would feed the blade with the power that would ultimately defeat the daemon that killed him.
Upon his ascension to Master Executioner, Woden rechristened the blade as Hildolfr's Judgement.

Woden During the Fall
During the initial stages of the fall of Petrefax, Woden remained in his chamber. With the help of Sanctifier Haephestos, he commanded the Gallowsmen's efforts to return order to the planet. It wasn't until the Necrons awoke and the Gallowsmen were forced to retreat from the great tomb that Woden donned his armour and took up his sword for the last time.
For ten days, Woden would fight. And although is strength was immense and his skill flawless, each day his body would become more frail and his pain would become more intense. On the 7th day, one of his hearts would fail him, and on the 8th day, his left arm would be shattered. On the tenth day, he encountered Inquisotr Lord Luthor Geitz and a Greater Daemon of Khorne. He managed to hold off the beast, but with only one arm and his strength failing him, it was only a matter of time before he would fall.
Woden knew he was going to die, and he knew he was going to die here. In his final moment, he raised his blade and charged the beast. He made no attempt to gaurd himself, and was impaled by the beast. His blood, black with the poisons inside him, spattered the ground. But this was exactly as he planned it. As his life force was leaving him, it entered his blade, and with his final breath, he thrust the howling sword into the chest of the Daemon.
Realizing what had happened, Luthor Geitz took the moment granted by the fallen Chapter Master to banish the Daemon back to the warp. The extent of its defeat was so great that it would never be able to return for thousands of years.


200 points

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

Wargear: Artificer armour, jump pack, close combat weapon, iron halo, frag and krak grenades, Hildolfr's Judgement

Hildolfr's Judgement: Hildolfr’s Judgment is a power weapon that adds +1S for each enemy model Woden destroys in close combat (only models killed directly by Woden’s attacks count) for the rest of the game (for example, if Woden kills two enemy models in close combat, he then counts as having a strength value of 4(6)).

Special Rules: Independant Character, And They Shall Know No Fear, Judge of the Fallen, The Rites of Death

Judge of the Fallen: Every unsaved wound caused by Woden in close combat count as two wounds for combat resolution.

The Rites of Death: When Asagrim Woden wins combat, and all enemies have either been defeated or fled, after any consolidation and sweeping advance moves are made, you may place a Gallows Token anywhere in base contact with Woden (if there is no room to place a token, the token may not be placed at all). Any allied model within 6” of a Gallows Totem with line of sight to it gains the Furious Charge and Fearless universal special rules for the rest of the turn (so yes, a unit can begin their turn in range of a totem, move out of range, and still keep the bonuses until the end of the turn). Gallows Totems count as Locator Beacons (see the Space Marine codex). A single army may only have 5 Gallows Totems on the table at one time (in apocalypse games, ignore this limitation). If there are 5 Totems on the table already, and you are able place another, you must remove one Totem before you can place the new one. Only one Gallows Totem may be placed per combat, regardless of how many units were involved in the combat.

Sanctifier Haephestos, Tallyman of the Fallen

200 points

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

Wargear: Power armour, bolt pistol, jump pack, frag and krak grenades, iron halo, chapter banner, Obsidian Blade

Chapter Banner: All friendly units within 12" of the banner bearer re-roll failed Morale and Pinning Tests. In addition, all models in the same unit as the Chapter Banner have +1 Attack whilst the banner bearer is alive.

The Obsidian Blade: The Obsidian Blade is a power weapon. For each unsaved wound inflicted by the Obsidian Blade, Sanctifier Haephestos recovers 1 wound. Sanctifier Haephestos may not exceed his natural 3W.

Special Rules: Independant Character, And They Shall Know No Fear, Eternal Warrior, The Rites of Death, Sanctified Ritual, Tallyman of the Fallen

The Rites of Death: When Sanctifier Haephestos wins combat, and all enemies have either been defeated or fled, after any consolidation and sweeping advance moves are made, you may place a Gallows Token anywhere in base contact with Haephestos (if there is no room to place a token, the token may not be placed at all). Any allied model within 6” of a Gallows Totem with line of sight to it gains the Furious Charge and Fearless universal special rules for the rest of the turn (so yes, a unit can begin their turn in range of a totem, move out of range, and still keep the bonuses until the end of the turn). Gallows Totems count as Locator Beacons (see the Space Marine codex). A single army may only have 5 Gallows Totems on the table at one time (in apocalypse games, ignore this limitation). If there are 5 Totems on the table already, and you are able place another, you must remove one Totem before you can place the new one. Only one Gallows Totem may be placed per combat, regardless of how many units were involved in the combat.

Sanctified Ritual: Sanctifier Haephestos may choose to place a Gallows Token in lieu of shooting or running during his shooting phase. To do so, place the Token in base contact with Haephestos. If a Token cannot be placed in base contact with Haephestos, then you may not place it at all.

Tallyman of the Fallen: Count the number of Gallows Totems within 12” of Sanctifier Haephestos and consult the chart below. In addition to the normal bonus that a Totem within this area would give, it also grants the bonus below. These effects are cumulative.
2: Fleet of Foot
3: Preferred Enemy
4: All enemy units within 6” of a Gallows Totem have (-2) leadership
5: All enemy units within 6” of a Gallows Totem must take a morale check (as if they suffered over 25% casualties in the shooting phase) at the beginning of the movement phase or fall back. Enemy units in combat must instead take a leadership test, and if they fail it, they strike at WS 1 for the rest of the turn.
(for example, if there were 3 Gallows Totems within 12” of the Sanctifier and in his line of sight, both of those Totems would give any units Fleet of Foot and Preferred Enemy, in addition to the bonuses they normally give)


Create your special characters! and give feedback on others.  @ 2011/04/10 18:35:12


Post by: Luke_Prowler


The Arch-Arsonist of Charadon
The Arch-Arconist is a semi-mystical figure in the Loki sector, more a symbol that an actual Ork. An Arch-Arconist counts his victories not in the planets he's taken over, but the worlds he has burned to the ground. Each succeeding Ork Warlord takes the title, and with it it's persona, a psychodic pyromaniac with no goal other than to turn everything he touches to cinders. The most famous was Snagrod, a hulking monster who's Waaagh! on Rynn's World who nearly lead to the destruction of the Crimson Fist chapter. Although the Waaagh! was eventually fought off, Snagrod left his mark on Rynn's World, and in Ultima Segmentum. Over the years, the Imperium have sent several attacks on the Ork empire of Charadon, in the hope to keep a Waaagh! such as Snagron's from happening again, many led by the vigilant Ultramarines. But with the Tyranid hoard continuing it's rampage in Ultramar, the attacks are lessened and men are pulled away. Charadon is left unchecked and a Waaagh! is steadily growing, with it's sights on Ultramar. Another Adeptus Astartes chapter shall soon be under the Arch-Arsonist's belt.

Cost: 190
Stats: WS 5/BS 2/S 5/T 5/W3/I4/A5/Ld 9/2+

Wargear: The Arch-Arsonist has Mega-Armour, Power Klaw, Stikkbombs, a Bosspole, a Cybork Body, a Twin-Linked Scorcha, and a Fireball Special

Fireball special: An unfortunate experiment in the research for a plasma scorcha has lead to a....plasma scorcha.
The Fireball Special has the following profile
R: Template* S6 AP4 Assault 1.
*To fire the Fireball Special, put the narrow end of the template within 6" of the weapon and the large end in no closer to the weapon as the narrow end

Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh!, Where There's Smoke..., Curse of the Arch-Arsonist.

Where There's Smoke...: Wherever the Arch-Arsonist is, fire is not far behind. If the Arch-Arsonist is not held in reserve on the first turn, all terrain is Dangerous Terrain to the enemy units.

Curse of the Arch-Arsonist: A Warboss has to be a little unhinged to be an Arch-Arsonist to begin with, and whether they're truly insane or just playing the part is anyone's guess. But on the battlefield they are a terror irregardless. On his turn, the player may have the Arch-Arsonist gain Rage for the rest of the battle, and gain 1d6 attack on the charge rather than the normal 1.

Da Big Burna: The Arch-Arsonist allows two Burna-boyz units to be taken as Troops choices



Create your special characters! and give feedback on others.  @ 2011/04/10 19:25:51


Post by: Anvildude


I rather like the Arch Arsonist, though I'd probably do a little with his Wargear. I'd think that, instead of a Power Klaw, 'ed have some sort of flame or burna-based weapon.

Perhaps a Kustom Mega Armour suit, where the PK is replaced by a 'eavy Burna, and the twin-linked Shoota is replaced by the Fireball Special? Or replace the TL Shoota with the TL Skorcha, and the Fireball is an upgrade? (Oh, and change the stats on the Fireball to Heavy 1. Mega Armour gives SnP, which gives Relentless)


Create your special characters! and give feedback on others.  @ 2011/04/10 19:59:56


Post by: Fafnir


I'd drop the mega armour entirely (doesn't feel like something a burna would use), give him 'eavy armour and a cybork body instead (cover up all the burns, I guess), make the Firball Special AP3 (since the twin-linked skorcha would end up outperforming it every time otherwise), drop the powerklaw and make the Fireball Special count as a power weapon in close combat.

Then he'd really be some fantastic.


Create your special characters! and give feedback on others.  @ 2011/04/10 20:04:02


Post by: Asherian Command


My rules need approving!
Anyway everyone elses is great. I really like everyone's characters they are so much better than most fan made stuff.


Create your special characters! and give feedback on others.  @ 2011/04/10 21:45:56


Post by: Alphacerberus


Brotherhood Champion Nero Rosarius

Rank Champion
Wing of grey knights: Purifiers

Points 145

WS7 BS4 S4 T4 W2 I5 A* LD10 Sv 2+


Wargear:
artificer armour
Storm bolter
frag,krak and psyk-out grenades
Iron halo
Anoited blade (C:GK)

Rules:
titan's herald (C:GK)
The perfect warrior (C:GK)
Independent character
The Aegis
Fearless
preferred enemy (daemons)
Psyker mastery 1

By the Honor of the Order:Nero may only join units of Purifiers.

Psychic powers:
hammerhand
heroic sacrifice

Through fire and Fury: When charging Nero MAY engulf his armour and Sword with the same cleansing flame his brothers use, the unit he charges suffers D3 power weapon strikes at strength 4.(before combat begins) and in the ensuing combat he reduces the enemies initiative by 1 as they blinded by the White light of the warriors Holy rage.


Create your special characters! and give feedback on others.  @ 2011/04/10 21:46:46


Post by: Grey Templar


here is my chapter's Chapter Master

Grand Master Rocan Selbus - 300 pts
The youngest Grand master the Grey Templars have ever had, taking the title at the relatively young age of 78 and after serving only 29 years as the Master of the Host of the 3rd company. Rocan, despite or prehaps because of his age, is one of the greatest Grand Masters the Templars have had. His exploits range from slaying the Deamon Prince Xethish as a Captain to saving the previous Grand Master from death at the hands of an Ork Warboss, although former Grand Master Tarthus died later from his injuries.

WS….BS….S….T…...W….I.….A….Ld....Sv
7……..5…..4…..4……4…..5….4….10.....2+

Wargear: Kaiserfaust, Starblade, Artificer Armor, Iron Halo

Kaiserfaust: Kaiserfaust is an ancient Power Fist, rumored to have been wielded by the first Grandmaster when the marines that were to found the Grey Templars were still part of the Imperial Fists. Regardless of its origin, the weapon has incredible power.
Kaiserfaust is a Powerfist that grants +1 on the vehicle damage chart.

Starblade: This ancient plasma weapon is of unknown origin, although it's destructive power can't be denied.

Starblade is fired in the shooting phase at the following profile
Range 24" Str7 Ap2, Assault 2, Gets Hot.

Special Rules: ATSKNF, Chapter Tactics, IC,

Stoic Resolve: Rocan Selbus is possessed of a grim determination born of both his experience and the blood of Rogal Dorn that flows through his and every Grey Templar's veins. Although, unlike their Progenitor chapter, a Grey Templar know when to cede the field and won't die a needless death.
So long as Rocan is alive, all friendly models on the table have the Stubborn special rule. In addition, Terminator, Assault Terminator, and Sternguard squads on the table have the Counter Attack special rule.


Create your special characters! and give feedback on others.  @ 2011/04/10 22:30:29


Post by: Luke_Prowler


@Anvildude & Fafnir: Wargear was something I had a hard time deciding for the Arch-Arsonist. Particularly TL Burna vs TL Scorcha. I based his wargear on a model I found of him:



Perhaps I'll give him a Burna normal and the scorcha as an upgrade? Either way, I'm not planning to drop either the Power Klaw or the mega armor


Create your special characters! and give feedback on others.  @ 2011/04/10 23:12:34


Post by: Anvildude


Just sayin', Mega Armour comes with a TL shoota. You could pull a Ghazzy, though, and replace the shoota with a TL burna or skorcha.


Create your special characters! and give feedback on others.  @ 2011/04/10 23:14:44


Post by: Gus_Papas


Ankhomen, Chosen of Ahriman, Sorceror of Tzeentch - 275 pts

A prominent figure in Ahriman's cabal, Ankhomen is a powerful sorcerer, whose thousands of years of tutelage by Ahriman, along with the effects of the Rubric, have given him enormous power and mastery of sorcery.

WS5 BS5 S4(6) T4 W3 I5 A3 Sv2+/4+ Ld10

Wargear: Master-Crafted Bolt Pistol, Frag & Krak grenades, Personal Icon
Staff of Distortion - A master-crafted force weapon, increases Strengh by 2 (included in profile), confers 4+ Invulnerable save (included in profile), and allows the bearer to use 3 psychic powers a turn, and allows the bearer to cast any power up to three times. The Staff of Distortion was crafted by the 9 greatest heralds of Tzeentch, exposing all weakness in an enemy and protecting the bearer.
Nonagrammatic Armor - Armor completely covered in twisted runes capable of driving lesser beings insane. The Nonagrammatic Armor confers a 2+ armor save. Additionally, when taking any psychic test, always test on 3D6 and pick the lowest two rolls.

Special Rules: Independent Character, Stubborn, Warptime (as in C:CSM), Gift of Chaos (as in C:CSM), Eternal Warrior
Warpfire - A psychic shooting attack with the following profile: SX AP2 Assault Template. Warpfire always wounds on a roll of 3+. A roiling blast of sinister blue flame, which consumes the very life force of its victims.
Pandemonium Lance - A psychic shooting attack with the following profile: R24" S8 AP1 Assault 1 Lance. A brilliant beam of writhing psychic energies, it alters the very nature of the materials it touches, changing their composition and making them easier to penetrate.
Entropous Onslaught - A psychic shooting attack with the following profile: R36" S5 AP3 Assault 3D3. The sorceror unleashes brilliant blasts of energy, color-shifting fireballs, warp lightning, invisible force, etc. against his foes.
Whispers of Treachery - A psychic power cast in the shooting phase. When successful, he squad it is cast on must take a leadership test at -1 Ld. If the test is failed, you may choose to move or shoot with that enemy squad as if it were your own until your opponent's turn. May not be used against vehicles. The sorcerer invokes dark magics to bend the will of his enemies for his own gain.



Feldmarschall Artur "Stahlwird" Von Sieg - +75 pts

WS4 BS4 S3(4) T3 W3 I4 A3 Sv4+/5+ Ld10

The Field Marshall is an upgrade character for a Company Command Squad from C:IG, and replaces the company commander.

Wargear: Carapace Armor, Refractor Field, Master-Crafted Plasma Pistol
Stahlsfang - A Master-Crafted power sword, family heirloom of the Von Siegs. Confers +1 Strength (included in profile).
Personal Voxbead - Stahlwird counts as having a Vox-caster as described in C:IG

Special Rules:
Too Stubborn to Die - Stahlwird is so single-mindedly devoted to the Emperor and his duty he simply refuses to give in. Confers the stubborn and Eternal Warrior USRs. His will is so strong that all units within 12" gain the Stubborn USR as they are inspired by his heroic actions.
Master Strategist - Stahlwird can issue three orders per turn at 12".
"Storm the Defenses!" - Advancing Infantry put down a hail of fire as they advance into battle. An order which makes the weapons of a squad (with the exception of meltas, heavy weapons, demo charges, flamers, and heavy flamers) Assault 2. Shotguns and Ripper Guns receive an additional shot.
"Fight, You Glorious Bastards, Fight!" - Grants Furious Charge to a non-vehicle unit. Non-vehicle units already in CC receive the Preferred Enemy USR instead.


It's pretty rough, but what do you guys think?

Edit - fixed Ankhomen's "Whispers", Stahlwird's point cost and unique order, added second unique order.




Create your special characters! and give feedback on others.  @ 2011/04/11 00:05:41


Post by: Mr. Self Destruct


Drachex, The Patient Mental 450pts
WS BS S T W I A LD Sv+
10 10 3 3 3 10 4 10 2++
Drachex is legendary among the Commorites for being something...more than mortal. Possessed by an unknown force and gifted with the power and speed natural to the Dark Eldar, he is one of the most legendary warriors in the Dark City. Even the great Drazhar offers him the privilege of fighting with him, and silently acknowledges him as an incredible power. He is feared by the Imperium as a potential major threat, essentially a cross between a Mandrake and a powerful Archon. Should he somehow worm his way through the Warp and reach Terra, it would be impossible to imagine the damage he could cause...
Wargear:
Penumbral Field, Clone Field, Soul-trap, Vexator Mask, Combat Drugs, Paranormal Energies, Animus Vitae, Darkvoid Claws

Rules:
Fearless, Move through Cover, Power from Pain, Night Vision, Hit and Run, Infiltrate

Penumbral Field: Drachex is a creation of near impossibility, a being that manifests a mortal form from impervious entropic energies. No mortal weapon can stand before him. Drachex has a 2+ invulnerable save.
Darkvoid Claws: Functions as a Huskblade, except Poisoned (4+)
Paranormal Energies: Functions as a Psychic Hood (see C:SM) In addition, if he rolls a 6 when determining the outcome of the Psychic Hood, the enemy psyker is affected by the power's effects, so long as its description states it affects enemy models.
From Another World: Drachex is in every sense invincible. He doesn't die. Perhaps he decided he was tired, or maybe he just wanted to decieve the leaders of either army. When Drachex is reduced to zero wounds or otherwise removed from play from a close combat attack, every non-friendly unit on the board suffers D6 S4 hits as he executes his spiteful revenge. This effect can only occur once per game.
He will be back: Drachex won't simply abandon a fight. There are souls to harvest, and lives to take. After losing his last wound, Drachex becomes available for Reserves on the friendly turn following his death. Instead of 4+, he becomes available on a 6, descending by 1 every subsequent turn after that (5+ on second turn after his death, 4+ on third turn, etc). He must enter play through Deep Strike, and is allowed to shoot and assault after doing so.
Edited a bit because it's grossly OP.


Create your special characters! and give feedback on others.  @ 2011/04/11 00:15:19


Post by: Grey Templar


seems very powerful for 300 points.


500 would seem better.


Create your special characters! and give feedback on others.  @ 2011/04/11 00:17:41


Post by: Fafnir


He seems quite rediculous.


Create your special characters! and give feedback on others.  @ 2011/04/11 00:31:59


Post by: helgrenze


Mr. Self Destruct wrote:Drachex, The Patient Mental 300pts
WS BS S T W I A LD Sv+
10 10 3 3 3 10 4 10 2++
From Another World: Drachex is in every sense invincible. He doesn't die. Perhaps he decided he was tired, or maybe he just wanted to decieve the leaders of either army. When Drachex is reduced to zero wounds or otherwise removed from play, every non-friendly unit on the board suffers D6 S4 hits as he executes his spiteful revenge.


Sorry but this is way OP. It could potentially kill off the entire opposing army, making it desirable to suicide charge this character to gain the win. Add in that he potentially returns to the table afterwards ...


Create your special characters! and give feedback on others.  @ 2011/04/11 01:13:26


Post by: Anvildude


He has absolutely no shooting, though. And he still only moves as fast as the unit he's attached to. Shoot him enough, and he'll probably die, then you can continue that.


Create your special characters! and give feedback on others.  @ 2011/04/11 01:14:23


Post by: Sephyr


Augustus Vermillion, Traitor Guard High General

When the words 'Black Crusade' are uttered, imperial subjects picture the black-on-gold of Abaddon's reformed legions, the crimson of World Eaters, and the pestilent green of daemons hordes. But The hammer of Chaos is not just elite cadres of arch-traitors. Many times those numbers also crash into the battlefield, all of them lesser mortals seduced by the fallen powers, outcast mutants, former guardsmen gone half-insane from eternal war or pressed into service from conquered worlds, and even slaves that ruthlessly murdered and schemed their way up from the pits. They are the Traitor Guard. And one man has achieved the right kind of dark brilliance to forge such random elements into an effective fighting force, and has been able to time and time again report to the Despoiler and present not excuses but results. That man is Augustus Vermillion, formerly a failed applicant to the Dark Angels chapter. As the geneseed implants failed to take hold in his system after the first few, he rebelled against a lifetime of menial servitude. He believes Tzeentxh blessed his ambitions, for while he was in the holds of a ship awaiting execution for insubordination, the cruiser was attacked by a Word Bearer force on its way to rendevouz with the Black Legion.

Augustus saw this event as a liberation and ever since has managed to achieve remarkable influence in the Black Legions and its allies; Chaos Lords routinely underestimate a 'mere' human, and give him leeway they would never grant Astarts of half his cunning. Vermillion is no fool: he knows that if his star rises too fast, some furious Khorne worshipper will come after his skull. He bides his time and does his work with perfectionist subtlety. One day, he dreams, he will land his ship in the battered ruins of Terra and be the first in line to welcome Abaddon himself as he makes planetfall. And when he delivers the Imperial Palace to Tzeentch, the galaxy will know that a failed Astartes achieved what generations of god-men failed at.

Augustus Vermillion, Head Traitor-General (105 pts)

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

Wargear:
master-crafted combi-flamer, power armor, rosarius, close combat weapon

-The Gods favor you!: During his player's turn, Augustus can bestow upon any unit marked with the Icon of Chaos Glory the effect of the Icon of any other chaos god, in addition to the original icon. The target unit must be within 24" and he must have line of sight to those affected. The effect fade at the start of the next turn.

-The Boss Sent Some Muscle:
Augustus' Black Legion superiors are quite aware that some of their allies are disinclined to listen to 'human scum'. They usually assign some members of elite circles along to make sure everyone understand whose authority is really at play. One unit of Chosen in an army containing Vermillion counts as a Troops choice, and can upgrade one member to Champion for free.

-Infantry Is All I Need: After decades of perseverance and effort, Augustus has managed to drill whole divisions of human traitors into a professional, disciplined army. If he is a HQ, a CSM army can purchase the following units as troops options:

Chaos Legionnaires (5 points)

WS: 3
BS: 3
T: 3
I: 3
W: 1
A: 1
Ld: 8
Sv: 6+

5-30 models

Wargear: Lasgun, autopistol, close combat weapon.

Rules:

-Fight Hard, or Else...: Legionnaires know that imperial forces despise them, and hate their enemies with redoubled fervour for it. For every 10 models in the unit, one model can re-roll a failed to-hit or to-wound roll in either ranged or close combat. They know they can expect no quarter and fight all the harder to make sure they never require any.

One model can upgrade to a Chaos Decurion for +6 points (Gaining +1A and +1 LD), who can take an Icon of Chaos Glory for 10 points, a flamer for 5 points and meltabombs for 5 points.

Fallen Guerillas (7 points)

WS: 3
BS: 3
T: 3
I: 3
W: 1
A: 1
Ld: 8
Sv: -

5-10 models

Wargear: Laspistol, close combat weapon.

Rules:

-Stealth

-Traitor ambush: Guerillas usually either know their turf, or obtain information from cultists within the enemy army and their servants. As a result, they are often updated on enemy movements. They can re-roll any to-hit rolls when firing ranged weapons at a unit or vehicle that has Deep-struck or otherwise arrived from reserves in the previous player's turn. This includes units that made a Scout move in the first turn.

One model can upgrade to a Guerilla Veteran for +6 points (Gaining +1A and +1 LD), who can take an Icon of Chaos Glory for 10 points and meltabombs for 5 points. He can also replace his laspistol for a flamer for 5 points or for a meltagun for 10 points.

For each 5 models in the unit, two members can take:
-A meltagun for 10 points
-A plasma rifle for 15 points
-A missile launcher for 20 points
-A flamer for 5 points.


Create your special characters! and give feedback on others.  @ 2011/04/11 01:28:38


Post by: Gus_Papas


Sephyr wrote:
- snip -

-The Gods favor you!: During his player's turn, Augustus can bestow upon any unit marked with the Icon of Chaos Glory the effect of the Icon of any other chaos god, in addition to the original icon. The target unit must be within 24' and he must have line of sight to those affected. The effect fade at the start of the next turn.

- snip -


You mean 24", right? Other than that, it's looking good.


Create your special characters! and give feedback on others.  @ 2011/04/11 01:34:31


Post by: sub-zero


Magnus Carbohal is a direct decendant of Lord Macragge Marneus Calgar. From the time of his birth he was supervised and trained by Marneus himself. His rise through the ranks from initiate to capt. of the first company was watched by Lord Macragge with great interest and over whelming pride. To prove his worth, Magnus volenteered for the most dangerous missions, including boarding actions of Tyranid infested space hulks as a scout to direct frontal assaults of ork strongholds as a space marine of the 4th company. He served under Chaplain Cassius in the tyranid veterans squad for over five decades before taking on the role as a terminator in the 1st company. Subsuquentally his master crafted heavy flamer named "Devine Purification" was built by Cassius himself. After serving nearly 30 years as a terminator, he was givin the prestigious opportunity to lead the 1st company as thier captain. Upon giving this honor, Marneus Calgar ordered the tech-priests of Mars to craft a lightning claw the likes of which have never been seen before. Using the rarest of materials and technology that had been forgotten for thousands of years, the Magos of the Adeptus Mechanicus laboured for 7 years creating this most devistating of weapons. Fabricator-General Titanicus Gearhart of the cult mechanicus presented "Omnissiah's Vengeance" to Marneus Calgar, who then bestowed this great and terrible weapon of destruction to Capt. Magnus Carbohal. As the natural succesor to Marneus Calgar as Chapter Master, the unwaivering pride that is instilled into Magnus is also felt by those who serve under him. His men, though mortally wounded, continue to fight with ferocous aggression. So deep rooted is his passion for victory that has been known to enter a trance like state when his battle brothers fall on the fields of battle. When in this state of rage, it has been said that he becomes death incarnate, a blur of lightning claw and spewing forth streams of white hot promethium, moving at a pace that is unatural even for an astartes. He runs from foe to doomed foe, slicing and burning everything in his path. His unquenchable thirst for victory and his rage for vengeance worries Marneus and the other Captains, for they know that the future of the Ultramarines rests in his hands as the named future Chapter Master. If he should fall, so shall the hope and strengh of the Ultramarines.

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/LUGFT-HURON-CHAPTER-MASTER-OF-THE-ASTRAL-CLAWS.html

C + C is welcome, any ideas on different special rules are encouraged, but please keep the comments to a constructive nature, Thanks.


Create your special characters! and give feedback on others.  @ 2011/04/11 02:12:08


Post by: purplefood


Wow...
Some of these characters are mary sue in a way i couldn't even try to make...


Create your special characters! and give feedback on others.  @ 2011/04/11 02:14:26


Post by: Asherian Command


sub-zero wrote:snip

Holy crap that guy is more powerful than Calnor Alrnia, and he is 1 millenia old. That doesn't make any sense *facepalm*


Create your special characters! and give feedback on others.  @ 2011/04/11 02:18:49


Post by: purplefood


Asherian Command wrote:
sub-zero wrote:snip

Holy crap that guy is more powerful than Calnor Alrnia, and he is 1 millenia old. That doesn't make any sense *facepalm*

This is the pot calling the kettle black...


Create your special characters! and give feedback on others.  @ 2011/04/11 02:26:10


Post by: Luke_Prowler


purplefood wrote:Wow...
Some of these characters are mary sue in a way i couldn't even try to make...

Not mine, right?


Create your special characters! and give feedback on others.  @ 2011/04/11 02:30:56


Post by: Sephyr


Gus_Papas wrote:
You mean 24", right? Other than that, it's looking good.


Yup! Metric system user here. I get confused with your king's noses and other medieval measuring!


Create your special characters! and give feedback on others.  @ 2011/04/11 02:32:23


Post by: gendoikari87


Just for the gaks and giggles. not poking fun at anyone.
Spoiler:
Epic Lord of the Church of Supreme Fanboyism 1POINT, Epic lord is a choice for all armies, because, HE IS THE ARMY!!!!!!!

WS:10
BS:10
S:10
T:10
W: 10
I: 10
A: 10
LD:10
Sv:2+/2++

Wargear: The EPIC LORD HAS ALL WARGEAR!!!!!!!

Special Rules: EPIC LORD HAS ALL USR'S!!!, in addition Epic Lord has the following special rule

EPIC WIN!!!!!!!: EPIC LORD CRUSHES ALL FOES ON THE FIELD, do no remove them, subsequently fit one model into another, once this is complete, remove the conglomeration from the sight of the epic lord, the epic lord can draw line of sight anywhere, to anything, EVEN OFF THE TABLE!!!



Create your special characters! and give feedback on others.  @ 2011/04/11 02:38:58


Post by: purplefood


Luke_Prowler wrote:
purplefood wrote:Wow...
Some of these characters are mary sue in a way i couldn't even try to make...

Not mine, right?

I was talking more the background fluff.
The arch-arsonist has always sounded awesome to me...


Create your special characters! and give feedback on others.  @ 2011/04/11 02:52:24


Post by: gendoikari87


oh and heres some rules for the emperor

Spoiler:
The emperor 300 points

WS:1
BS:1
S:1
T:1
W: 1
I: 1
A: 1
LD:1
Sv:2+/2++

Wargear: The golden throne, Astronomican

Astronomican: all psychic tests your psykers are called upon to make, are successful
The Golden throne: This is what entombs the living body of the emperor, it keeps him alive though he has been mortally wounded. It confers to him the feel no pain, special rule and a 2+ armor save as well as a 2+ invulnerable save, These saves are re-rollable. In addition, due to his state and it's function, the emperor is totally immobile, and cannot move, for any reason, or attack.

Special Rules: Protect the emperor,

Protect the emperor: Such is the dire consequences of failing that all friendly units on the board are fearless and stubborn with LD10.


Create your special characters! and give feedback on others.  @ 2011/04/11 03:31:36


Post by: Anvildude


Actually, Magnus at least has some pretty decent fluff to back up his badassery and equipment, isn't wieghted down with fifteen different power weapons, and fits pretty well within the general template of a Spehss Marine commander. I'd be willing to play against him.


Same (surprisingly enough) with the Emperor. Be pretty fun for some sort of special scenario mission.


Create your special characters! and give feedback on others.  @ 2011/04/11 03:36:24


Post by: Grey Templar


You call Calgar having a kid decent?


even IF calgar had a kid(which would most likely have had to have happened before/during his own recruitment) it's highily unlikely he would have anything to do with him.


it's very mary sue and it totally gets rid of Captain Agemmon, current 1st company captain and it discounts Cato S(t)ic(k up his ars)arius who is the Heir apparent to Calgar's position.


Create your special characters! and give feedback on others.  @ 2011/04/11 03:44:52


Post by: gendoikari87


Anvildude wrote:Actually, Magnus at least has some pretty decent fluff to back up his badassery and equipment, isn't wieghted down with fifteen different power weapons, and fits pretty well within the general template of a Spehss Marine commander. I'd be willing to play against him.


Same (surprisingly enough) with the Emperor. Be pretty fun for some sort of special scenario mission.
i'm planning a huge apoc game involving 9 tables 8 hall chambers leading to the throneroom.


Create your special characters! and give feedback on others.  @ 2011/04/11 03:53:32


Post by: sub-zero


Grey Templar wrote:You call Calgar having a kid decent?


even IF calgar had a kid(which would most likely have had to have happened before/during his own recruitment) it's highily unlikely he would have anything to do with him.


it's very mary sue and it totally gets rid of Captain Agemmon, current 1st company captain and it discounts Cato S(t)ic(k up his ars)arius who is the Heir apparent to Calgar's position.


I was under the impression that this thread was for "creating" your own special character. If I had to use Agemmon or Sicarus, then their wouldn't be much point in "creating" anything, now would there. Here's a thought: Let's stick to the OP's idea and actually use our brains to "CREATE" and give "positive or constructive" feedback to the other posters here.

p.s. I said "Magnus is a direct descendant of Marneus" not his son.


Create your special characters! and give feedback on others.  @ 2011/04/11 03:57:45


Post by: Fafnir


gendoikari87 wrote:oh and heres some rules for the emperor

Spoiler:
The emperor 300 points

WS:1
BS:1
S:1
T:1
W: 1
I: 1
A: 1
LD:1
Sv:2+/2++

Wargear: The golden throne, Astronomican

Astronomican: all psychic tests your psykers are called upon to make, are successful
The Golden throne: This is what entombs the living body of the emperor, it keeps him alive though he has been mortally wounded. It confers to him the feel no pain, special rule and a 2+ armor save as well as a 2+ invulnerable save, These saves are re-rollable. In addition, due to his state and it's function, the emperor is totally immobile, and cannot move, for any reason, or attack.

Special Rules: Protect the emperor,

Protect the emperor: Such is the dire consequences of failing that all friendly units on the board are fearless and stubborn with LD10.


Not bad, but I'd redo it like this:

The Emperor: 600 points

WS: 1
BS: 0
S: 1
T: 7 (on account of the fact that he's hooked up to a giant throne)
W: 5 (this represents the integrity of the Golden Throne)
I: 1
A: 1
Ld: 10
Sv: 2+

Wargear: The Golden Throne, Astronomican, Psychic Hood (built into the Golden Throne)

Astronomican: all psychic tests your psykers are called upon to make, are successful
The Golden throne: This is what entombs the living body of the emperor, it keeps him alive though he has been mortally wounded. It confers to him the feel no pain, special rule and a 2+ armor save and a 5+ invulnerable save, These saves are re-rollable. In addition, due to his state and it's function, the emperor is totally immobile, and cannot move, for any reason, or attack. In addition, The Emperor cannot be automatically removed from the table for any reason other than having lost all his wounds (so abilities like Warp Rift and Jaws of the World Wolf have no effect on him).

Special Rules: Protect the emperor, Death to the False Emperor!, Immobile, Eternal Warrior

Protect the emperor: Such are the dire consequences of failing that all friendly units on the board are fearless and stubborn with LD10.

Death to the False Emperor!: Enemy units assaulting The Emperor gain the Furious Charge universal special rule on the turn they charge, but only if they are exclusively in combat with The Emperor (so units multi-assaulting do not gain this bonus).

Immobile: All attacks made against the Emperor automatically hit.

Psychic Powers: The Emperor may use one psychic power per turn (In his weakened state, it takes almost all of his mental strength to power the Astronomican)
-The Emperor Protects: All allied units within 24" not including The Emperor himself gain +1 to their invulnerable saves (to a maximum of 2+). If they don't have an invulnerable save, they now have a 6+ invulnerable save. This effect lasts until your next player turn.
-For the Emperor!: All allied units within 24" of the Emperor gain the Preferred Enemy and Counterattack universal special rules.


Automatically Appended Next Post:
sub-zero wrote:
Grey Templar wrote:You call Calgar having a kid decent?


even IF calgar had a kid(which would most likely have had to have happened before/during his own recruitment) it's highily unlikely he would have anything to do with him.


it's very mary sue and it totally gets rid of Captain Agemmon, current 1st company captain and it discounts Cato S(t)ic(k up his ars)arius who is the Heir apparent to Calgar's position.


I was under the impression that this thread was for "creating" your own special character. If I had to use Agemmon or Sicarus, then their wouldn't be much point in "creating" anything, now would there. Here's a thought: Let's stick to the OP's idea and actually use our brains to "CREATE" and give "positive or constructive" feedback to the other posters here.

p.s. I said "Magnus is a direct descendant of Marneus" not his son.


The fluff is still horrible, regardless of your justification for it.


Create your special characters! and give feedback on others.  @ 2011/04/11 04:14:16


Post by: Griever


The Overmind - 180 pts (Unique Tyranid Prime)

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

Wargear: Lash Whip & Bonesword, Adrenal Glands, Rending Claws
Unit Type: Infantry (Independent Character)
Special Rules: Shadow In The Warp, Synapse Creature, Master Psyker, Warp Field

Master Psyker: The Overmind is a psyker and can use up to two psychic powers per turn. His Shadow In The Warp range is extended to 18"

Psychic Powers:

Dominion
Paroxysm
Regenerate: May be used during The Overmind's movement phase. All Tyranid models within 12" (including The Overmind himself) are subject to the Eternal Warrior USR until the controlling player's next movement phase




Create your special characters! and give feedback on others.  @ 2011/04/11 04:24:14


Post by: Fafnir


The fact that the Overmind has an extended SitW range AND gives Eternal Warrior is overpowered. I'd suggest giving him one or the other.

And if you go with the EW, then he needs a major price hike.


Create your special characters! and give feedback on others.  @ 2011/04/11 04:36:34


Post by: Grey Templar


Hmmm, I wouldn't call it Regenerate.


Perhaps something like this "Will of the Devourer": all multi-wound friendly models within 12" have the EW special rule as the Hive Mind enforces it's indominable will upon their flesh.

make him 200 points and drop his extended SitW range.


Create your special characters! and give feedback on others.  @ 2011/04/11 07:30:11


Post by: I_am_a_Spoon


gendoikari87 wrote:that lascarbines a mite powerful....
...any suggestions?


Create your special characters! and give feedback on others.  @ 2011/04/11 08:22:48


Post by: EmilCrane


Reworked my character to be more balanced, and added fluff

Captain Aedan Duran Pts: 120

Captain Duran is one of cadia's toughest and least celebrated heroes. Like all other Cadians he joined the whiteshield corps and served before becoming an officer. He was selected for kasrkin school soon after.

During the 13th black crusade he commanded a kasrkin company and led his men in daring hit and run raids on enemy positions. Supply columns and anti aircraft guns were the first targets, allowing the imperial navy to contest the skies above cadia. Eventually he started hitting armoured columns. His company claimed six land raiders, 14 leman russ battle tanks, 10 predators and countless supply trucks and APCs. That does not include tanks killed by air strikes and artillery expertly called in by unseen observers.

Duran doesn't make us of a command squad, preferring to blend in to his men. His company is famed for their high numbers of elite troops and specialist equipment and are in high demand with imperial commanders across the imperium.

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

Wargear: Carapace Armour, Custom Hotshot lasgun, Power sword, melta bombs, frag grenades, demolition charge

Custom Hotshot Lasgun

Range- 24"
Str- 4
AP- 3
Notes- Assault 3

Special Rules:
Independent Character

Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops. In addition, one squad may take a medic upgrade for 30 pts and may select a valkyrie as a dedicated transport.

Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.

Hit that target: Duran orders the unit to storm the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.


Create your special characters! and give feedback on others.  @ 2011/04/11 09:52:59


Post by: DeviantApostle


Archon Slithis... 150pts

Never the bravest Archon of Commoragh, nor the the most skilled or intelligent, Archon Slithis of the Twisted Web Kabal survives through a combination of charisma, low cunning, vast wealth and an extensive spy network that includes a great many assets in realspace. His influence in the pleasure pits of Commoragh also keeps him involved with most of the disparate groups in the dark city.

As the last remaining scion of one of the oldest of the noble houses, much of his interest lies in his family's ancient birthrights that remain on the Crone Worlds. The Kabal of the Twisted Web continually funds exploration of the Webway, searching out the secrets contained within.

WS7 BS7 S3 T3 W3 I7 A4 Ld10 Sv5+

Composition: 1 (Unique)

Unit Type: Infantry

Special Rules: Fleet, Night Vision, Power From Pain, Independant Character, All-Seeing Eye

Wargear: Venom Blade, Blaster, Haywire Grenades, Combat Drugs, Shadow Field, Kabalite Armour, Plasma Grenades.

All-Seeing Eye: Slithis' network of spies combined with his leadership ability and extensive knowledge of the webway allows him to add +1 or -1 to any reserve roll.


Create your special characters! and give feedback on others.  @ 2011/04/11 10:01:59


Post by: Chaos Lord Gir


Thur'kalnash- The herald of the Blood Storm
160 points

Thur'kalnash remembers none of his creation, only that he was forged by Khorne's will in a moment of his unending rage and the herald took on an aspect of Khorne's unimaginable seething fury. Where Thur'kalnash walks the very air simmers and writhes as he turns his attention towards the enemies of his God, with a roar and a point of his ornate hell-blade, he causes the air to swirl into a crimson mist, boiling the blood inside the very bodies and crushing the souls of all nearby mortals, foolish enough to try and defy the Lord of Battle.

Thur'Kalnash is a Herald of Khorne, so follows the same HQ slot as Heralds (two make up one HQ slot)

WS6 BS3 S5 T4 W2 I5 LD10 A4 Sv3+/5++

Unique
Special Rules- Independant Character, Daemon, Furious Charge

Daemonic gifts- Blessing of the Blood God, Iron Hide, Hellblade, Unholy Strength

Special Rules-

Herald of the blood storm- Thur'kalnash is surrounded by a swirling vortex of scorching air and howling warp matter, causing deadly results to any foes foolish enough to close the distance towards him.
In game this makes all terrain within 6" of Thur'kalnash and his unit count as difficult terrain for non Khorne models , also Thur'Kalnash's unit is counted as being equipped with Defensive and Offensive grenades (but provide no S to vechiles)

Blood Surge- With a roar and a sweep of his claws towards to chosen enemy, the Herald goads his allies into a even greater fury. When Thur'kalnash and any unit he is attatched to charges, they may re-roll any failed To Hit's.


Editor notes- I came up with his stats and wargear to try and stay fluffy, but not pile on the rules and to make him fill a role every Khorne unit needs- GRENADES! The rest just struck me as something that'd really fill out the character whilst staying true to the inital idea.

Yes he can cover a HUGE area with 20 blood letters and his 6" range of DT. But it also affects non-Khorne units, namely YOUR'S. No boon is without a price :p

Comments and questions welcome.


Create your special characters! and give feedback on others.  @ 2011/04/11 12:49:37


Post by: blood reaper


Syrath the Saint of Chaos Undivided 440Pts
WS: 5 BS: 5 S: 5 T: 6 A: 3 W: 4 LD: 10 SV: 3+/4+
Type: Unique, Monstrous Creature
Daemonic gifts
• Bolt of Tzeentch
• Daemonic Gaze
• Daemonic flight
• Breath of Chaos
• Iron Hide
• Staff of Chaos
• We are Legion
Special rules
• Daemon
• Staff of Chaos
• Insanity!
• Saint of Chaos
Staff of Chaos
Syrath carries a staff of Chaos undivided; it is a power weapon that allows Syrath to automatically Deep strike any Daemon unit without rolling for reserves.
Insanity!
Syrath is completely and utterly insane and will change his mind about anything! Before using any Daemonic Gift that is a shooting weapon you must choose another. Take a leadership test, if failed Syrarth uses the other power.
Saint of Chaos
Syrath may join any Daemon unit no matter its mark or god as he has been blessed by all 4 powers. If Syrath joins a Daemon unit it may re-roll failed attacks.


Create your special characters! and give feedback on others.  @ 2011/04/11 14:39:01


Post by: helgrenze


Well, the accusations of "Mary Sue" have sallied forth so I think it is an apt time to post this link...
The Mary Sue Test!

Just remember to be honest with yourself.


Create your special characters! and give feedback on others.  @ 2011/04/11 15:42:59


Post by: I_am_a_Spoon


Got a 24.

But come-on, the vast majority of the questions are irrelevant unless you're writing a 500-page novel.


Create your special characters! and give feedback on others.  @ 2011/04/11 16:00:33


Post by: blood reaper


I Got 59 probably because I answered 30 questions that were barely relevant to the Character or his backstory. Many of the questions are not relevant to most 40,000 characters and would only be useful in large stories with several characters.


Create your special characters! and give feedback on others.  @ 2011/04/11 17:21:52


Post by: Grey Templar


Rocan Selbus got a 15.

very few of the things would even apply to a space marine.


Create your special characters! and give feedback on others.  @ 2011/04/11 18:26:10


Post by: gendoikari87


helgrenze wrote:Well, the accusations of "Mary Sue" have sallied forth so I think it is an apt time to post this link...
The Mary Sue Test!

Just remember to be honest with yourself.
Um..... theres a lot on that test that would apply to MOST space marines, character or not.


Create your special characters! and give feedback on others.  @ 2011/04/11 18:39:08


Post by: I_am_a_Spoon


Why aren't more people giving feedback?

It seems that most just want to post their own character(s) and be done with this thread. :\


Create your special characters! and give feedback on others.  @ 2011/04/11 18:44:09


Post by: gendoikari87


yeah same here I'd like feedback on my own.... hmm I'll start a review fo the others shortly.


Create your special characters! and give feedback on others.  @ 2011/04/11 18:56:27


Post by: blood reaper


gendoikari87 wrote:yeah same here I'd like feedback on my own.... hmm I'll start a review fo the others shortly.

Your first Character Sigurd Chosen of the high dragon seems intresting , adding 30pts wouldn't hurt though. Also who are the Dragon Lords ? Or is that just the name of your Chapter. The rest of your Characters also seem cool.


Create your special characters! and give feedback on others.  @ 2011/04/11 19:00:40


Post by: gendoikari87


blood reaper wrote:
gendoikari87 wrote:yeah same here I'd like feedback on my own.... hmm I'll start a review fo the others shortly.

Your first Character Sigurd Chosen of the high dragon seems intresting , adding 30pts wouldn't hurt though. Also who are the Dragon Lords ? Or is that just the name of your Chapter. The rest of your Characters also seem cool.
They're in one of the posts, all four special characters have their own custom unit in the codex, just by the nature of how the iron dragons form their companies.

also background

Odin Kriegspiel: Odin's life as a space marine began as none other, while almost all other marines began their transformation around the age of 14, Odin, began his transformation around the age of 30. His life began as a prince of Heoroth one of the four great kingdoms of Ygg. He was a bright and gifted young prince, but cursed, he stopped aging at a young age, and was sent away by his father to the peasant classes to learn strength, honor and valor. Even with his teenage mind, Odin was capable of great feats of intellect and as time grew his experiences in the impovrished underclasses of Heorot, taught him many a great thing about combat. In spite of his agelessly small stature, he grew as a great warrior eventually joining the knights Tempest, the great warriors of Heorot.

It came to be that his father fell ill, and he was recalled to the palace. As his father lay dying, it was his brother Virgil who was proclaimed king, not odin. In time his father passed and Virgil for a time was a fair king. However, after corruption of dark forces thought by the people of Ygg to be a curse of the red dragon (khorne), Virgil began a thoughtless conquest of the three other great kingdoms of ygg. His slaughter was ruthless to the point of exhausting the resources of his own people and a great unrest grew. With time Odin and his band began an uprising, culminating in a siege on the castle where Odin killed his brother in a two hour duel.

unbeknownst to Odin, Virgil had been corrupted by the blood god khorne. The Iron dragons had watched these events unfold suspecting virgils chaotic taint. with his downfall Odin drew the attention of the iron dragons, for anyone in a childs body who could fell a choas lord, is truely a mighty warrior indeed. He was asked if he would stand and defend all mankind and Odin spoke in a voice, far beyond his years, and even farther beyond his small stature. "if it be that my services may aid in the liberation and prosperity of the human race, then I am of not right to refuse such an act", And so it began, Odins journey as space marine.

The apothacaries knew of his ageless condition,and though they could not turn the switch back on, they could advance him in age as the process of creating a space marine progressed. Indeed it was a mighty change for the young prince, his body exploding in rapid succession, making up for the years he spent as a child. By the time of the last steps odin towered above even the mightiest of custodians.

He Eventually became the chapter master of the Iron dragons after the death of Thron the founder of the chapter, but these are tale for another time.

The Valkyries of Odin: During his time as a knight in the knights tempest, odin commanded a great company of warriors, Men and women alike as the people of ygg honored women warriors just as much as they did men. However during the virgils war and the following uprising against virgil, his army withered to the point where only ten women and none of the men remained. it was these women that helped odin fight his way to the castle keep where odin was to vanquish Virgil. After his ascention to Space marine he requested that these women be treated well as they would surely bear great warriors, and it was that they were given the same life extending drugs given to high ranking imperials.

after his rise to Chapter master Odin returned to heoroth, and gathered his warriors once more. Though by now they were over a hundred years old, they still looked to be in their 20's thanks to the aid offered by the Iron Dragons. He took them to Yggdrasil, grand fortress of the Iron Dragons and taught and trained them as space marines. Though they would not be able to recieve the genetic alterations, they were capable of similar feats as any space marine after a century of battlefield experience. And it came to be that Odin ordered Suits of artificier armor for his maidens.

Over the years this decision has sparked many a comment by his fellow marine in inquisitor alike, all were quick to meet a mighty backhand from his massive six foot swing. Saying only, "they fight on equal terms, with equal valor, they shall only be treated with equal respect". Few today criticize his judgment in bringing them in as his personal guard, and even fewer marines would challenge them in a fight, for though they may be smaller and weaker, years of experience and nimble agility make them foes most would fear to loose to.

Heroes and Equipment of the Iron Dragons

The High Dragon: The deity of the people of Ygg the home planet of the iron dragons, and as consequence the name by which the Iron dragons refer to the emperor.

Sigurd Chosen of the High Dragon: Sigurd First rose to prominance during the second Tyrannic war, when he and his squad was sent to guard an adeptus mechanicus survey team. The team fell upon a tyranid assault resulting in the rest of his squads death, and it was only thanks to sigurds heroic defense of the site that the enginseer was able to retrieve the recovered STC print outs before escaping. In gratitude the ad-mech team built the device from the print out and presented it to Sigurd, it was a large two handed sword which would later be called Fafnir, sword of the dragonslayer. It was with this sword that sigurd gained many accomodations for acts of valor and skill, slaying the largest of enemies. Countless carnifexes, wraithlords and gnarlocks, fell before the wrath of sigurd, but it was his battle on the Iron dragons homeworld of Ygg II that would earn him his name.Sigurd was tasked by Chapter master of the Iron Dragons Odin Kriegspiel, to slay a massive Dragon which had began to terrorize the local populus, thought to have chaotic origin. When asked what manner of battle party he required for this task, he said only "my sword, my honor, and valor". With these words sigurd set off to battle and returned three days later from the peaks of the high dragons mountains, long held sacred by the local populus from which the iron dragons pulled their ranks. With his blood soaked sword he returned to Odin declaring only. "it is done. The mighty one shall not bother any again" . With a grin and a smile Odin looked upon Sigurd and spoke, "You have shown great valor and strength, truely you are the chosen of the high dragon of Yggdrasil" and with those words Sigurd was promoted to captain of the first company of the iron dragons.

Myrddin Wyllt Commander of the Iron Dragons third company: Born to a wealthy Brytanyan home in norther byrtanya Myrddin Wyllt was gifted from an early age. on a planet whos warp activity is somewhat suppressed myrddin showed signs of being a great wizard from an early age, as well as an aptitude for pyromancy. He was noticed by a dragon lord of the Iron Dragons when in a duel between him and another young nobel it was found that myrddin set his sword ablaze, a difficult task of even the most distinguished wizards of myrddin, what's more, unlike half of the wizards of myrddin this was no mear trick. at such a young age, myrddin was able to somehow control powers, though not amazing on other worlds but suppressed on ygg.

After his induction into the Iron Dragons third company The Mages of the chapter quickly recognized his potential and sent him off to the lexicannum. The Lexicannum for the iron dragons however is not within the fortress monestary itself but rather on the moon named Vertigo, which is far enough from the planet to still have some protective effects of the unusual war suppression but not hinder the librarians there too much.
Training on Vertigo is a much different experience than the blood soaked battles of the trials of Yggdrasil. Vertigo, is a lush moon full of wildlife. In fact the only presence of civilization is the training facility of Avalon. Avalon serves many other purposes however, in addition to being a training facility for the chapters librarians it also functions a way-station and armory housing all of the chapters dreadnoughts.
It was here that Myrddin would complete his training, and discover his true potential. it was found that myrddin posessed great abilities in the facets of time alteration and pyromancy. And these skills would see him to great victory on the field of battle.
A hundread years passed and myrddin had come to know victory and defeat alike, but it would be in the uprising of Vega IV that Myrddin would come to be known as Merlin, lord of Brytannya. He was tasked to lead the third company in a quest of cleansing of the Vega system. Though he now served the emperor he still held brytannya close, and had already been a great inspiration of the 3rd company of the Yeomen of brytannya. The yeomen were dropped into the heart of the battle sealing off the castle gates and quickly trapping the tainted inside. High in the tallest spire Myrddin and his retinue pushed as his battle breathren fought bravely against the PDF in the streets Things turned for the worst however and a greater daemon of slannesh was summoned and a great gate torn open.
As daemons began pouring through the gate the yeomen were forced to retreate to the woods to hide in the shadows and suppress the daemons from exiting the city. high in the spire the greater daemon crashed its way into Myrddins position, killing his squad. As myrddins rage grew the daemon pressed its way into the spire threatening to slice myrddin in half. But with great wrath myrddin exploded with enormous force, and the tower began to fall. The end result being the total annihilation of the city.
As the smoke cleared and the marines saw the tower in rubble, none had thought myrddin alive. A search was begun for his remains but three hours into the search, he appeared. He had simply time warped away from the blast and never even saw the towers fall. The cleansing of the planet was a simple matter after the fall of the witch leading the rebellion. and to this day he is named by the marines from Brytannya as the great wizard of legend Merlin.


I need to get on making backgrounds for the other two as well.


Automatically Appended Next Post:
Ah, found them, i'll re post them alone so you don't have to search for them.

Berserkers of keltyca 25 point per model

WS: 3
BS: 3
S: 4
T: 4
W: 1
I: 4
A: 1+D3
LD: 6
Sv: 3+

Composition: 5-20 Berserkers
Type: Infantry
Wargear: Two Power Weapons, Power armor
Special Rules:Fearless, Drunken Rage (bonus already included in profile)
Options:

-Any model may replace one or both of thier power weapons with the following
-power fist 5pts
-Thunder hammer 10pts
-Strom Bolter 3pts

Dragon lords 40 point per model

WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
LD:8
Sv:2+

Composition:5 to 10
Type:Infantry
Wargear: Relic Blade, Artificier armor, storm bolter
Special Rules: and they shall know no fear
Options: Any dragon lord may replace their Relic blade with
- thunderhammer 15 pts per model

For every five models in the unit one Dragon lord may replace his storm bolter with
- Assault Cannon for 30 points per model.
- Multi-melta for 10 points per model
- heavy falmer for 5pts per model

Knights of Josephine 30 points per model

WS:4
BS:4
S:4
T:4
W:1
I:4
A:1
LD:10
Sv: 3+

Composition:5-10 Knights
Type: Infantry
Wargear: Power weapon, power armor, combat shield
Special Rules: I shall not yield, ATSKNF
Options: One knight may upgrade its combat shield do a storm shield for 25 points.

This message was edited 3 times. Last update was at 2011/04/10 15:43:48


Create your special characters! and give feedback on others.  @ 2011/04/11 19:03:52


Post by: purplefood


Asherian Command wrote:My rules need approving!
Anyway everyone elses is great. I really like everyone's characters they are so much better than most fan made stuff.

Calnor Alrnia (How do you even pronounce that?)
His chaper tactics is waay too much.
Furious Charge is likely the better option.
Twisting Fates is basically Kantor's Hold the Line but with the addition of honour guard as elites.(Even though they are unlocked by Chapter Masters so RAW you wouldn't be able to take any without one)
The sword master thing is fine.
Give him 3 wounds instead of 4 and you're fine.
Points are good IMO

Malnar
Wargear is fine.
Change his S to 4 instead.
Not sure he should be at350 points... drop him to 300 maybe 250.

Alpha Squadron
Remove the Daemonhammer option.
And the riotshields.

I don't even know what's going on with the Chapter councillor...


Create your special characters! and give feedback on others.  @ 2011/04/11 19:10:28


Post by: helgrenze


gendoikari87 wrote:I'll start of course

Sigurd Chosen of the high dragon. 200 pts


Looks ok.... a bit low on cost mainly due to the bonuses granted by the sword.

gendoikari87 wrote:Odin Kriegspiel 250


Does he really need what amounts to 3 ccw's? or are they just different options? If the second what points cost for the hammer option, if any?


Create your special characters! and give feedback on others.  @ 2011/04/11 19:11:45


Post by: purplefood


I_am_a_Spoon wrote:My brother and I recently decided to liven our 40k games up by creating custom special characters to lead our armies (IG and Tyranids respectively).

We set ourselves a couple of guidelines in doing so:
- The character's entry must be based on an existing HQ choice (not a Special Character), and yet be creative (ie, no clichéd Mary Sues, silent badasses, benevolent/malevolent extremes, etc).
- Any custom special rules must fit the character's backstory (so no ruling purely for advantage).
- The character must be fairly-priced (both of us have to reach a unanimous decision).
- The character must not be OP (ie, powerful enough in some way to suck the fun out of a game, such as a Nidzilla that even Heavy Bolters can't wound).
- Both characters will have the "Preferred Enemy" USR against the opponent player's army, as our forces fight a lot as part of their fluff, and we want to represent that rivalry on the tabletop.

Anyway, here's mine.
I'll admit that he isn't the most original character, but I hope he doesn't come off as completely generic:



- Field-Major Lexus Decker, the Hero of Bahr -

Character's Backstory and Rules:

Spoiler:
- Field-Major Decker


Of all the fighting men and women that make up the 14th Xanderian Infantry Regiment, Field-Major Lexus Decker is perhaps the most revered and admired; a hard, weathered man, forged by the searing heat, black deserts and lethal wildlife of his home world, Xanderia.

He first rose to prominence during the siege of Bahr Primaris, a small but important mining planet under threat from an impending Tyranid invasion by rogue, outlying elements of Hive Fleet Leviathan. Already regarded by his superiors as a relatively competent, if untested commander, Decker (then a Captain) was deployed along with the rest of the 14th to Bahr's only settlement: the industrial city of Taniir. There they hoped to reinforce the existing PDF garrison, and hold any Tyranid invaders at bay until reinforcements from a nearby Naval battle group could arrive.
Though able to deploy successfully before any Tyranid organisms could make landfall, Xanderian commanders and planetary authorities were later left stunned when the true magnitude of the enemy force they faced was finally revealed. Millions upon millions of creatures had descended to the planet's surface, choking the skies with mycetic spores, and blotting out the light from their sun. Troops on the ground were gripped by terror, invaded on a scale that they had never been prepared for, let alone able to repel.

Tacticians calculated that available ammunition would run out before the fifth day, that defences and emplacements were inadequate, that food, water and medical supplies were insufficient, and that ultimately the garrison could not hold until reinforcements arrived.
With no hope of victory for the defenders of Bahr Primaris, all seemed lost. Many deserted or fled the city into the surrounding deserts and wastelands, only to be slaughtered by lictors or other vile alien vanguards. Others, civilian men, women and children alike, formed makeshift militias and made ready to defend their homes to the last. All were sure that they, along with the planet, were doomed.

It was then that Bravo Company began its famous march from Taniir; a last-ditch gambit conceived by Decker and supported by the regiment and it's senior officers, to manoeuvre around the approaching force and attack it from the rear, destroying whichever foul hive-consciousness commanded the assault.

With all Imperial orbital craft driven away by the Tyranid fleet, no air support able to function within the spore-clouds tainting the air, and without transport vehicles that could be relied upon to traverse the fierce sands of Bahr, most considered it a suicide mission, a suicide march. Kilometres untold into a barren desert occupied by millions of vicious alien monstrosities, out of communications range, without any form of vehicular support whatsoever. Many argued that no such feat was possible, and that to attempt the offensive would be a major waste of what little manpower they had at their disposal. Ultimately however, it was decided that the march would go ahead, in the hope that if successful, the Tyranid siege might fail.
A force of over two-hundred men led by Captain Decker set out from Taniir, farewelled by citizens on the streets, and equipped with generous provisions of food and water for the journey ahead.
Less than two days later, the city was besieged.

Defences on all fronts held out for three days.

On the fourth day, Taniir's Northern outer walls were breached, and fierce fighting erupted throughout the outlying streets and suburbs of the city.

By sunrise on the fifth day, almost half a million of Taniir's defenders lay dead.
Those still alive fought a desperate, city-wide retreat through twisted roads and burning buildings towards a walled-in fall-back position within Taniir's centre districts. Soldiers at the front held the terrifying enemy at bay with their last reserves of promethium, and requisitioned emergency danger-close artillery barrages to stem the overwhelming tide of alien flesh, hoping to buy time for others to reach the inner defences.
By nightfall, non-energy based ammunition reserves within the inner city walls were expended. Unable to recharge their lasguns rapidly enough to effectively repel the constant assault, many resorted to prayer. Others to suicide. Some of the more ingenuous threw flaming sacra bottles at the Tyranid hordes instead, dropped mines, primed artillery shells and improvised bombs into their midst, or poured fuel, oil, and other flammable liquids onto those too large or well-armoured to kill with lasguns or explosives alone. Men and women rotated to and from the walls, some sleeping or eating whilst others outside maintained the unrelenting defence. Meanwhile, children replenished weapon charges, and helped to carry the wounded away from the front, where overworked medics and civilian doctors extracted burrowing alien insects and treated horrific acid burns to the best of their ability. All had hoped for a miracle.

It was then that the hive-presence on Bahr had been suddenly extinguished, almost a hundred kilometres to the north.

Upon hearing the psychic death-cry of their leader, the besieging Tyranid hordes faltered, and began to lose cohesion. Confused and afraid, many aliens reverted to more primitive, instinctual behaviour, fleeing in panic, attacking one another and even feeding upon their own dead.
With the enemy forces in utter disarray, those inside the city took advantage of the reprieve, reinforcing barricades, helping the injured, and most importantly of all, recharging their weaponry. Strengthened by new resolve and a fierce determination to succeed and survive, the few troops and civilians remaining within Taniir pushed the enemy away from the inner walls, and managed to clear the immediate city area of xeno corpses.

After Imperial officials aboard the supercarrier Pride of Altan and its battle group arrived in orbit over Bahr Primaris, and eventually managed to drive off the large number of Tyranid vessels above the planet, they were amazed to discover that the garrison at Taniir still held. Communicating with the Astropaths aboard the Imperial fleet, ground commanders managed to coordinate, organise and carry out a mass landing of almost fifty-thousand Imperial troops, who then set about the task of exterminating every living alien upon the planet's surface. Attack ships strafed the city with barrages of gunfire and gouts of flame, systematically purging the outer streets of any alien organisms that remained there.
Beyond the city's walls were almost a million scattered Tyranid survivors, an enormous host of glistening, swarming alien bodies that stretched on for almost fifty kilometres across the sand. Targeted orbital bombardments from above annihilated their ranks, killing hundreds of thousands in a matter of minutes. Dozens of Guard regiments followed up the attack, sweeping across the desert towards the city, supported by armoured vehicles and gunships.

Over the course of the next twelve hours, the Tyranid hordes, broken and panicked, were slowly destroyed. Further bombardments and the massive infantry offensive into their ranks left them powerless to fight back, and by sunset, Taniir was declared safe once more.
Of the city's original population of five million, only one-and-a-half million survived the slaughter.

A day after the siege ended, a series of aerial transports were deployed to the approximate designated location of Bravo Company, guided by advanced sensory equipment aboard the orbiting battleship Darian's Revelation.
Once found, they were transported to the safety of Taniir, and welcomed as heroes by the soldiers and civilians within the city.
Over two-hundred had left. Forty returned, those missing lost to the desert, or killed in combat against whatever horrific monstrosity had led the Tyranid armies. None who fought the creature ever spoke of it to others, and were forever changed by their ordeal.

Decker, perhaps the most changed of all, was immediately declared a Hero of Bahr, decorated with the highest honours the planet had to offer, and was promoted to Major for his role in breaking the siege (although at his own request, he was permitted to remain the field-commander of Bravo Company). As a further gesture of thanks on behalf of Taniir's grateful citizens, a committee of the city's most skilled weaponsmiths presented Decker with a unique las-rifle, custom tailored for his use alone, and crafted with the finest workmanship and materials the mining settlement of Taniir had to offer.

As a result of their stoic actions on Bahr, the 14th Xanderian Infantry Regiment have become famous within Xanderian military culture. Even amongst their fellow sand-dwelling brethren, the 14th "Desert Rifles" are notoriously skilled at conducting operations within desert theatres of war.

To this very day, Field-Major Decker remains in command of Bravo Company, or the "Fighting Sandmen". Those under his command often refer to themselves as "Decker's Lot", or simply as "Sandmen", prestigious titles that they wear with pride and distinction.
Decker himself is a reserved, but quietly-intense man, a solemn officer who leads by example, and who isn't afraid to get stuck into the thick of a fight alongside his troops. He cares about preserving the men and women under his command, as any good officer does, but knows from experience that each must be expendable, that sacrifices are often necessary in order to achieve overall victory, and that ultimately a costly or even pyrrhic victory is still a victory. He shares this bleak mentality openly with those around him, and although many find his frank outlook on warfare confronting or unnerving, all accept the reality of life within the company, trust him implicitly for his honest nature, and are unquestioningly loyal to their legendary commander.
Where many officers would rely on discipline and order to carry their charges in battle, Decker instead believes in the power of ideas, and encourages free, independent thought within his ranks. He promotes those with initiative, leadership and resourcefulness, eschewing to a large degree the traditional values of blind and submissive obedience. Above all other disciplines he emphasises decisiveness and patience, preferring a steady, methodical and careful approach over the rushed and often costly tactics all too typical of his peers.
Because of this, Bravo Company (and to a certain degree, the 14th Xanderian Infantry Regiment as a whole) is a dynamic and often unpredictable force on the battlefield.

Forever scarred by his experiences on Bahr Primaris, Field-Major Decker has vowed to keep Xanderia safe from Tyranid infestation, and along with the rest of the 14th Desert Rifles, his Fighting Sandmen are often deployed to arid battlefields across their sub-sector as part of the Imperium's endless campaign against the outlying forces of Hive Fleet Leviathan.
All amongst the regiment are already veterans of such warfare on Xanderia, where monstrous lizards and insidious creatures rule the Black Wastes, and most of the Surviving Forty still serve under Decker's command. With such a wealth of experience at their disposal, the Field-Major and his Fighting Sandmen are invaluable to their commanders, and will never relent in their war against the Tyranid threat.

Under Decker's leadership, they will fight and die for the safety of their beloved home planet... until either the Company is wiped out, or the Tyranid invaders are.
Spoiler:
One Company Command Squad may replace it's Company Commander with Field-Major Decker.



STATS:



Profile:

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




Wargear:

- Flak Armour
- Refractor Field
- Bahrian Lascarbine
- Bolt Pistol
- Frag Grenades
- Krak Grenades



Special Rules:



------ Experienced Officer: Decker may issue up to three orders per turn, and has a command radius of 12". He can issue the Bring it Down!, Fire on my Target!, Get Back in the Fight!, Incoming! and Move! Move! Move! orders, as well as the following unique order:

- Advance!: At Decker's command his troops press onwards, carefully and methodically, maintaining fire on enemy positions to cover their movement.

If successfully issued, for the duration of the controlling player's shooting phase any models within the ordered unit that choose to fire a Rapid-Fire weapon count as having been stationary in the previous Movement phase (for shooting purposes only), and their weapons count as Pinning.


------ Sworn Enemy of the Hive Mind: Both Decker and his Company Command Squad have the Preferred Enemy special rule (Tyranids).


------ Advocate of Independent Thought: Any non-vehicle units within Decker's company that are led by a requisite "Leader" model (either a Platoon Commander, Sergeant, Veteran Sergeant, Storm Trooper Sergeant, Rough Rider Sergeant, special character* that has replaced one such model, or of course, Decker himself) may always re-roll a single die when taking Morale tests (whether successful or not).

Additionally, any such unit within Decker's company that is issued an order (by any officer within Decker's company) may choose to undergo an Initiative test in lieu of a standard Leadership test (using the Initiative value of their Leader model).
Note that choosing to undergo an Initiative test prevents the rolling of Incompetent Command or Inspired Tactics die results.

Squads that lose their Leader may not use the above abilities, although these rules still apply should Decker be killed.

* These rules may never apply to the following special characters:

- Lord Castellan Creed
- Colonel "Iron Hand" Straken
- Commander Chenkov



------ Lateral Thinker: Whilst Decker is alive, any D6 test to determine whether an Outflanking, non-vehicle unit (or Infantry Platoon) from within Decker's company may enter from reserve can be re-rolled (whether successful or not).


------ Of Unshakeable Mettle: Field-Major Decker is a truly inspiring figure on the battlefield, rousing his men to courageous deeds from the frontlines, and imbuing those around him with a steady, determined resolve to succeed, whatever the odds.

All friendly units within 6" of Decker gain the Stubborn USR.





His Bodyguards:

Spoiler:
- The Black Guards


A Company Command Squad that includes Field-Major Decker may replace any existing Bodyguard with a Black Guard.

Hailing from a unique, elite regiment of only one-hundred soldiers, Black Guards are impeccably-trained, superbly-equipped Xanderian troops assigned only to the most important high-ranking field officers. Tasked with both assisting their assignment in combat and protecting him or her with their own bodies if necessary, the professional dedication and fearsome skills possessed by Black Guards have turned the tide of many a pitched battle.



STATS:



Profile:

WS..... 4
BS...... 4
S........ 3
T........ 3
W....... 1
I......... 3
A........ 2
Ld....... 9
Sv...... 4+




Wargear:

- Carapace Armour
- Hot-Shot Lasgun + Underslung Grenade Launcher
- Hot-Shot Laspistol
- Close Combat Weapon
- Frag Grenades
- Krak Grenades



Special Rules:



------ Look Out - Arghh!:





Custom Wargear:

Spoiler:
Bahrian Lascarbine:

Gifted to Decker by a committee of senior Bahrian weaponsmiths in recognition of his actions during the siege of Taniir, this unusual weapon is a work of impeccable craftsmanship, light, powerful and unfalteringly reliable in the field. Of special note is the carbine's bayonet: crafted from an incredibly strong metal alloy exclusive to the forges of Bahr Primaris, it's leading edge and tip are astoundingly sharp, and the long, curved blade is mounted in a way that allows the weapon to double as a lethal two-handed sabre or spear when fighting hand-to-hand with an opponent.

It has served Decker well, and his skills with the remarkable weapon are the stuff of legend within the 14th Xanderian Infantry Regiment.

Range... 24"
Str........ 4
AP......... -
Type...... Heavy 3
or Assault 2*

*Close combat attacks with this weapon count as Rending.




Underslung Grenade Launcher:

Mounted beneath a rifle's forestock, an Underslung Grenade Launcher allows it's user to address a wide variety of battlefield threats at a moment's notice. Though rare, wealthy worlds such as Xanderia have access to small caches of such weaponry.

NOTE: Though similar in principle to an SM Auxiliary Grenade Launcher, an Underslung Grenade Launcher may NOT be fired in tandem with another weapon. Though listed as a separate weapon, for all intents and purposes it counts as an upgrade that enables the weapon it's mounted on to use the following firing modes in addition to it's default profile:


Frag:

Range... 18"
Str........ 3
AP......... 6
Type...... Assault 1, Blast


Krak:

Range... 18"
Str........ 6
AP......... 4
Type...... Assault 1





NOTE: Most of you guys are 40k veterans, and I'd really appreciate some feedback on the fluff and rules, especially suggestions about potential points costs and balancing issues.


Back story is fine.
BS5 might be a bit much for a guardsman, change it to 4.
Lascarbine is fine.
Not sure on how much the bodyguards would be but make them more expensive than normal ones... +15 points each should do it.


Automatically Appended Next Post:
Cerebrium wrote:Warsmith Vaubane

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

Type: Independant Character
Wargear: Terminator Armour, Axe of Olympia, Dornbane, Frag & Krak Grenades.

Axe of Olympia functions as a thunderhammer, but striking at initiative.

Dornbane is a master-crafted storm bolter.

Special Rules: Independant Character, Feel No Pain

Man the garrions!: All friendly models who can draw a line of sight to Warsmith Vaubane gain +1 to any cover save.

Break down their walls!: All enemy models who can draw a line of sight to Warsmith Vaubane suffer -1 to any cover save.

Change his BS to 5.
Mark him up at 220points... maybe 250...


Create your special characters! and give feedback on others.  @ 2011/04/11 19:22:35


Post by: helgrenze


Blacksails wrote:I really want a Mordian Iron Guard special character...

Lieutenant-Colonel (name here) - /100pts



This guy works.... need a name and maybe find a material other than "pure Awesomeness".


Create your special characters! and give feedback on others.  @ 2011/04/11 19:24:42


Post by: akaean


I took the test I made for the farseer I posted on page 1.

I feel like I got docked a lot of points for it being Elven, and Psychic. Which you know, when making a Farseer is pretty much the basic qualifications for the character...

To mention Warsmith Vaubane, change his Axe of Olympia to a relic blade. thunder hammers and power fists stiking at initiative is just bad. Abadon the despoiler is the only infantry model who is capable of that, and it should stay that way. Unless he is a vehicle or a monstrous creature he shouldn't have a strength doubling weapon at initiative.

There is, however plenty of precedent for +2 strenght at initiative weapons. The Executioner in the Eldar Codex, and the Relic Blade in the SM codex both do this.

I really don't understand why people think this is at all a good idea.

Also why does he have FnP? Does he worship nurgle? Does he drink from a blood chalice of bloody blood from a blood priest? or collect pain tokens? I mean why does he have this? Without some sort of fluffy reason it just doesn't make any sense, and "new codexes handing it out like candy" isn't a good reason ;-).

sorry if it seems like I'm picking on you, that at initiative thunder hammer caught my attention...




Create your special characters! and give feedback on others.  @ 2011/04/11 19:27:28


Post by: gendoikari87


First, Sigurd's Fafnir ought to be a Two handed weapon. Just saying.


it is, wrist mounted storm bolter.

At least base the ability around a Toughness test or something


Initiative test?

Corasies Hellsing, Chapter Master of the Hellsing Crusaders - he's a bit strong and tough to kill and hist hard but otherwise his rules are okay, I'd say in the 300pt range.

Lord Commissar Von Humps- I3 Powerfist is a bit oTT, but otherwise he's interesting. Eat it could use some work though, as funny as it is. Maybe just have the blast marker over him or a model in base contact with him.

Captain Aedan Duran Pts- Good, fairly balance except for that lasgun, way OP for a lasgun, sounds more like a hot shot las machine gun.

Warsmith Vaubane- the cover stuff is a bit over the top, as is the initiative thunderhammer at base str 5.

Calnor Alrnia the Grand Templar- Good job, slap him in a codex and call it a day.

Field-Major Lexus Decker, the Hero of Bahr - nice. slap a 125pt sticker on him and call it a day.



Create your special characters! and give feedback on others.  @ 2011/04/11 19:30:36


Post by: purplefood


akaean wrote:I took the test I made for the farseer I posted on page 1.

I feel like I got docked a lot of points for it being Elven, and Psychic. Which you know, when making a Farseer is pretty much the basic qualifications for the character...

To mention Warsmith Vaubane, change his Axe of Olympia to a relic blade. thunder hammers and power fists stiking at initiative is just bad. Abadon the despoiler is the only infantry model who is capable of that, and it should stay that way. Unless he is a vehicle or a monstrous creature he shouldn't have a strength doubling weapon at initiative.

There is, however plenty of precedent for +2 strenght at initiative weapons. The Executioner in the Eldar Codex, and the Relic Blade in the SM codex both do this.

I really don't understand why people think this is at all a good idea.

Also why does he have FnP? Does he worship nurgle? Does he drink from a blood chalice of bloody blood from a blood priest? or collect pain tokens? I mean why does he have this? Without some sort of fluffy reason it just doesn't make any sense, and "new codexes handing it out like candy" isn't a good reason ;-).

sorry if it seems like I'm picking on you, that at initiative thunder hammer caught my attention...



Didn't spot that weapon...
I would chalk the FnP to extensive augmetics


Create your special characters! and give feedback on others.  @ 2011/04/11 19:31:16


Post by: I_am_a_Spoon


purplefood wrote:
I_am_a_Spoon wrote:My brother and I recently decided to liven our 40k games up by creating custom special characters to lead our armies (IG and Tyranids respectively).

We set ourselves a couple of guidelines in doing so:
- The character's entry must be based on an existing HQ choice (not a Special Character), and yet be creative (ie, no clichéd Mary Sues, silent badasses, benevolent/malevolent extremes, etc).
- Any custom special rules must fit the character's backstory (so no ruling purely for advantage).
- The character must be fairly-priced (both of us have to reach a unanimous decision).
- The character must not be OP (ie, powerful enough in some way to suck the fun out of a game, such as a Nidzilla that even Heavy Bolters can't wound).
- Both characters will have the "Preferred Enemy" USR against the opponent player's army, as our forces fight a lot as part of their fluff, and we want to represent that rivalry on the tabletop.

Anyway, here's mine.
I'll admit that he isn't the most original character, but I hope he doesn't come off as completely generic:



- Field-Major Lexus Decker, the Hero of Bahr -

Character's Backstory and Rules:

Spoiler:
- Field-Major Decker


Of all the fighting men and women that make up the 14th Xanderian Infantry Regiment, Field-Major Lexus Decker is perhaps the most revered and admired; a hard, weathered man, forged by the searing heat, black deserts and lethal wildlife of his home world, Xanderia.

He first rose to prominence during the siege of Bahr Primaris, a small but important mining planet under threat from an impending Tyranid invasion by rogue, outlying elements of Hive Fleet Leviathan. Already regarded by his superiors as a relatively competent, if untested commander, Decker (then a Captain) was deployed along with the rest of the 14th to Bahr's only settlement: the industrial city of Taniir. There they hoped to reinforce the existing PDF garrison, and hold any Tyranid invaders at bay until reinforcements from a nearby Naval battle group could arrive.
Though able to deploy successfully before any Tyranid organisms could make landfall, Xanderian commanders and planetary authorities were later left stunned when the true magnitude of the enemy force they faced was finally revealed. Millions upon millions of creatures had descended to the planet's surface, choking the skies with mycetic spores, and blotting out the light from their sun. Troops on the ground were gripped by terror, invaded on a scale that they had never been prepared for, let alone able to repel.

Tacticians calculated that available ammunition would run out before the fifth day, that defences and emplacements were inadequate, that food, water and medical supplies were insufficient, and that ultimately the garrison could not hold until reinforcements arrived.
With no hope of victory for the defenders of Bahr Primaris, all seemed lost. Many deserted or fled the city into the surrounding deserts and wastelands, only to be slaughtered by lictors or other vile alien vanguards. Others, civilian men, women and children alike, formed makeshift militias and made ready to defend their homes to the last. All were sure that they, along with the planet, were doomed.

It was then that Bravo Company began its famous march from Taniir; a last-ditch gambit conceived by Decker and supported by the regiment and it's senior officers, to manoeuvre around the approaching force and attack it from the rear, destroying whichever foul hive-consciousness commanded the assault.

With all Imperial orbital craft driven away by the Tyranid fleet, no air support able to function within the spore-clouds tainting the air, and without transport vehicles that could be relied upon to traverse the fierce sands of Bahr, most considered it a suicide mission, a suicide march. Kilometres untold into a barren desert occupied by millions of vicious alien monstrosities, out of communications range, without any form of vehicular support whatsoever. Many argued that no such feat was possible, and that to attempt the offensive would be a major waste of what little manpower they had at their disposal. Ultimately however, it was decided that the march would go ahead, in the hope that if successful, the Tyranid siege might fail.
A force of over two-hundred men led by Captain Decker set out from Taniir, farewelled by citizens on the streets, and equipped with generous provisions of food and water for the journey ahead.
Less than two days later, the city was besieged.

Defences on all fronts held out for three days.

On the fourth day, Taniir's Northern outer walls were breached, and fierce fighting erupted throughout the outlying streets and suburbs of the city.

By sunrise on the fifth day, almost half a million of Taniir's defenders lay dead.
Those still alive fought a desperate, city-wide retreat through twisted roads and burning buildings towards a walled-in fall-back position within Taniir's centre districts. Soldiers at the front held the terrifying enemy at bay with their last reserves of promethium, and requisitioned emergency danger-close artillery barrages to stem the overwhelming tide of alien flesh, hoping to buy time for others to reach the inner defences.
By nightfall, non-energy based ammunition reserves within the inner city walls were expended. Unable to recharge their lasguns rapidly enough to effectively repel the constant assault, many resorted to prayer. Others to suicide. Some of the more ingenuous threw flaming sacra bottles at the Tyranid hordes instead, dropped mines, primed artillery shells and improvised bombs into their midst, or poured fuel, oil, and other flammable liquids onto those too large or well-armoured to kill with lasguns or explosives alone. Men and women rotated to and from the walls, some sleeping or eating whilst others outside maintained the unrelenting defence. Meanwhile, children replenished weapon charges, and helped to carry the wounded away from the front, where overworked medics and civilian doctors extracted burrowing alien insects and treated horrific acid burns to the best of their ability. All had hoped for a miracle.

It was then that the hive-presence on Bahr had been suddenly extinguished, almost a hundred kilometres to the north.

Upon hearing the psychic death-cry of their leader, the besieging Tyranid hordes faltered, and began to lose cohesion. Confused and afraid, many aliens reverted to more primitive, instinctual behaviour, fleeing in panic, attacking one another and even feeding upon their own dead.
With the enemy forces in utter disarray, those inside the city took advantage of the reprieve, reinforcing barricades, helping the injured, and most importantly of all, recharging their weaponry. Strengthened by new resolve and a fierce determination to succeed and survive, the few troops and civilians remaining within Taniir pushed the enemy away from the inner walls, and managed to clear the immediate city area of xeno corpses.

After Imperial officials aboard the supercarrier Pride of Altan and its battle group arrived in orbit over Bahr Primaris, and eventually managed to drive off the large number of Tyranid vessels above the planet, they were amazed to discover that the garrison at Taniir still held. Communicating with the Astropaths aboard the Imperial fleet, ground commanders managed to coordinate, organise and carry out a mass landing of almost fifty-thousand Imperial troops, who then set about the task of exterminating every living alien upon the planet's surface. Attack ships strafed the city with barrages of gunfire and gouts of flame, systematically purging the outer streets of any alien organisms that remained there.
Beyond the city's walls were almost a million scattered Tyranid survivors, an enormous host of glistening, swarming alien bodies that stretched on for almost fifty kilometres across the sand. Targeted orbital bombardments from above annihilated their ranks, killing hundreds of thousands in a matter of minutes. Dozens of Guard regiments followed up the attack, sweeping across the desert towards the city, supported by armoured vehicles and gunships.

Over the course of the next twelve hours, the Tyranid hordes, broken and panicked, were slowly destroyed. Further bombardments and the massive infantry offensive into their ranks left them powerless to fight back, and by sunset, Taniir was declared safe once more.
Of the city's original population of five million, only one-and-a-half million survived the slaughter.

A day after the siege ended, a series of aerial transports were deployed to the approximate designated location of Bravo Company, guided by advanced sensory equipment aboard the orbiting battleship Darian's Revelation.
Once found, they were transported to the safety of Taniir, and welcomed as heroes by the soldiers and civilians within the city.
Over two-hundred had left. Forty returned, those missing lost to the desert, or killed in combat against whatever horrific monstrosity had led the Tyranid armies. None who fought the creature ever spoke of it to others, and were forever changed by their ordeal.

Decker, perhaps the most changed of all, was immediately declared a Hero of Bahr, decorated with the highest honours the planet had to offer, and was promoted to Major for his role in breaking the siege (although at his own request, he was permitted to remain the field-commander of Bravo Company). As a further gesture of thanks on behalf of Taniir's grateful citizens, a committee of the city's most skilled weaponsmiths presented Decker with a unique las-rifle, custom tailored for his use alone, and crafted with the finest workmanship and materials the mining settlement of Taniir had to offer.

As a result of their stoic actions on Bahr, the 14th Xanderian Infantry Regiment have become famous within Xanderian military culture. Even amongst their fellow sand-dwelling brethren, the 14th "Desert Rifles" are notoriously skilled at conducting operations within desert theatres of war.

To this very day, Field-Major Decker remains in command of Bravo Company, or the "Fighting Sandmen". Those under his command often refer to themselves as "Decker's Lot", or simply as "Sandmen", prestigious titles that they wear with pride and distinction.
Decker himself is a reserved, but quietly-intense man, a solemn officer who leads by example, and who isn't afraid to get stuck into the thick of a fight alongside his troops. He cares about preserving the men and women under his command, as any good officer does, but knows from experience that each must be expendable, that sacrifices are often necessary in order to achieve overall victory, and that ultimately a costly or even pyrrhic victory is still a victory. He shares this bleak mentality openly with those around him, and although many find his frank outlook on warfare confronting or unnerving, all accept the reality of life within the company, trust him implicitly for his honest nature, and are unquestioningly loyal to their legendary commander.
Where many officers would rely on discipline and order to carry their charges in battle, Decker instead believes in the power of ideas, and encourages free, independent thought within his ranks. He promotes those with initiative, leadership and resourcefulness, eschewing to a large degree the traditional values of blind and submissive obedience. Above all other disciplines he emphasises decisiveness and patience, preferring a steady, methodical and careful approach over the rushed and often costly tactics all too typical of his peers.
Because of this, Bravo Company (and to a certain degree, the 14th Xanderian Infantry Regiment as a whole) is a dynamic and often unpredictable force on the battlefield.

Forever scarred by his experiences on Bahr Primaris, Field-Major Decker has vowed to keep Xanderia safe from Tyranid infestation, and along with the rest of the 14th Desert Rifles, his Fighting Sandmen are often deployed to arid battlefields across their sub-sector as part of the Imperium's endless campaign against the outlying forces of Hive Fleet Leviathan.
All amongst the regiment are already veterans of such warfare on Xanderia, where monstrous lizards and insidious creatures rule the Black Wastes, and most of the Surviving Forty still serve under Decker's command. With such a wealth of experience at their disposal, the Field-Major and his Fighting Sandmen are invaluable to their commanders, and will never relent in their war against the Tyranid threat.

Under Decker's leadership, they will fight and die for the safety of their beloved home planet... until either the Company is wiped out, or the Tyranid invaders are.
Spoiler:
One Company Command Squad may replace it's Company Commander with Field-Major Decker.



STATS:



Profile:

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




Wargear:

- Flak Armour
- Refractor Field
- Bahrian Lascarbine
- Bolt Pistol
- Frag Grenades
- Krak Grenades



Special Rules:



------ Experienced Officer: Decker may issue up to three orders per turn, and has a command radius of 12". He can issue the Bring it Down!, Fire on my Target!, Get Back in the Fight!, Incoming! and Move! Move! Move! orders, as well as the following unique order:

- Advance!: At Decker's command his troops press onwards, carefully and methodically, maintaining fire on enemy positions to cover their movement.

If successfully issued, for the duration of the controlling player's shooting phase any models within the ordered unit that choose to fire a Rapid-Fire weapon count as having been stationary in the previous Movement phase (for shooting purposes only), and their weapons count as Pinning.


------ Sworn Enemy of the Hive Mind: Both Decker and his Company Command Squad have the Preferred Enemy special rule (Tyranids).


------ Advocate of Independent Thought: Any non-vehicle units within Decker's company that are led by a requisite "Leader" model (either a Platoon Commander, Sergeant, Veteran Sergeant, Storm Trooper Sergeant, Rough Rider Sergeant, special character* that has replaced one such model, or of course, Decker himself) may always re-roll a single die when taking Morale tests (whether successful or not).

Additionally, any such unit within Decker's company that is issued an order (by any officer within Decker's company) may choose to undergo an Initiative test in lieu of a standard Leadership test (using the Initiative value of their Leader model).
Note that choosing to undergo an Initiative test prevents the rolling of Incompetent Command or Inspired Tactics die results.

Squads that lose their Leader may not use the above abilities, although these rules still apply should Decker be killed.

* These rules may never apply to the following special characters:

- Lord Castellan Creed
- Colonel "Iron Hand" Straken
- Commander Chenkov



------ Lateral Thinker: Whilst Decker is alive, any D6 test to determine whether an Outflanking, non-vehicle unit (or Infantry Platoon) from within Decker's company may enter from reserve can be re-rolled (whether successful or not).


------ Of Unshakeable Mettle: Field-Major Decker is a truly inspiring figure on the battlefield, rousing his men to courageous deeds from the frontlines, and imbuing those around him with a steady, determined resolve to succeed, whatever the odds.

All friendly units within 6" of Decker gain the Stubborn USR.





His Bodyguards:

Spoiler:
- The Black Guards


A Company Command Squad that includes Field-Major Decker may replace any existing Bodyguard with a Black Guard.

Hailing from a unique, elite regiment of only one-hundred soldiers, Black Guards are impeccably-trained, superbly-equipped Xanderian troops assigned only to the most important high-ranking field officers. Tasked with both assisting their assignment in combat and protecting him or her with their own bodies if necessary, the professional dedication and fearsome skills possessed by Black Guards have turned the tide of many a pitched battle.



STATS:



Profile:

WS..... 4
BS...... 4
S........ 3
T........ 3
W....... 1
I......... 3
A........ 2
Ld....... 9
Sv...... 4+




Wargear:

- Carapace Armour
- Hot-Shot Lasgun + Underslung Grenade Launcher
- Hot-Shot Laspistol
- Close Combat Weapon
- Frag Grenades
- Krak Grenades



Special Rules:



------ Look Out - Arghh!:





Custom Wargear:

Spoiler:
Bahrian Lascarbine:

Gifted to Decker by a committee of senior Bahrian weaponsmiths in recognition of his actions during the siege of Taniir, this unusual weapon is a work of impeccable craftsmanship, light, powerful and unfalteringly reliable in the field. Of special note is the carbine's bayonet: crafted from an incredibly strong metal alloy exclusive to the forges of Bahr Primaris, it's leading edge and tip are astoundingly sharp, and the long, curved blade is mounted in a way that allows the weapon to double as a lethal two-handed sabre or spear when fighting hand-to-hand with an opponent.

It has served Decker well, and his skills with the remarkable weapon are the stuff of legend within the 14th Xanderian Infantry Regiment.

Range... 24"
Str........ 4
AP......... -
Type...... Heavy 3
or Assault 2*

*Close combat attacks with this weapon count as Rending.




Underslung Grenade Launcher:

Mounted beneath a rifle's forestock, an Underslung Grenade Launcher allows it's user to address a wide variety of battlefield threats at a moment's notice. Though rare, wealthy worlds such as Xanderia have access to small caches of such weaponry.

NOTE: Though similar in principle to an SM Auxiliary Grenade Launcher, an Underslung Grenade Launcher may NOT be fired in tandem with another weapon. Though listed as a separate weapon, for all intents and purposes it counts as an upgrade that enables the weapon it's mounted on to use the following firing modes in addition to it's default profile:


Frag:

Range... 18"
Str........ 3
AP......... 6
Type...... Assault 1, Blast


Krak:

Range... 18"
Str........ 6
AP......... 4
Type...... Assault 1





NOTE: Most of you guys are 40k veterans, and I'd really appreciate some feedback on the fluff and rules, especially suggestions about potential points costs and balancing issues.


Back story is fine.
BS5 might be a bit much for a guardsman, change it to 4.
Lascarbine is fine.
Not sure on how much the bodyguards would be but make them more expensive than normal ones... +15 points each should do it.
Thanks for the reply mate.

He only has BS5 because Yarrick, Marbo and Lord Commissars are BS5. But ok, BS4.


Create your special characters! and give feedback on others.  @ 2011/04/11 19:33:02


Post by: gendoikari87


helgrenze wrote:
gendoikari87 wrote:I'll start of course

Sigurd Chosen of the high dragon. 200 pts


Looks ok.... a bit low on cost mainly due to the bonuses granted by the sword.

well it's mostly for fluff, two of those "bonuses" are adding 1 from a stat he had 1 subtracted. Mostly based off of sicarius.

gendoikari87 wrote:Odin Kriegspiel 250


Does he really need what amounts to 3 ccw's? or are they just different options? If the second what points cost for the hammer option, if any?

I think i forgot to add he can only use that hammer once per game, other than that, he's limited to those fists, rending IIRC, or just CCW's.



edit: oh crap, relic blades are +2STR??


Create your special characters! and give feedback on others.  @ 2011/04/11 19:35:10


Post by: purplefood


@I_Am_A_Spoon
Marbo is a psycho.
Yarrcik is a couple of centuries old.
Lord Commissars must be a reaching 100 at least.
Your guy is obviously good but he isn't reaching the point where he has spent longer fighting than anything else.


Create your special characters! and give feedback on others.  @ 2011/04/11 19:35:37


Post by: Fafnir


My Chapter Master scored 29 on the Mary Sue test. But then again, considering that they are Chapter Masters, and supposed to represent the very best of the chapter, I'm not surprised he walks a little bit on hte line of Sue-ness.


Create your special characters! and give feedback on others.  @ 2011/04/11 19:38:18


Post by: I_am_a_Spoon


gendoikari87 wrote:
At least base the ability around a Toughness test or something


Initiative test?
Not sure actually, hahahaha...

I just think that tougher/more expensive models should have a greater chance of surviving.
Maybe stick to a flat Str. 7-9 blast? Or chuck in a D3 (for example, the attack could be Str. 6+D3).

An Initiative test would work though, for infantry at least. Maybe the attack could roll to wound against a target's Initiative value?



Anyway, love the concept.



purplefood wrote:@I_Am_A_Spoon
Marbo is a psycho.
Yarrcik is a couple of centuries old.
Lord Commissars must be a reaching 100 at least.
Your guy is obviously good but he isn't reaching the point where he has spent longer fighting than anything else.
Well, when you put it that way...

Updated original post. Thanks btw.


Create your special characters! and give feedback on others.  @ 2011/04/11 19:38:48


Post by: purplefood


I got either 7 or 15 for my character.
Not sure whether some of the things apply to him or not...


Create your special characters! and give feedback on others.  @ 2011/04/11 19:43:10


Post by: gendoikari87


purplefood wrote:I got either 7 or 15 for my character.
Not sure whether some of the things apply to him or not...


I got 54, and the only thing checked that didn't apply to ALL space marines was his name, they're all norse.


Create your special characters! and give feedback on others.  @ 2011/04/11 19:51:15


Post by: purplefood


gendoikari87 wrote:
purplefood wrote:I got either 7 or 15 for my character.
Not sure whether some of the things apply to him or not...


I got 54, and the only thing checked that didn't apply to ALL space marines was his name, they're all norse.

It depends what angle you look at it though...
From an SM view they might be quite low but from an Ig view they would be really high and from our view they would be even higher...
Bit of a flawed system... better than nothing...


Create your special characters! and give feedback on others.  @ 2011/04/11 20:13:43


Post by: gendoikari87


Okay reworked them. Thoughts this time

Odin Kriegspiel 250

Odin Kriegspiel: Odin's life as a space marine began as none other, while almost all other marines began their transformation around the age of 14, Odin, began his transformation around the age of 30. His life began as a prince of Heoroth one of the four great kingdoms of Ygg. He was a bright and gifted young prince, but cursed, he stopped aging at a young age, and was sent away by his father to the peasant classes to learn strength, honor and valor. Even with his teenage mind, Odin was capable of great feats of intellect and as time grew his experiences in the impovrished underclasses of Heorot, taught him many a great thing about combat. In spite of his agelessly small stature, he grew as a great warrior eventually joining the knights Tempest, the great warriors of Heorot.

It came to be that his father fell ill, and he was recalled to the palace. As his father lay dying, it was his brother Virgil who was proclaimed king, not odin. In time his father passed and Virgil for a time was a fair king. However, after corruption of dark forces thought by the people of Ygg to be a curse of the red dragon (khorne), Virgil began a thoughtless conquest of the three other great kingdoms of ygg. His slaughter was ruthless to the point of exhausting the resources of his own people and a great unrest grew. With time Odin and his band began an uprising, culminating in a siege on the castle where Odin killed his brother in a two hour duel.

unbeknownst to Odin, Virgil had been corrupted by the blood god khorne. The Iron dragons had watched these events unfold suspecting virgils chaotic taint. with his downfall Odin drew the attention of the iron dragons, for anyone in a childs body who could fell a choas lord, is truely a mighty warrior indeed. He was asked if he would stand and defend all mankind and Odin spoke in a voice, far beyond his years, and even farther beyond his small stature. "if it be that my services may aid in the liberation and prosperity of the human race, then I am of not right to refuse such an act", And so it began, Odins journey as space marine.

The apothacaries knew of his ageless condition,and though they could not turn the switch back on, they could advance him in age as the process of creating a space marine progressed. Indeed it was a mighty change for the young prince, his body exploding in rapid succession, making up for the years he spent as a child. By the time of the last steps odin towered above even the mightiest of custodians.

WS: 6
BS: 5
S:5
T:5
W: 4
I: 4
A:3
LD: 10
SV: 3+

Wargear: Power armor, Fists of the high dragon, Hammer of might, Armor of titan.

Armor Of titan: so vast did Odins growth explode when his pituitary glands were fixed, that no longer could he fit in the standard power armor and for many missions odin fought through the worst in nothing more than his scout armor until a campaign which to this day is shrouded in mystey. Not much is known about this mission but afterward the Iron dragons and mars became close , it was then that the mars techpriests began giving favors to captains of the iron dragons that either showed them great trust, or saved their lives. Odin was no different, a special suit of armor, adapted from those worn by the adeptus custodes was made for him. It confers a 3+ save and a 4+ invuln save

Fists of the high dragon: As slow as a brute as odin as he is, he still prefers to be as fast as he can, as such he refused to use such weapons as powerfists, instead he uses gauntlets made for him of pure adamantium, light, and yet strong, with, a short katar on each.

The fists of the high dragon are Twin close combat weapons, which grant the rending special rule to his attacks.

Hammer of might: given to him by the techpreists for use against larger targets than he, the Hammer of might is a gigantic thunderhammer, a copy of those used by the custodes.

the hammer of might counts as a two handed thunder hammer, and in addition adds +1 to rolls on the vehicle damage chart and may re roll wounds against monstrous creatures.

special rules: And they shall know no fear, independant character, feel no pain.

In addition odin may take a retinue of up to ten valkyries


Odins valkyries 20 points per model, maximum of ten
WS: 5
BS: 4
S:3
T:3
W:1
I: 3
A: 2
LD: 9
SV: 2+

Wargear: Artificier armor, Power weapon, Storm bolter



Sigurd Chosen of the high dragon. 200 pts

Sigurd Chosen of the High Dragon: Sigurd First rose to prominance during the second Tyrannic war, when he and his squad was sent to guard an adeptus mechanicus survey team. The team fell upon a tyranid assault resulting in the rest of his squads death, and it was only thanks to sigurds heroic defense of the site that the enginseer was able to retrieve the recovered STC print outs before escaping. In gratitude the ad-mech team built the device from the print out and presented it to Sigurd, it was a large two handed sword which would later be called Fafnir, sword of the dragonslayer. It was with this sword that sigurd gained many accomodations for acts of valor and skill, slaying the largest of enemies. Countless carnifexes, wraithlords and gnarlocks, fell before the wrath of sigurd, but it was his battle on the Iron dragons homeworld of Ygg II that would earn him his name.Sigurd was tasked by Chapter master of the Iron Dragons Odin Kriegspiel, to slay a massive Dragon which had began to terrorize the local populus, thought to have chaotic origin. When asked what manner of battle party he required for this task, he said only "my sword, my honor, and valor". With these words sigurd set off to battle and returned three days later from the peaks of the high dragons mountains, long held sacred by the local populus from which the iron dragons pulled their ranks. With his blood soaked sword he returned to Odin declaring only. "it is done. The mighty one shall not bother any again" . With a grin and a smile Odin looked upon Sigurd and spoke, "You have shown great valor and strength, truely you are the chosen of the high dragon of Yggdrasil" and with those words Sigurd was promoted to captain of the first company of the iron dragons.



WS: 6
BS: 5
S:4(5)
T:4
W:3
I: 5
A:3
LD: 10
SV: 2+

Wargear: Artificier Armor, Storm Bolter, Fafnir, Iron Halo

Fafnir: Fafnir was made from the STC template of an ancient battle blade found and restored by techpriests whom Sigurd Saved many years, it is a massive Claymore with a powerful field generator which not only increases it's cutting ability but also decreases it's felt weight.

Fafnir is a Master crafted Power sword which bestows +1 St This bonus has already been included and marked in Sigurds profile. In addition sigurd can attempt a single 'coup de grace' attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at a Strength of 6 and causes Instant Death, regardless of the wounded model's Toughness.

Special Rules: And they shall know no fear, Independant character, Master of the first company

Master of the first company: Dragon lords in an army led by Sigurd may take Dragon lords as troops units.


Myrddin Wyllt - 300 points

Myrddin Wyllt Commander of the Iron Dragons third company- Born to a wealthy Brytanyan home in norther byrtanya Myrddin Wyllt was gifted from an early age. on a planet whos warp activity is somewhat suppressed myrddin showed signs of being a great wizard from an early age, as well as an aptitude for pyromancy. He was noticed by a dragon lord of the Iron Dragons when in a duel between him and another young nobel it was found that myrddin set his sword ablaze, a difficult task of even the most distinguished wizards of myrddin, what's more, unlike half of the wizards of myrddin this was no mear trick. at such a young age, myrddin was able to somehow control powers, though not amazing on other worlds but suppressed on ygg.

After his induction into the Iron Dragons third company The Mages of the chapter quickly recognized his potential and sent him off to the lexicannum. The Lexicannum for the iron dragons however is not within the fortress monestary itself but rather on the moon named Vertigo, which is far enough from the planet to still have some protective effects of the unusual war suppression but not hinder the librarians there too much.
Training on Vertigo is a much different experience than the blood soaked battles of the trials of Yggdrasil. Vertigo, is a lush moon full of wildlife. In fact the only presence of civilization is the training facility of Avalon. Avalon serves many other purposes however, in addition to being a training facility for the chapters librarians it also functions a way-station and armory housing all of the chapters dreadnoughts.
It was here that Myrddin would complete his training, and discover his true potential. it was found that myrddin posessed great abilities in the facets of time alteration and pyromancy. And these skills would see him to great victory on the field of battle.
A hundread years passed and myrddin had come to know victory and defeat alike, but it would be in the uprising of Vega IV that Myrddin would come to be known as Merlin, lord of Brytannya. He was tasked to lead the third company in a quest of cleansing of the Vega system. Though he now served the emperor he still held brytannya close, and had already been a great inspiration of the 3rd company of the Yeomen of brytannya. The yeomen were dropped into the heart of the battle sealing off the castle gates and quickly trapping the tainted inside. High in the tallest spire Myrddin and his retinue pushed as his battle breathren fought bravely against the PDF in the streets Things turned for the worst however and a greater daemon of slannesh was summoned and a great gate torn open.
As daemons began pouring through the gate the yeomen were forced to retreate to the woods to hide in the shadows and suppress the daemons from exiting the city. high in the spire the greater daemon crashed its way into Myrddins position, killing his squad. As myrddins rage grew the daemon pressed its way into the spire threatening to slice myrddin in half. But with great wrath myrddin exploded with enormous force, and the tower began to fall. The end result being the total annihilation of the city.
As the smoke cleared and the marines saw the tower in rubble, none had thought myrddin alive. A search was begun for his remains but three hours into the search, he appeared. He had simply time warped away from the blast and never even saw the towers fall. The cleansing of the planet was a simple matter after the fall of the witch leading the rebellion.

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

Wargear: force weapon, Power armor, Psychic hood, Iron Halo.

Special Rules: psyker level 3, And they shall know no fear, Independant character. Master of the thrid company

Master of the third company: Scout Squads in an army that includes Myrddin have +1BS

Psychic Powers: The Shifting, Lightning blast, Annihilation of anthros.

The shifting: Myrddin is able to shift his form and even flicker out of time for a brief period

This power is used at the start of the players assault phase, if successful, myrddin gainst +1str, +1 initiative, +1ws, and all successfull rolls to hit against myrddin must be re-rolled. the effects of this power last until the start of the next turn.

Lightning Blast: Myrrdin calls forth a ball of lightning capable of striking with emmense power.

This is a psychic shooting attack with the profile below

Range: 48"
Str: 8
AP: 3
Type: Ordinance 1, Large blast

Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.

This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+2" of Myrddin (friend and foe, excluding myrddin), suffer a str 10 ap1 hit, with no cover saves allowed. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.


lol, too long for one post more coming soon


Automatically Appended Next Post:
This will tell a bit about both of these characters

"Hrothgar!, Hrothgar!, Hrothgar!" The marines chanted as as a single man walked through the great mead hall of yggdrasil, his green armor stained red. He Stopped, and held his axe high for all to see, and the mead hall grew quite. A crude grin drew across his face and uncovered his gnarly fanges, as he spoke, "Tonight, Keltyca, we. Have. VICTORY!" and as cheer broke out in the great mead hall, so too was great kasks of mead. However one table, one company, sat still as an imposing figure seated at the head of the table adorned in white and hold stood. "Congratulate your brothers for their victory, and celebrate the lives of those who have not returned, may Josephine go with them." and with this the last of the marines joined in celebration.

And with these words the man in white made his way to the one soaked in blood.
"Hrothgar my Friend, I trust that is not your blood you wear"
Hrothgar shrugs, "Some of it, What of you I hear you recently purged a world of chaos tain, yets I see not a single drop of blood or even a scratch upon your armor"
" yes well some of us actually take time to clean and maintain our equipment"
"So tell me richard, of this great crusade over the forces of chaos?"
"well it started out fairly simple our forces arrived by thunderhawk, and we sent out detachments of the thrid company for advanced recon, after learning of several power stations to our south that would cripple the capital we surgiacally struck and destroyed those, while I and my cabal dropped into the heart of the city. With the defenses down the tainted PDF was no match for us, and as I found the the governor of the planet, by now a Daemon Prince, responsible for all this in the high tower I challenged him to single combat, at which point... he either accepted or just simply attacked, I cared not it as counted either way, and parried this attack with my shield avalon, and thrust my sword deep into his heart cutting it out and removing his head. Overall a quick victory for us as the rest of the forces now without a leader or chaos power, crubled before our might. Now my friend, what about you and this massive ork victory I'm hearing all of this clamour about"

"well we got smashed, dropped in by pods, and to be totally honest I don't remember much else other than waking up to the bivacated bodies of the ork warboss and his squiggoth. Overall a nice party but now it's time to relax. Table Wenches! More Mead for me and Richard the lionhearted over here!!!"
"yes your ... cunning never ceases to amaze Hrothgar"

Hrothgar, captain of the second company 225

WS:4
BS:4
S:4
T:4
W:3
I:5
A:3+D3
LD: 8
Sv: 2+

Wargear: Terminator armor, Jaws of the celestial bear, Storm botler

Jaws of the celestial bear: These are a matched pair of power axes. They confer +2A instead of the usual +1A for having 2 CCW's

Special Rules: Fearless, Independent character, Drunken rage, Master of the second company.

Drunken Rage: such is the way of the berserker that they give in to absolute blood lust in battle, often at the expense of skill, percision, or even basic thought. Hrothgars attacks charatersitic is 3 +d3A. In addition, he follows the rules for the Rage USR.

Master of the second Company: Berserkers in an army led by Hrothgar are counted as troops units.


Richard lionheart, captain of the fourth company. 200 points

WS: 6(7)
BS: 4
S:4
T:4
W:2
I: 4
A: 3
LD: 10
SV: 3+

Wargear: power armor, Shield of avalon,Josephines Mercy

Shield of Avalon: A relic dating back to the formation of the chapter, it is a storm shield blessed by the emperor himself, in additon it also confers the eternal warrior to richard.

Josephines Mercy: This is an ancient relic originally belonging to the sororitas, it is a master crafted power weapon.

Special Rules: And they shall know no fear, I shall not yield, independant character, Master of the fourth company

I shall not yield: Such is the stauch adherance to the imperial cult of the tytanians that, they will never give up, never yeild, or faulter. They train fervently outside of combat to take the worst punishment a marine can bear. They practice nearly constant self mortification, even in the heart of battle, as to cleanse their soul. any model with this special rule is granted the stubborn, feel no pain, and preferred enemy: daemons, USR's.

Master of the fourth company: Knights of josephine are troops in an army led by richard



and the special units

Berserkers of keltyca 25 point per model

WS: 3
BS: 3
S: 4
T: 4
W: 1
I: 4
A: 1+D3
LD: 6
Sv: 3+

Composition: 5-20 Berserkers
Type: Infantry
Wargear: Two Power Weapons, Power armor
Special Rules:Fearless, Drunken Rage (bonus already included in profile)
Options:

-Any model may replace one or both of thier power weapons with the following
-power fist 5pts
-Thunder hammer 10pts
-Strom Bolter 3pts


Dragon lords 45 point per model

WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
LD:8
Sv:2+

Composition:5 to 10
Type:Infantry
Wargear: Power Claymore, Artificier armor, storm bolter
Special Rules: and they shall know no fear
Options: Any dragon lord may replace their Relic blade with
- thunderhammer 15 pts per model

For every five models in the unit one Dragon lord may replace his storm bolter with
- Assault Cannon for 25 points per model.
- Multi-melta for 10 points per model
- heavy falmer for 5pts per model

Power Claymores are two handed power weapons that confer +1str


Knights of Josephine 30 points per model

WS:4
BS:4
S:4
T:4
W:1
I:4
A:1
LD:10
Sv: 3+

Composition:5-10 Knights
Type: Infantry
Wargear: Power weapon, power armor, combat shield
Special Rules: I shall not yield, ATSKNF
Options: One knight may upgrade its combat shield do a storm shield for 25 points.


Create your special characters! and give feedback on others.  @ 2011/04/11 22:05:11


Post by: Asherian Command


purplefood wrote:
Asherian Command wrote:My rules need approving!
Anyway everyone elses is great. I really like everyone's characters they are so much better than most fan made stuff.

Calnor Alrnia (How do you even pronounce that?)
His chaper tactics is waay too much.
Furious Charge is likely the better option.
Twisting Fates is basically Kantor's Hold the Line but with the addition of honour guard as elites.(Even though they are unlocked by Chapter Masters so RAW you wouldn't be able to take any without one)
The sword master thing is fine.
Give him 3 wounds instead of 4 and you're fine.
Points are good IMO

Malnar
Wargear is fine.
Change his S to 4 instead.
Not sure he should be at350 points... drop him to 300 maybe 250.

Alpha Squadron
Remove the Daemonhammer option.
And the riotshields.

I don't even know what's going on with the Chapter councillor...

he Is pronounced Kael-i-n-or Al-nar-ai
Malnar okay 250 and s4
Alpha Squadron Daemon Hammer and Riot Shields will be rid of.
Chapter Councilor is confusing they are just lore.


Create your special characters! and give feedback on others.  @ 2011/04/11 22:07:20


Post by: purplefood


Okay people!
Can we do them 1 profile at a time?
I don't want to have to quote a massive page of text each time...


Create your special characters! and give feedback on others.  @ 2011/04/11 22:10:26


Post by: Asherian Command


Asherian Command wrote:Calnor Alrnia the Grand Templar
Spoiler:
A Legend Among the Storm Crusaders Calnor Alrnia is the Grand Templar of the Storm Crusaders. His services in the Imperium date back over 8 centuries. His first years of a Space Marine Showed a promising young Neophyte with the honor of a Warrior, he's ambitions to be the best, and to one day save humanity grown even more closer. Calnor Alrnia was once part of the Alpha Squadron along with Val and Malick. And the three of them are now brothers in arms and Leaders of the Chapter. As a Grand Templar Calnor Alrnia is the embodiment of the Chapter. Calnor is proud, taciturn, intelligent, a natural leader. He is fearless as a warrior and his swordsmanship is only matched by the Black Templar's High Marshal. Calnor is also bearer of two relics of the chapter. The Talnris, a sword of an ever burning spirit and the Angel Armor, the self repairing armor and the spirit of the chapter. Truly Calnor is a legend, as he has taken slew of enemies. Killing of a Daemon Prince in the Griminar System, Assassination of a Chaos Lord, Killing of a Dark Eldar Lord, and even banishing over 200 demons in his time in the Storm Crusaders, this is but a small fraction of acts he has done. As the missions of his time in the Alpha Squadron are still shrouded in Mystery. But Calnor Alrnia Bears a secret that all of the Members of the Chapter Council hold as a burden. To speak of it would mean death. And those outside of the Council would meet their death because of this secret.
He is also well known for bringing peace between the Wanderers Chapter and his chapter. Which was strangled by hate for centuries. He is also rumored to be a pyschic blank, though many doubt this, and those that doubt this say he is instead a psychic senstivity, hence why he was almost recommended to become a chaplain. Calnor Alrnia has fought for 8 centuries and he has yet to show his age. With those 8 centuries passed he has noticed that many of the originals that he once served with are now mostly gone. With each passing year, he wonders if he shall be the next to fall.


Spoiler:

WS BS S T W I A Ld Sv
6 5 4 4 3 6 5 10 +2 ++4
Points 235
Special Rules
And they shall know no fear, Independent Character, Combat Tactics, Orbital Bombardment, Feel No Pain.

Chapter Tactics
If you include Calnor Alrnia then all your army lose the Combat Tactics special rule. If you include Calnor Alrnia then all your army lose the Combat Tactics special rule for Furious Charge.

*The Sword Master- Calnor is deadly in combat espically with the blade. He may reroll all failed attempts to wound. (no reroll-rerolls!)

Wargear
Eagle Helm (iron halo). Armor of the Crusader (artficer armor). Jump Pack. Melta Bomb, Frag and Krak Grenades. Astartes Launcher, Combi-Melta, Hell Fire Rounds, Sword of the Grand Templar (relic blade)


Malnar
Spoiler:

Malnar
WS BS S T W I A Ld Sv
6 5 4 5 4 7 4 10 +3 ++4
Special Rules
Master Pysker,And they shall know no fear, Independent Character, Combat Tactics, Fearless, Eternal Warrior,

*The Arch Templar- All Storm Crusaders are all considered fearless if Malnar is played.


Equipment
Slayer Sword- If Malnar Faces a Monstrous Creature he gains +2 to Strength against them.
Force Weapon of Asherian- The Legendary halbried of Asherian Himself is imbued with the power of pyschic abilities of the former head Arch Templar, You may reroll (only once per a power) a pyschic test or to hit with a pyschic power.
Power Armor, Bolt Pistol,
Blessing's of The Emperor- This blessing grants a shield around all that Malnar joins, Malnar gains a +4 invulnerable Save and his squad gains a +5 invulnerable.
Points 300



Alpha Squadron
Spoiler:
Alpha Squadron is organized into 5 man squads. Each squad is given a specefic funtiction as such each squad must peform tasks assigned too them by a specific Grand Guardian. Each Alpha Squad is moblizied in different compainies and are given certain weapons for their jobs. Each Squad is also given a specific name and Target of interest. Each member that survives the Alpha Squadron Trials become captains after the trails are completed. There are 30 squads in total. But only 20 are active at one time. The 10 other squads are kept with the Grand Templars. Each Alpha Squadron Leader is also given a specific duty in the chapter. And are also told of the secrets of the chapter. Many Librarians are joint into Alpha Squads as acting as seers and powerful aids against demons. Librarians are joint to these squads for extended periods. Each squad member when he joins the Alpha Squadron Abandons all names and titles until the trails are finished. But the most famous Alpha Squads is the Squad Calnor Alrnia, Malick Tori, Val Yoal, Mortis "Wolf", Garane Oron, and Talick Tori, are one of the most legendary squads of the alpha squadron. The Alpha Squadron are by the strangest of all the orgainzations of the Storm Crusaders. As they appear as if out of nowhere on battlefields with no warning, they appear and then they disappear after the battle was won, returning into a vessels that even the Imperium worries is not all human made. The Alpha Squadron is organized into certain aspects each representing different parts of the teachings of the Codex Ignantus. The Chapter Council of the Storm Crusaders ensures the outmost loyalty from this sect. IT is even believed the Alpha Squadron targets other chapter marines that are perceived a threat. Though this has never been proofed.

WS BS S T W I A LD SV
Alpha Leader 5 5 4 4 1 4 2 10 3+
Legionarie 4 5 4 4 1 4 2 10 3+
(uses legion of the Damned basically but with some buffs)
Special Rules
Fearless, Slow and Purposeful.

Unyielding Assassins of the Dark.
The Alpha Squadron wear armor that protect them against even the most powerful weaponry. This armor is handed down to each generation of the Alpha Squadron. Their Saving throw is also invulnerable

Strike Experts
All Alpha Squadron squads always start the game in reserve and always arrive by Deep Strike, even in missions that do not normally use these rules. The Alpha Squadron is feared for its timely arrival at the best moment possible for all of the members who they save. You may re-roll the deepstrike scatter dice.

Equipment
Power Leg Enhancements - Power Leg Enhancements are used by Alpha Squadron Members to be able to go through cover/doors/walls/barracides/etc. For purposes of game they gain Move through Cover, and may replace their Strike Experts ability for the Scouts Special rule.
Points 125
Options
1 Alpha Leader and 4 Legionaries

May be Equipped with Special Issue Ammunition for 10 points.

The Alpha Leader Replace his Bolt Pisto/Boltgun with
Chainsword Free
PowerWeapon or Lightning Claw +10
Plasma Pistol or Relic Blade +15
Power Fist or a ThunderHammer +25

All Squad Members may take Leg Enhancements for Free

One Legonarie May be Replaced with a Libarain but he is only allowed 1 pyschic power +60 points
One may replace his boltgun with a......
flamer, meltagun, heavy bolter, a multimelta, or a missile launcher +5
a plasma gun, plasma cannon, or heavy flamer +10
A Lascannon +15

Any Squad members may replace their bolter with a
combi-plasma, combi melta, combi-flamer, storm bolter, for +5 points


Spoiler:

Chapter Councilor
The Storm Crusaders are unlike any other chapter in that they are lead by a council and a Grand Templar this way the Chapter is not controlled only by one man. Each Councilor is a God amongst men, his words can inspire entire regiments or fellow Astrates to bring their full power to bare. Each Councilor brings to bare respect amongst many chapters and awe among his fellow astrates. He is often seeked for advise on the battlefield and they usually fight in the thickest with their dreadful guardians, The Dusk Knights. The Councilors are often tactical leaders and often leave it to other Captains to learn from the field. Each Councilor also has an important job within the chapter, each one controls 5 companies. For a Total of 7 councilors are active at one time within the Storm Crusaders Chapter.
"We are the Knights of Asherian and we are your doom!"
Follows Chapter Master Rules.
For 25 points they may replace his chainsword AND his bolt pistol/bolter for a Weapon of the Crusaders (ETC.) +2 to Strength +1 Initiative. +25 (may not be taken when upgraded to pysker.)


Already there ya go. I will also try to find my other character that I made a while ago.

Hey and I was wrong Calnor Alrnia is 8 centuries old not 1 millenia lol
But still someone who is stronger than Calnor Alnria is rumored to be a pyschic blank doesn't make sense!


Create your special characters! and give feedback on others.  @ 2011/04/11 22:19:26


Post by: Luke_Prowler


Here's another one. The fluff's not quite as good as the Arch-Arsonist.

Warlord Nazdreg Ug Urdgrub

A kunning and ruthless warlord of the Bad Moon clan, he leads his fleet wherever the teef and the gold leads him, making him one of the richest Orks in the the galaxy , with the possible exception of Kaptain Badrukk, which causes a rivalry between the two Orks. The large Warboss actually seems rather intelligent compared to his fellow greenskin, which has allowed him to harass the Imperium at every turn and get away unharmed before the big ships arrive. His personal space hulk, the Scylla, was last seen on Medusa V before Nazdreg managed to escape the impending Warp Storm.

Cost: 186
Stats: 5/4/5/5/3/3/4/9/2+

Wargear: Bosspole, Mega armour, Stikkbombs, Mega Boosta, Kustom Blasta-X Mk. 2

Mega Boosta: The greatest weakness of Mega Armor is it's hulking slowness. While most nobs would take it a fair trade for the increased protection, others refuse to not be the first one stuck in. During any movement (Movement phase, Running, or Assault), mega armored units may roll an additional die for maximum distance.

Kustom Blasta-X Mk. 2
An upgraded version of Nazdreg's signiture weapon, built into his mega-armor.
Rg 36" S 7 Ap 2 Assault 2, Blast, Gets Hot!

Special Rules: Indepenent Character, Eternal Warrior, Furoius Charge, Mob Rule, Waaagh!, Teef Is No Obstacle

Teef Is No Obstacle: Warlord Nazdreg Ug Urdgrub immense wealth allows his boyz to have the best of the best when it comes to equipment. Each unit may have a 5 (or less) point upgrade or weapon for free. Nobs and Freebootaz may instead take a 5 point upgrade that is given to all models in an unit, but the total cost of the upgrade is halved rather than free.

TiNO might be broken.


Create your special characters! and give feedback on others.  @ 2011/04/11 22:24:45


Post by: purplefood


It's okay until you reach TiNO, you were right about that...
Without it though he seems a lttle bland...
Maybe try and think up another rule that reflects his wealth?
All Ork units recieve +1 to their armour save or one armour value (You pick 1 armour value for all your vehicles e.g. all side AV increases by 1) to a maximum of 2+ or AV14


Create your special characters! and give feedback on others.  @ 2011/04/11 22:31:59


Post by: gendoikari87


Hey guys what do you think of myrddins power The annihilation of anthros? it seems underpowered now, actually running some psychic tests i have yet to get it off.


Create your special characters! and give feedback on others.  @ 2011/04/11 22:49:52


Post by: purplefood


gendoikari87 wrote:Myrddin Wyllt - 300 points

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

Wargear: force weapon, Power armor, Psychic hood.

Special Rules: psyker level 3, And they shall know no fear, Independant character. Master of the thrid company

Master of the third company: Scout Squads in an army that includes Myrddin have +1BS

Psychic Powers: The Shifting, Lightning blast, Annihilation of anthros.

The shifting: Myrddin is able to shift his form and even flicker out of time for a brief period

This power is used at the start of the players assault phase, if successful, myrddin gainst +1str, +1 initiative, +1ws, and +2 attacks, and all successfull rolls to hit against myrddin must be re-rolled. the effects of this power last until the start of the next turn.

Lightning Blast: Myrrdin calls forth a ball of lightning capable of striking with immense power.

This is a psychic shooting attack with the profile below

Range: unlimited 48" instead?
Str: 8
AP: 3
Type: Ordinance 1, Large blast

Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.

This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+3" of Myrddin (friend and foe, excluding myrddin), are removed from play, myrddin then takes a single 10 ap - hit. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.
This power seems kinda OP but you have put enough downsides that it doesn't make it worth using unless you happen to be next to a land raider full of terminators

Automatically Appended Next Post:
Hrothgar, captain of the second company 185

WS:5
BS:5

S:4
T:4
W:3
I:5
A:3+D3
LD: 8
Sv: 2+

Wargear: Terminator armor, Jaws of the celestial bear, Storm botler

Jaws of the celestial bear: These are a matched pair of power axes. They confer +2A instead of the usual +1A for having 2 CCW's

Special Rules: Fearless, Independent character, Bloodlust, Master of the second company, Rage

Bloodlust: such is the way of the berserker that they give in to absolute blood lust in battle, often at the expense of skill, percision, or even basic thought. Hrothgars attacks charatersitic is 3 +d3A.

Master of the second Company: Berserkers in an army led by Hrothgar are counted as troops units.


Okay...
Blue is things i have changed and comments.
Red are things i have disagreed with.
I have simplified the Drunken rage thing into 2 seperate rules.


Create your special characters! and give feedback on others.  @ 2011/04/11 22:59:17


Post by: EmilCrane


So far all I've gotten back about my character is that the lasgun is too powerful, even though its a lot less powerful than some of the stuff in the GK codex. Anyway, anyone else have any feed back?


Create your special characters! and give feedback on others.  @ 2011/04/11 23:02:02


Post by: Field Gen


Here is what I use for a wolf lord. But I will increase his stuff to reflect how awesome he really should be.

Wolf Lord: Voluund Gunnar - I found this cool looking model that looks just like I invisioned him to look.
http://images.dakkadakka.com/gallery/2010/11/6/153210_md-Space%20Marines%2C%20Space%20Wolves%2C%20Wolf%20Lord.JPG


WS: 6
BS: -
S: 5/10
T: 4
I: 4
A: 4
LD: 8
Sv: 2/3

Special Rules:

Counter Attack, Acute Senses, And they shall know no fear, Fleet, Eternal Warrior

Wear gear: Meta bombs, Storm Sheild, Freki

Freki: Voluund has fought with a Thunder Hammer since his first battle. Given to him when the Wolf lord he was under the command of gave to him just before he died and infused his warriors soul into it.
Named after the great wolf Freki, He has fought so many battles with the Thunder Hammer he has unlocked secrets to its use and the art of slaining any foes with it. Voluund may not only reroll to hits in close combat with it. He can also strike at his normal initiative with the hammer and ignoring the thunder hammer rule that would normally force the thunder hammer to strike even after Initiative 1 weapons.



Create your special characters! and give feedback on others.  @ 2011/04/11 23:05:49


Post by: Chaos Lord Gir


Anyone mind giving me feedback on my char? on page 2 I believe.


Create your special characters! and give feedback on others.  @ 2011/04/11 23:10:56


Post by: gendoikari87


Okay...
Blue is things i have changed and comments.
Red are things i have disagreed with.
I have simplified the Drunken rage thing into 2 seperate rules.

why the WS and BS 5 on a guy that goes into battle completely plastered?

anyway i've edited some things, let me know what you think.


Automatically Appended Next Post:
Chaos Lord Gir wrote:Anyone mind giving me feedback on my char? on page 2 I believe.
Cool fluff for a chaos underling (I.E. not a prince or above), definately in no way OP, nice and mild.


Create your special characters! and give feedback on others.  @ 2011/04/12 00:04:04


Post by: purplefood


gendoikari87 wrote:
Okay...
Blue is things i have changed and comments.
Red are things i have disagreed with.
I have simplified the Drunken rage thing into 2 seperate rules.

why the WS and BS 5 on a guy that goes into battle completely plastered?

anyway i've edited some things, let me know what you think.


Automatically Appended Next Post:
Chaos Lord Gir wrote:Anyone mind giving me feedback on my char? on page 2 I believe.
Cool fluff for a chaos underling (I.E. not a prince or above), definately in no way OP, nice and mild.

Maybe change the BS back to 4 then...
WS is gonna be 5 IMO he would be WS6 if he was sober...


Automatically Appended Next Post:
Field Gen wrote:Here is what I use for a wolf lord. But I will increase his stuff to reflect how awesome he really should be.

Wolf Lord: Voluund Gunnar - I found this cool looking model that looks just like I invisioned him to look.
http://images.dakkadakka.com/gallery/2010/11/6/153210_md-Space%20Marines%2C%20Space%20Wolves%2C%20Wolf%20Lord.JPG


WS: 6
BS: -
S: 5/10
T: 4
I: 4
A: 4
LD: 8
Sv: 2/3

Special Rules:

Counter Attack, Acute Senses, And they shall know no fear, Fleet, Eternal Warrior

Wear gear: Meta bombs, Storm Sheild, Freki

Freki: Voluund has fought with a Thunder Hammer since his first battle. Given to him when the Wolf lord he was under the command of gave to him just before he died and infused his warriors soul into it.
Named after the great wolf Freki, He has fought so many battles with the Thunder Hammer he has unlocked secrets to its use and the art of slaining any foes with it. Voluund may not only reroll to hits in close combat with it. He can also strike at his normal initiative with the hammer and ignoring the thunder hammer rule that would normally force the thunder hammer to strike even after Initiative 1 weapons.


The hammer is a bit much...
Maybe something like this
Freki:Valuund has fought with a thunder hammer for his entire career. He has mastered how to use them perfectly. He may use Freki as a regular Thunder Hammer and re-roll to hit rolls or he can use it as a power weapon that strikes at +2S.


Automatically Appended Next Post:
EmilCrane wrote:Reworked my character to be more balanced, and added fluff

Captain Aedan Duran Pts: 120

Captain Duran is one of cadia's toughest and least celebrated heroes. Like all other Cadians he joined the whiteshield corps and served before becoming an officer. He was selected for kasrkin school soon after.

During the 13th black crusade he commanded a kasrkin company and led his men in daring hit and run raids on enemy positions. Supply columns and anti aircraft guns were the first targets, allowing the imperial navy to contest the skies above cadia. Eventually he started hitting armoured columns. His company claimed six land raiders, 14 leman russ battle tanks, 10 predators and countless supply trucks and APCs. That does not include tanks killed by air strikes and artillery expertly called in by unseen observers.

Duran doesn't make us of a command squad, preferring to blend in to his men. His company is famed for their high numbers of elite troops and specialist equipment and are in high demand with imperial commanders across the imperium.

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

Wargear: Carapace Armour, Custom Hotshot lasgun, Power sword, melta bombs, frag grenades, demolition charge

Custom Hotshot Lasgun

Range- 24"
Str- 4
AP- 3
Notes- Assault 3

Special Rules:
Independent Character

Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops. In addition, one squad may take a medic upgrade for 30 pts and may select a valkyrie as a dedicated transport.

Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.

Hit that target: Duran orders the unit to storm the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.

He's fine...
The Lasgun is as it should be for all Stormtroopers IMO.
The Orders are fine.
Change his W to 2 and make him 150 points.


Create your special characters! and give feedback on others.  @ 2011/04/12 00:37:17


Post by: Field Gen


Chaos Lord Gir wrote:Thur'kalnash- The herald of the Blood Storm
160 points

Thur'kalnash remembers none of his creation, only that he was forged by Khorne's will in a moment of his unending rage and the herald took on an aspect of Khorne's unimaginable seething fury. Where Thur'kalnash walks the very air simmers and writhes as he turns his attention towards the enemies of his God, with a roar and a point of his ornate hell-blade, he causes the air to swirl into a crimson mist, boiling the blood inside the very bodies and crushing the souls of all nearby mortals, foolish enough to try and defy the Lord of Battle.

Thur'Kalnash is a Herald of Khorne, so follows the same HQ slot as Heralds (two make up one HQ slot)

WS6 BS3 S5 T4 W2 I5 LD10 A4 Sv3+/5++

Unique
Special Rules- Independant Character, Daemon, Furious Charge

Daemonic gifts- Blessing of the Blood God, Iron Hide, Hellblade, Unholy Strength

Special Rules-

Herald of the blood storm- Thur'kalnash is surrounded by a swirling vortex of scorching air and howling warp matter, causing deadly results to any foes foolish enough to close the distance towards him.
In game this makes all terrain within 6" of Thur'kalnash and his unit count as difficult terrain for non Khorne models , also Thur'Kalnash's unit is counted as being equipped with Defensive and Offensive grenades (but provide no S to vechiles)

Blood Surge- With a roar and a sweep of his claws towards to chosen enemy, the Herald goads his allies into a even greater fury. When Thur'kalnash and any unit he is attatched to charges, they may re-roll any failed To Hit's.



@purple food.

Hmm. I dunno, Seems like a good idea too! would miss the double str though lol. But seems good.



OK Guys what do you think about this character...Its my actual self if I would had grown up in.


Army: Inquisition - May be purchased by any Non Chaos Space Marine, or I.G army that includes man of Imperium models.

Jesse Chenoweth - Can be added to any space wolf unit choice for 3 points or for 60 points. Can be selected as a Elite choice for any other army.
UNIQUE

BS:2 WS: 4 S:1 T:1 I: 5 W:1 A: 2 LD: 5 SV: -

Fleet, Hit and Run, and they shall know no fear but I will RUN THE HELL AWAY

Squirmy little runt: While he is no where near suited for combat, He holds no real military Training, by human standards is very skinny and fragile. He is very quick and great at moving around and often times out of pure luck can dodge seemingly impossible objects flying at him. To represent this all successful hits in ranged must be rerolled. They cannot be rerolled for any reason even if an Eldar has cast fortune to hit him. A failure to shoot him is a failure.

And they shall know no fear but I will RUN THE HELL AWAY He is weak but a good boy. Jesse cannot charge into combat alone. If your opponent charges Jesse or the squad he is in. The assault ends with the models in base to base contact with Jesse's Model and He runs 3d6 inches in the direction that points as far away from any other enemy model as possible. Jesse cannot become trapped even if surrounded as he is small, Squirmy and can easily squeeze past people and lucky dodge hits. So becoming trapped is impossible. He will dive between the claws in the thunder claws, Somehow make an impossible leap over or under a thunder hammer or in between the legs of the enemy if they are big enough. Monkey climb over what ever tank is in his way at an amazing speed as the enemy looks in confusion as to how the heck he was able to get away like that? Only when accompanied by no less than six other models can Jesse be locked into combat.


Stealthy: Jesse loves to play hide and seek and loves to be all stealthy. After all he is no warrior for sure! Because of this he will often take anything he can find lying around and fashion it into camo. Often going to ground and sneaking around. If Jesse is by himself. All models attempting to fire at jesse must follow the night fighting rules. This also confers the Stealth Rule to Jesse.

Tech marine at heart: If Jesse is in base to base contact with a damaged vehicle. He may roll a a D6. On a 4+ he can negate immobilized. Repair up to two weapons or Negate a crew shaken or stunned.

Burrow and Borrow: - A most humorous thing that Jesse finds appealing that is if he penetrates the armor on any non skimmer tank. He will use his Ghost Lance Claws to tear a part a hole and burrow into the machine. Rewiring the machine Taking out controls etc. During the opponents next turn. You may control the movement and Firing phase of that tank. If it is a transport or has models inside they may not disembark. During the Assault phase Jesse Exits the machine anywhere around the tank and the tank is considered Immobilized and suffers crew stunned even if the tank has special options that would normally make the tank crew shaken.

Luckiest Fether alive.

Jesse at times has shown to be protected by some unknown and POWERFUL force. He is no psyker and has no armor protecting him. He is but normal human but at one point has survived all of his bones being broken, internal organs blown or failed when hit by shells and even a plasma cannon misfire hitting him. He hold no scars amazingly and Can survive horrible wounds...somehow. How long that will last or if he is just the luckiest fether in the world no one knows. Any rolls to wound on a roll of a 2 count as a 1 and deal no wound.

War Gear:
Ghost Lance Gauntlets
Las Pistol

Ghost Lance is a very special kind of claw like gauntlet that Jesse Created himself. It is unlike anything else ever seen and all attempts to be made into a much larger and more sturdy version for Space marine use has failed due to the nature of its design.

The gauntlets are leather base with machine mounted into them so they are very comfy! They have a bone like structure design to make look like a metal human skeletal hand over the gloves underneath. They emit a powerful force of plasma and electrical energies around them to form a small and slender "force claws". They emit no heat but the energy is so intense that despite Jesses Inferior Muscle power. With using only a little effort the claws can easily puncture, Tear and melt off anything they touch. Amazingly enough they can flux and have an impressive I.A. So when Jesse opens or closes his hands the power behind them will auto adjust within less than a millionth of a second so that they do not cause him any harm. To others looking at them they appear to be Transparent and Ghostly white/blue slender claws. Like a Daemons claws. Almost all whom get their first look at how easily it can tear through Even Terminators armor and how easily Jesse can make a "him sized hole" into a tanks armor become afraid of the power these tiny little claws have on his small hands.

This confers the following - Will hit in close combat on a 3+. Against units, Ignores both armor and Invulnerable saves.
Allows a 5d6 Armor Penetration against Vehicles and adds +1 to the damage table. Cannot go past 6.

Comments and questions welcome.


I like it! Seems to fit rather well with the Khorne themed army.


Create your special characters! and give feedback on others.  @ 2011/04/12 00:40:26


Post by: Gus_Papas


Could someone please comment on mine? They're at the top of page 2.


Create your special characters! and give feedback on others.  @ 2011/04/12 00:45:05


Post by: purplefood


Gus_Papas wrote:Ankhomen, Chosen of Ahriman, Sorceror of Tzeentch - 275 pts

A prominent figure in Ahriman's cabal, Ankhomen is a powerful sorcerer, whose thousands of years of tutelage by Ahriman, along with the effects of the Rubric, have given him enormous power and mastery of sorcery.

WS5 BS5 S4(6) T4 W3 I5 A3 Sv2+/4+ Ld10

Wargear: Master-Crafted Bolt Pistol, Frag & Krak grenades, Personal Icon
Staff of Distortion - A master-crafted force weapon, increases Strengh by 2 (included in profile), confers 4+ Invulnerable save (included in profile), and allows the bearer to use 3 psychic powers a turn, and can even use a power more than once. The Staff of Distortion was crafted by the 9 greatest heralds of Tzeentch, exposing all weakness in an enemy and protecting the bearer.

Nonagrammatic Armor - Armor completely covered in twisted runes capable of driving lesser beings insane. The Nonagrammatic Armor confers a 2+ armor save. Additionally, when taking any psychic test, always test on 3D6 and pick the lowest two rolls.

Special Rules: Independent Character, Stubborn, Warptime (as in C:CSM), Gift of Chaos (as in C:CSM), Eternal Warrior
Warpfire - A psychic shooting attack with the following profile: SX AP2 Assault Template. Warpfire always wounds on a roll of 3+. A roiling blast of sinister blue flame, which consumes the very life force of its victims.
Pandemonium Lance - A psychic shooting attack with the following profile: R24" S8 AP1 Assault 1 Lance. A brilliant beam of writhing psychic energies, it alters the very nature of the materials it touches, changing their composition and making them easier to penetrate.
Entropous Onslaught - A psychic shooting attack with the following profile: R36" S5 AP3 Assault 3D3. The sorceror unleashes brilliant blasts of energy, color-shifting fireballs, warp lightning, invisible force, etc. against his foes.
Whispers of Treachery - A psychic power cast in the shooting phase which, when successful, allows you to move the models in an enemy squad 6", or have those models fire on their comrades. May not be used against vehicles. The sorcerer invokes dark magics to bend the will of his enemies for his own gain.


Feldmarschall Artur "Stahlwird" Von Sieg - +55 pts

WS4 BS4 S3(4) T3 W3 I4 A3 Sv4+/5+ Ld10

The Field Marshall is an upgrade character for a Company Command Squad from C:IG, and replaces the company commander.

Wargear: Carapace Armor, Refractor Field, Master-Crafted Plasma Pistol
Stahlsfang - A Master-Crafted power sword, family heirloom of the Von Siegs. Confers +1 Strength (included in profile).
Personal Voxbead - Stahlwird counts as having a Vox-caster as described in C:IG

Special Rules:
Too Stubborn to Die - Stahlwird is so single-mindedly devoted to the Emperor and his duty he simply refuses to give in. Confers the stubborn and Eternal Warrior USRs. His will is so strong that all units within 12" gain the Stubborn USR.
Master Strategist - Stahlwird can issue three orders per turn at 12".
"Storm the Defenses!" - An order which makes the weapons of a squad (with the exception of meltas, heavy weapons, ripper guns, and shotguns) Assault 2, and grants the Furious Charge USR. This order may be issued more than once.



It's pretty rough, but what do you guys think?




Make the whispers of treachery force them to take a Ld test first.
The If fellow is okay...
Make it 70 points instead.
His storm the defenses order combined with a powerblob would be... unhealthy for anything in the way possibley change it to either Furious charge or Assault 2 guns, not both.


Create your special characters! and give feedback on others.  @ 2011/04/12 00:54:58


Post by: Melissia


Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....


Captain Melissa Taylor, Commander of the Umaran Remnants

Cost: 175 pts
WS: 5
BS: 5
Strength: 3(5)
Toughness: 3
Wounds: 3
Initiative: 4
Attacks: 4
Leadership: 10
Saves: 4+/4++

Type: Independent Character, Infantry

Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun

Rules: Aura of Courage, The Emperor's Own Luck

Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"

Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.

Rules:

The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.

Assault Pattern Lasgun: A lascarbine designed for short ranged combat. R18", S3 AP-, Assault 2.

Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.

The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.

Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.


Create your special characters! and give feedback on others.  @ 2011/04/12 00:59:16


Post by: Field Gen


Gus_Papas wrote:Ankhomen, Chosen of Ahriman, Sorceror of Tzeentch - 275 pts

A prominent figure in Ahriman's cabal, Ankhomen is a powerful sorcerer, whose thousands of years of tutelage by Ahriman, along with the effects of the Rubric, have given him enormous power and mastery of sorcery.

WS5 BS5 S4(6) T4 W3 I5 A3 Sv2+/4+ Ld10

Wargear: Master-Crafted Bolt Pistol, Frag & Krak grenades, Personal Icon
Staff of Distortion - A master-crafted force weapon, increases Strengh by 2 (included in profile), confers 4+ Invulnerable save (included in profile), and allows the bearer to use 3 psychic powers a turn, and can even use a power more than once. The Staff of Distortion was crafted by the 9 greatest heralds of Tzeentch, exposing all weakness in an enemy and protecting the bearer.
Nonagrammatic Armor - Armor completely covered in twisted runes capable of driving lesser beings insane. The Nonagrammatic Armor confers a 2+ armor save. Additionally, when taking any psychic test, always test on 3D6 and pick the lowest two rolls.

Special Rules: Independent Character, Stubborn, Warptime (as in C:CSM), Gift of Chaos (as in C:CSM), Eternal Warrior
Warpfire - A psychic shooting attack with the following profile: SX AP2 Assault Template. Warpfire always wounds on a roll of 3+. A roiling blast of sinister blue flame, which consumes the very life force of its victims.
Pandemonium Lance - A psychic shooting attack with the following profile: R24" S8 AP1 Assault 1 Lance. A brilliant beam of writhing psychic energies, it alters the very nature of the materials it touches, changing their composition and making them easier to penetrate.
Entropous Onslaught - A psychic shooting attack with the following profile: R36" S5 AP3 Assault 3D3. The sorceror unleashes brilliant blasts of energy, color-shifting fireballs, warp lightning, invisible force, etc. against his foes.
Whispers of Treachery - A psychic power cast in the shooting phase which, when successful, allows you to move the models in an enemy squad 6", or have those models fire on their comrades. May not be used against vehicles. The sorcerer invokes dark magics to bend the will of his enemies for his own gain.



Feldmarschall Artur "Stahlwird" Von Sieg - +55 pts

WS4 BS4 S3(4) T3 W3 I4 A3 Sv4+/5+ Ld10

The Field Marshall is an upgrade character for a Company Command Squad from C:IG, and replaces the company commander.

Wargear: Carapace Armor, Refractor Field, Master-Crafted Plasma Pistol
Stahlsfang - A Master-Crafted power sword, family heirloom of the Von Siegs. Confers +1 Strength (included in profile).
Personal Voxbead - Stahlwird counts as having a Vox-caster as described in C:IG

Special Rules:
Too Stubborn to Die - Stahlwird is so single-mindedly devoted to the Emperor and his duty he simply refuses to give in. Confers the stubborn and Eternal Warrior USRs. His will is so strong that all units within 12" gain the Stubborn USR.
Master Strategist - Stahlwird can issue three orders per turn at 12".
"Storm the Defenses!" - An order which makes the weapons of a squad (with the exception of meltas, heavy weapons, ripper guns, and shotguns) Assault 2, and grants the Furious Charge USR. This order may be issued more than once.


It's pretty rough, but what do you guys think?




seems kinda funny to me with the "you gain stubborn thing lol"

I like it


Create your special characters! and give feedback on others.  @ 2011/04/12 01:08:14


Post by: purplefood


Melissia wrote:Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....


Captain Melissa Taylor, Commander of the Umaran Remnants

Cost: 175 pts
WS: 5
BS: 5
Strength: 3(5)
Toughness: 3
Wounds: 3
Initiative: 4
Attacks: 4
Leadership: 10
Saves: 4+/4++

Type: Independent Character, Infantry

Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun

Rules: Aura of Courage, The Emperor's Own Luck

Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"

Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.

Rules:

The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.

Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.

The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.

Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.

I like the fluff for the character...
I'd cost her at 150 ponts personally.
Though i'm not sure what kind of damage that spear does...
I like the Aura of Courage and Alpha Strike.
Actually 175 sounds fair...
What does the assault pattern lasgun do?


Create your special characters! and give feedback on others.  @ 2011/04/12 01:12:19


Post by: Melissia


Oops, I forgot to include it.

It's basically just an 18" shotgun.


Create your special characters! and give feedback on others.  @ 2011/04/12 01:22:32


Post by: purplefood


Melissia wrote:Oops, I forgot to include it.

It's basically just an 18" shotgun.

175 is about rght then...


Create your special characters! and give feedback on others.  @ 2011/04/12 01:28:33


Post by: Field Gen


So what do you guys think about my second character. Jesse?


Create your special characters! and give feedback on others.  @ 2011/04/12 01:38:22


Post by: Melissia


purplefood wrote:
Melissia wrote:Oops, I forgot to include it.

It's basically just an 18" shotgun.

175 is about rght then...
Technically she costs 265 minimum, because of her retinue...


Create your special characters! and give feedback on others.  @ 2011/04/12 01:44:33


Post by: Sephyr


I'd also like some feedback on Augustus, back on page 2. Wondering if the mechanics really bear out.


Create your special characters! and give feedback on others.  @ 2011/04/12 01:52:40


Post by: Fafnir


I wouldn't mind a little feedback on both of my characters, found on page 2 (Master Executioner Asagrim Woden and SanctifierHaephestos). Feedback on the fluff would also be appreciated (although I'm aware that Haephestos doesn't have any fluff written for him yet... I really should get around to that, considering I already got 15 pages worth of fluff for the rest of the chapter).

For now thow...

Melissia wrote:Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....


Captain Melissa Taylor, Commander of the Umaran Remnants

Cost: 175 pts
WS: 5
BS: 5
Strength: 3(5)
Toughness: 3
Wounds: 3
Initiative: 4
Attacks: 4
Leadership: 10
Saves: 4+/4++

Type: Independent Character, Infantry

Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun

Rules: Aura of Courage, The Emperor's Own Luck

Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"

Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.

Rules:

The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.

Assault Pattern Lasgun: A lascarbine designed for short ranged combat. R18", S3 AP-, Assault 2.

Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.

The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.

Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.


Not bad. I'd drop Eternal Warrior (being a retinue, it seems a little overkill anyway), however. Also, Alpha Strike seems a little powerful. Perhaps have it apply to a single allied unit?

She looks like a great countercharge character.


Create your special characters! and give feedback on others.  @ 2011/04/12 02:04:38


Post by: gendoikari87


Melissia wrote:Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....


Captain Melissa Taylor, Commander of the Umaran Remnants

Cost: 175 pts
WS: 5
BS: 5
Strength: 3(5)
Toughness: 3
Wounds: 3
Initiative: 4
Attacks: 4
Leadership: 10
Saves: 4+/4++

Type: Independent Character, Infantry

Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun

Rules: Aura of Courage, The Emperor's Own Luck

Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"

Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.

Rules:

The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.

Assault Pattern Lasgun: A lascarbine designed for short ranged combat. R18", S3 AP-, Assault 2.

Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.

The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.

Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.
Okay THIS is how you do a guard character. Initiative 4 might be a wee bit unfluffy, but otherwise good fluff, good rules, not OP, and well costed. +1 to melissa.


Create your special characters! and give feedback on others.  @ 2011/04/12 02:06:50


Post by: Fafnir


Really though, I4 isn't even needed, since she should be taking the charge (or at least giving the enemy second thoughts about charging), not giving it. Consider making the spear Master Crafted.


Create your special characters! and give feedback on others.  @ 2011/04/12 02:35:47


Post by: sub-zero


Well, I guess I'll jump on the bandwagon too, could some of you please critique and comment on Magnus Antonius Carbohal. Who I think is the only Ultramarine special character on this thread. Page 2, Thanks.


Create your special characters! and give feedback on others.  @ 2011/04/12 02:43:57


Post by: Field Gen


sub-zero wrote:Magnus Carbohal is a direct decendant of Lord Macragge Marneus Calgar. From the time of his birth he was supervised and trained by Marneus himself. His rise through the ranks from initiate to capt. of the first company was watched by Lord Macragge with great interest and over whelming pride. To prove his worth, Magnus volenteered for the most dangerous missions, including boarding actions of Tyranid infested space hulks as a scout to direct frontal assaults of ork strongholds as a space marine of the 4th company. He served under Chaplain Cassius in the tyranid veterans squad for over five decades before taking on the role as a terminator in the 1st company. Subsuquentally his master crafted heavy flamer named "Devine Purification" was built by Cassius himself. After serving nearly 30 years as a terminator, he was givin the prestigious opportunity to lead the 1st company as thier captain. Upon giving this honor, Marneus Calgar ordered the tech-priests of Mars to craft a lightning claw the likes of which have never been seen before. Using the rarest of materials and technology that had been forgotten for thousands of years, the Magos of the Adeptus Mechanicus laboured for 7 years creating this most devistating of weapons. Fabricator-General Titanicus Gearhart of the cult mechanicus presented "Omnissiah's Vengeance" to Marneus Calgar, who then bestowed this great and terrible weapon of destruction to Capt. Magnus Carbohal. As the natural succesor to Marneus Calgar as Chapter Master, the unwaivering pride that is instilled into Magnus is also felt by those who serve under him. His men, though mortally wounded, continue to fight with ferocous aggression. So deep rooted is his passion for victory that has been known to enter a trance like state when his battle brothers fall on the fields of battle. When in this state of rage, it has been said that he becomes death incarnate, a blur of lightning claw and spewing forth streams of white hot promethium, moving at a pace that is unatural even for an astartes. He runs from foe to doomed foe, slicing and burning everything in his path. His unquenchable thirst for victory and his rage for vengeance worries Marneus and the other Captains, for they know that the future of the Ultramarines rests in his hands as the named future Chapter Master. If he should fall, so shall the hope and strengh of the Ultramarines.

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/LUGFT-HURON-CHAPTER-MASTER-OF-THE-ASTRAL-CLAWS.html

C + C is welcome, any ideas on different special rules are encouraged, but please keep the comments to a constructive nature, Thanks.


I dunno what might be done for special rules but it looks good to me.


Create your special characters! and give feedback on others.  @ 2011/04/12 02:51:39


Post by: Melissia


Well, the reason she is WS5/BS5/I4 is because...

Spoiler:
... she was supposed to have been a champion of chaos undivided, as her family was bred for the purpose, and the day she was born, she was taken and had a ritual performed to provide her a connection with the four gods of chaos.

Eventually, she ended up face to face with a chaos sorcerer of a renegade chapter who expected her (whom had had a really gakky life in the Imperium until then) to join the forces of Chaos as a new champion. Realizing that they had set the whole thing up, had been the entire reason she had suffered all this time, she instead betrayed the forces of chaos and struck down the sorcerer by forcing his psychic powers to backlash against him through sheer willpower, causing him to suffer a particularly bad peril of the warp.

However, the curse on her body was still there, and even though she and a good portion of remaining loyalist Umarans escaped the destruction (via exterminatus) of their planet, she is cursed with eternal life and youth. The reason she has the stats isn't because of innate skill, but rather centuries of practice because she can't actually die.

I say it's a curse, because she's outlived everyone she knew and loved, and she knows she'll constantly outlive everyone else she ever knows and loves. She is still quite vulnerable too-- as vulnerable as any human, to disease, hunger, pain, etc. The only difference is that when she "dies", she wakes up somewhere else, wracked in mind-breaking pain as her body literally regrows from nothingness-- usually waking up on a death world or a war-stricken world, as the chaos gods work to try to psychologically break her so that they can claim their prize (an eternally living, skilled servant), while she struggles to get back to the Imperium at large and her regiment in specific.


Long story short: Basically, she's only that skilled because she's particularly long-lived, and so she's had a lot more practice than most humans could ever possibly have.


I could change Eternal Warrior into something like a combination of Yarrick's get up rule and Celestine's resurrection rule... Like this:

Cursed With Life: If Captain Melissa Taylor is removed from battle for any reason, roll D6 at the start of each turn after. On a 6, she may be deployed from any table edge as an independent character, with all wounds restored. On a 1, she is brought back on a table edge chosen by the opposing commander, with one wound remaining. He first "death" always grants a kill point regardless of the result (no subsequent deaths grant kill points). Her retinue is not brought back in this way.

Keep in mind, if I did this, she'd lose eternal warrior, and end up being instakilled by S6 or better weapons. Or force weapons. And so on and so forth.


Create your special characters! and give feedback on others.  @ 2011/04/12 02:52:23


Post by: sub-zero


I dunno what might be done for special rules but it looks good to me.


^^^ WOW! really?, alright then...NAILED IT!!! LOL


Create your special characters! and give feedback on others.  @ 2011/04/12 02:56:57


Post by: Melissia


As a side note, I just decided on eternal warrior because it's simpler, both to use and to balance out.


Create your special characters! and give feedback on others.  @ 2011/04/12 03:16:31


Post by: Field Gen


What does you guys think of Burrow and Borrow or the Ghost Lance? I made the character out to be hard to kill but in a way that is unique to anything else.

While every other model is 100% kill, War and super heavy trained and slapped with 8feet of pure muscle and energiezed with amazing warp powers. He gets things done differently.

Just an average human with an impressive aptitude for mechanics and inventing stuff. Plus he is super lucky and cowardly. Because you would throw him in with some guys. He helps out if he is brave enough with enough people to feel safe around and get him near an enemy tank and he commandeers it lol.


Create your special characters! and give feedback on others.  @ 2011/04/12 03:16:34


Post by: Andilus Greatsword


I already run my Wolf Lord similarly to this, but added 3 special rules (and upped his cost as a result). He's meant to be a close-combat monster, the drawback being that his ranged abilities are very limited:

Wolf Lord Andilus Greatsword

Cost: 250 pts
WS: 6
BS: 5
Strength: 4
Toughness: 4
Wounds: 3
Initiative: 5
Attacks: 4
Leadership: 10
Saves: 2+

Type: Independent Character, Infantry

Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman

Rules: ATSKNF, Acute Senses, Counter-Attack, Eternal Warrior (Saga of the Bear), Fury of the Wolf, A Glorious Death

Rules:

Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that can be used as either a frost blade or a powerfist. These attacks can be allocated like Logan Grimnar's Axe of Morkai.

Fury of the Wolf: Andilus is exceedingly aggressive, throwing himself headlong at opponents. Luckily, his martial prowess is all-but unmatched. Andilus' storm shield counts as an additional close combat weapon in the first round of combat (similar to Arjac Rockfist's Anvil Shield), and he gains +2 Attacks on the charge, rather than +1. However, he only gains +1 Attack when he Counter-Attacks.

A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage special rule as he attempts to bring as many enemies down with him as he can.


Create your special characters! and give feedback on others.  @ 2011/04/12 03:20:48


Post by: Field Gen


So you combined Logan Grimnar, Bloodclaws and Arjac?

Good show!


Create your special characters! and give feedback on others.  @ 2011/04/12 03:22:33


Post by: Andilus Greatsword


Field Gen wrote:So you combined Logan Grimnar, Bloodclaws and Arjac?

Good show!


Yeah my fluff isn't very creative, I need to actually think it over sometime...

That said, he borrows some rules from characters, but he is more akin to Ragnar than Logan/Arjac. Logan is great for his force because he can confer special rules onto other units and make Wolf Guard troops choices, but Andilus is more of a straight-up character-killer/glory hound.


Create your special characters! and give feedback on others.  @ 2011/04/12 03:48:57


Post by: ghargatuloth


Star Lord Zephrys Coronus of the Aeonian Guard

Points: 300
WS-8
BS-4
S-4
T-4
W-4
I-2/5
A-3/3*
Ld-10
Save-2/5

Type: Independant Character, Infantry

Equipment: Power Armour, Frag and Krak grenades, Storm Bolter, Star Bolt ammo, Starsmith's Sword, Meteor Hammer*

Special Rules: Eternal Warrior, Master of Deployment, Orbital Bombardment, Counter Charge

Rules:
Star Bolt ammo: Star Bolt ammo is a standard bolt round infused with stardust. When fired it creates an intense amount of heat within the chamber. The warrior who possesses Star Bolt ammo fires at normal strength but the AP is increased to 2. However should you choose to fire this round you must pass an overheat test or the gun becomes inoperable for the player turn.

Starsmith's Sword: A sword almost challenges that of the primarchs and possibly the Emperor's for beauty and destruction. There are very few records of this sword throughout the Imperium. Its blade is royal blue with a strange "Star Fire" engulfing it in combat. This blade acts as Power Weapon that always wounds on a 3+.

Meteor Hammer*: This hammer is legend throughtout both the Imperium and Mechanicus alike. It is an enormous warhammer that contains the pure essence and the fury of a dying star. This hammer replaces the Star Lord's storm bolter and Starsmith's Sword, for this is a 2H weapon. It has the same effect as a normal Thunder Hammer, but it always swings at strength 10 in CC. This weapon has a special rule called the Big Bang, this creates a shockwave of pure cosmic energy that emminates from the hammer causing severe damage. Roll an additional D6 attacks when swinging with this weapon.

Master of Deployment: At the end of the deployment phase before the first player turn, you may redeploy one of your units before the game starts OR reroll for deepstrike roll.

The Star Lord may also purchase Terminator Armour. In addition the Star Lord may take a body guard unit of either terminators or standard Space Marines. Regardless of what ranged weapons they are equipped with, they all have cosmic power weapons. These add D3 attacks to the base attack power in CC.

(I can post fluff if anyone wants.)

Please leave comments and feedback.


Create your special characters! and give feedback on others.  @ 2011/04/12 03:52:08


Post by: Gus_Papas


D'oh...


Create your special characters! and give feedback on others.  @ 2011/04/12 03:57:14


Post by: Melissia


Gus_Papas wrote:@ Mellisia

Thanks, I'll make the changes.
Wait, what?


Create your special characters! and give feedback on others.  @ 2011/04/12 03:58:29


Post by: Fafnir


Oops, when I was asking people to review my characters earlier, I mentioned they were on the second page. They're actually on the first page... in case anyone was interested...


Create your special characters! and give feedback on others.  @ 2011/04/12 04:15:44


Post by: PresidentOfAsia


(something*insert planet name here) Company Commander Commander (can't make up a name for my IG army yet)

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

Special Rules:

Less Skulls for the Skull throne, Less blood for the blood god: As a way to avoid having his skull being taken as a trophy by the enemies of the Imperium, if the commander dies in close combat via assault, an implanted bomb will explode resulting in a strength 10 2d6 penetration on vehicles large template blast that would destroy the commander's body and the enemies around him




Create your special characters! and give feedback on others.  @ 2011/04/12 04:15:54


Post by: Gus_Papas


@ Mellissia

Sorry, I meant purplefood...


@ purplefood

Thanks!


Create your special characters! and give feedback on others.  @ 2011/04/12 04:21:36


Post by: Andilus Greatsword


Fafnir wrote:Oops, when I was asking people to review my characters earlier, I mentioned they were on the second page. They're actually on the first page... in case anyone was interested...


Master Exectuioner Asagrim Woden might be undercosted at 200pts, mainly because Hildolfr's Judgement can get really high, really quickly. You should also cap it at S10. I like the fluff though, I really need to get around to writing fluff for my Wolves, then maybe my Wolf Lord would have a bit more flavour...


Create your special characters! and give feedback on others.  @ 2011/04/12 04:28:54


Post by: Fafnir


Considering that 10 is the cap for any stat that isn't an armour value, that's unecessary.

It should be noted that Woden's (and Haephestos') "Rites of Death" rule is supposed to replace Chapter Tactics (the write ups for both characters are based on the "Gallowsman Codex" I wrote up a while ago).


Create your special characters! and give feedback on others.  @ 2011/04/12 05:28:37


Post by: Lord Harrab


This sounds like fun, let me try to recreate one from my fluff


Saint Ferosia, the Crypt Keeper Reborn

"By The Emperor's Will I was called to stand against these foes of steel, and it shall be my steel that answers."



Saint Ferosia may be taken in any Imperial Guard or Witch Hunter/Sisters of Battle Army.

pts: 250
WS: 7
BS: 5
S: 3
T:4
W: 4
I: 4
A: 4
LD: 10
Saves: 2+/5+

Type: Independent Character, Jump Infantry.

Equipment:
Axe of the Crypt Keeper: this is a master crafted two-handed power weapon that allows Saint Ferosia to attack as a Monstrous Creature and wound models from Codex Necrons on a 4+

Shrouded Armour: Artificer Armour that conveys a 5+ invulnerable save and +1 toughness. (already included in her profile.)

Jump Pack

Frag Grenades


Special Rules:

Fearless

Preferred Enemy. (Necrons)

Avatar of Faith: Her mere presence inspires those who serve the Golden Throne to stand and fight, heedless of risk to themselves. All friendly Units within 18" gain the Stubborn and Furious Charge USRs.

Eternal Warrior:

Nemisis: if the opposing force includes a C'tan, Saint Feroisa must move directly towards it, and charge if possible, directing all of her attacks against it.

Saint Ferosia is a psyker and may cast one of the following powers per turn:

Angelic Arbiter: may be cast during either players assault phase before attacks are made. If successful, all models involved in the same combat as Saint Ferosia, (friend or foe) may only make a single attack at Initiative 1, regardless of equipment, special rules, having charged, or their Attack or Initiative characteristics.

Soul Parry: cast at the start of her movement phase and lasts an entire game turn, any psychic powers that target her or the unit she is with is nullified on a 3+. she may cast no other powers while this is in effect

Heaven's Fall: is a psychic shooting attack, if successful roll to hit target unit within 12", it takes d6 S 8 AP 5 hits.





Create your special characters! and give feedback on others.  @ 2011/04/12 05:30:17


Post by: Anvildude


Trust me, you'll want to include a 'Caps at 10' in the rule, or you'll get flack. That's the sort of thing GW has trouble with.

The Star-dude is pretty neat. Might want to up him to a straight 300 pts, though, or make his loadout for the game an 'either/or' between the Starhammer or the other two (if it already is, make that more clear in the rules). Starhammer's pretty neat, as well. Sort of a cross between a Tank Hammer and a Thunder Hammer. Tankthunder hammer? Thundertank hammer? Hammer of the Stars! Though, if you keep the points the same, might want to reduce Big Bang to only happening when you roll a 6 to attack, or something. "When at least one 6 is rolled when attacking with the Hammer of the Stars, roll another d6 and add that many attacks with the Hammer of the Stars. This rule only takes effect once per Assault turn, and can never confer more than a single extra d6 worth of attacks."


Create your special characters! and give feedback on others.  @ 2011/04/12 07:03:56


Post by: Soo'Vah'Cha


Ok here goes:


Figs first:
Iann Gunn (aka : Soo'Vah'Cha (artful shot ) )

Shown here with members of his Tree viper squad.( he's the human )
WS:3 BS:4(5) S:3 T:3 W:3 I:3 A:2 Ld:9 sv:4+ Point Cost : 100
Special rules:
Fieldcraft : Being born and raised upon Oi'Kyse a heavily forested and jungle covered planet, Iann has keenly developed hunting and stalking skills allowing both he and his squad to easily move through forested terrain. ( re-roll diff terrain test and +1 to coversaves in forest and other natural terrain features. )

Crack shot : Iann natural aptitude and constant training has greatly enhanced his talent with firearms ( Always counts as stationary for fire purposes )

Chooser of the slain : Such is Iann's marksmanship that his aim, when coupled with a markerlight allows him to make almost impossible shots. ( In conjuction with a succesful markerlight hit Ian, upon hitting a unit may choose the specific model effected including IC within the target unit, if firing at a vehicle counts as Tank hunter ( +1 on armor pen checks)

Credit to his race: Iann's exploits and leadership has allowed human auxilleries under his command to be given targeting systems so that they too may benifit from markerlights, such is the esteem that the Tau high command places in commander Gunn

Commander of the Tree Vipers : Gunn's personal elite eccentric fire warrior ( Oracle squad )

Wargear: Modified Pulse rifle with gernade launcher and marker light
Range : 36" STR: 5 AP: 4 rapid fire, pinning
Emp/photon gernades, Darksun filter, Hardwired Target lock, multi-tracker,drone controller ( use for communicating with "Muffin".
Helmet with built in targeting array.

"Muffin" indigenous NemusNexus

Iann early in his career with the Tau military encountered this female NemusNexus, who was trapped and being tormented by a pack of Ork kommandos, Iann's natural distaste for cruelty caused him to shoot the bindings from the beasts forelimbs and jaws, and allow it to deal with its captors ( along with a few more well placed shots from Iann ).
That being done the giant saurian slipped into the dense forest and out of his sight, not wanting to be its next victim Iann quickly made for his LZ and the safety of the waiting devilfish.
Less than a week later during another deep forest patrol, Iann's squad was alerted to an ambush by more ork kommandos by a bellowing roar and the screams of the aformentioned orks, Iann noted large saurian footprints all around the ambush site ( in addition to a great deal of ork blood ).
From that point on everytime Iann went on patrol he was escorted by this NemusNexus, the Komodai and Geki who live in its habitat say that the great lizards are aware, and sometimes find a kindred spirit amoungst those who also hunt amoungst the tall trees.
Whatever the cause "Muffin " ( the name given to it by members of Iann's support crew) has become more and more acustomed to Tau, human and Kroot that sever the Greater Good, and has even allowed Iann to place upon her a load bearing harness with intergrated drone weapon systems, that enhance the great saurian's already deadly abilities.
In several battles Muffin has exhibited extreme loyalty and selfless actions in protection of Iann, and will endure horrific wounds to keep her companion alive.

NemusNexus (Treedeathdealer) Beast
WS :4 BS :(3 drone) S :7 T :5 w :5 I :3 A :5 LD : 5(10) SV : 4+ Point Cost : 150
Leap of fury : When charges Inititive is doubled ( 6) for that turn in addition to +1 attack and +1 to strength

Arboreal : Muffin moves through and climbs over terrain with ease, counts all vertical or difficult terrain as open.

Silent death: Muffin has the Stealth trait.

Rending : her claws and teeth tear flesh steel and ceremite with equal enthusiansim.

Fleet of foot: as universal rule.

Loyal unto death : While Iann is alive, Muffin's LD is 10, and she benifits from the eternal warrior universal rule.

Wargear: Drone weapon system counts as twinlinked autocannon with networked markerlight and targeting array
Range : 48" S :7 AP :4 assault 2 ( due to stablization system )
Bad temper and lotsa teeth


Next up is Iann Gunn's Broadside suit

Advanced Broadside XV-88G1

A modified Battlesuit built for Iann's larger frame and mass, with field expediant enhancements.

WS :3 BS :5 S :5 T :5 W :4 I :4 A :4 LD :10 sv :2+ (4+ invul from shield gen. ) Point Cost : 230pts

Iann's following special rules apply while piloting his XV-88G1 suit.

Chooser of the slain : Such is Iann's marksmanship that his aim, when coupled with a markerlight allows him to make almost impossible shots. ( In conjuction with a succesful markerlight hit Ian, upon hitting a unit may choose the specific model effected including IC within the target unit, if firing at a vehicle counts as Tank hunter ( +1 on armor pen checks)

Credit to his race: Iann's exploits and leadership has allowed human auxilleries under his command to be given targeting systems so that they too may benifit from markerlights, such is the esteem that the Tau high command places in commander Gunn

Wargear :
Modified Rail gun : Range :72" S :10 AP:1 Heavy 1
Flechette load : template S :5 AP :3 ( Iann's Field techs modified a submunition round to be utilized in the modified Railgun, but the side effect was drastic decrease in range but with a shotgun like effect, Iann did not mind. )

Missle pod : Rang :36" S :7 AP :4 Assault 2
NW markerlight
Shield Generator
Stimulant Injector
Modified manuver jets, grants relentless USR and Iann may move as a jet pack in any turn that he does not choose to utilize his Rail gun
Ejection system : as per Tau rule book rules, and as per above profile for Iann Gunn ( no armor , but retains his rifle, may not use it in his turn following ejection , since he will be assembling it from its carrier.)

OK thats it sorry for all the text but I guess thats the nature of this thread...
C & C welcome.....( dives in foxhole )

( forgot my estimated point costs )





Create your special characters! and give feedback on others.  @ 2011/04/12 07:26:20


Post by: Fafnir


There's some quality work there, but he's a fair bit over powered. I'd nerf him and Muffin a little.

And he's pretty Mary-Sue. Just saying.


Create your special characters! and give feedback on others.  @ 2011/04/12 07:32:40


Post by: Soo'Vah'Cha


I am not certain what to really nerf, since Iann is suppose to be a shooting character type, and has next to no CC capabilities, I realize the Chooser of the slain is nasty but it does require a ML to activate it, not really nasty until he is in his XV-88G1 though.

I will have to do some playtesting I guess...oh darn I have to play some games

his official mary sue rating was 23 so not too bad.

Its fairly hard to make any kind of exceptional character without some mary sueness it seems.


Create your special characters! and give feedback on others.  @ 2011/04/12 07:37:26


Post by: Fafnir


In all fairness, I try to avoid Mary-Sues as much as possible, to the point of intentionally portraying them as generally psychologically broken. You may want a second opinion from someone not so fixated on averting the trope.


Create your special characters! and give feedback on others.  @ 2011/04/12 07:41:55


Post by: Soo'Vah'Cha


Hmm a psychologicaly broken hero, that is entrusted with high-power weapons, seems like fun PTSD heros for everyone!

I only joke since I do have PTSD, if I did not joke I would likely..take alot of meds and get some sleep, this hobby has actually been very benificial for myself and several soldiers also suffering from mental health issues, so much so our CO has sponsored us as a thereputic activity.

Soldiers playing with toy soldiers.


Create your special characters! and give feedback on others.  @ 2011/04/12 07:45:52


Post by: Fafnir


Soo'Vah'Cha wrote:
Soldiers playing with toy soldiers.


There's probably a New York Times Bestseller somewhere in there...

And you should see some of the stuff I've written for my Narrative class. Some stuff's really, really out there...


Create your special characters! and give feedback on others.  @ 2011/04/12 07:50:18


Post by: Soo'Vah'Cha


I read over your Characters Fafnir, I liked them muchly, good fluff and nice stats, also a very well thought out design, but there could also be elements of mary-sueness there as well, but as I said if you don't have alittle then it does not make much of a tabletop war hero, all of these proposed characters are chapter masters or lords or commanders with unique abilities or fancy kit, with flawless skills or some unsurpassed something or another...otherwise why bother making stats for some dandylion eating hippie .

At anyrate this has been fun.


Create your special characters! and give feedback on others.  @ 2011/04/12 08:00:27


Post by: Fafnir


Well, I meant stuff that's not 40k related.

In describing a Space Marine (who are paragon figures of Mary-Sueness to begin with), especially one who's in a commanding position, some degree of Sue-ness is bound to apply.

That's why I had so much fun killing off my entire chapter.


Create your special characters! and give feedback on others.  @ 2011/04/12 10:44:22


Post by: gendoikari87


Melissia wrote:Well, the reason she is WS5/BS5/I4 is because...

Spoiler:
... she was supposed to have been a champion of chaos undivided, as her family was bred for the purpose, and the day she was born, she was taken and had a ritual performed to provide her a connection with the four gods of chaos.

Eventually, she ended up face to face with a chaos sorcerer of a renegade chapter who expected her (whom had had a really gakky life in the Imperium until then) to join the forces of Chaos as a new champion. Realizing that they had set the whole thing up, had been the entire reason she had suffered all this time, she instead betrayed the forces of chaos and struck down the sorcerer by forcing his psychic powers to backlash against him through sheer willpower, causing him to suffer a particularly bad peril of the warp.

However, the curse on her body was still there, and even though she and a good portion of remaining loyalist Umarans escaped the destruction (via exterminatus) of their planet, she is cursed with eternal life and youth. The reason she has the stats isn't because of innate skill, but rather centuries of practice because she can't actually die.

I say it's a curse, because she's outlived everyone she knew and loved, and she knows she'll constantly outlive everyone else she ever knows and loves. She is still quite vulnerable too-- as vulnerable as any human, to disease, hunger, pain, etc. The only difference is that when she "dies", she wakes up somewhere else, wracked in mind-breaking pain as her body literally regrows from nothingness-- usually waking up on a death world or a war-stricken world, as the chaos gods work to try to psychologically break her so that they can claim their prize (an eternally living, skilled servant), while she struggles to get back to the Imperium at large and her regiment in specific.


Long story short: Basically, she's only that skilled because she's particularly long-lived, and so she's had a lot more practice than most humans could ever possibly have.


I could change Eternal Warrior into something like a combination of Yarrick's get up rule and Celestine's resurrection rule... Like this:

Cursed With Life: If Captain Melissa Taylor is removed from battle for any reason, roll D6 at the start of each turn after. On a 6, she may be deployed from any table edge as an independent character, with all wounds restored. On a 1, she is brought back on a table edge chosen by the opposing commander, with one wound remaining. He first "death" always grants a kill point regardless of the result (no subsequent deaths grant kill points). Her retinue is not brought back in this way.

Keep in mind, if I did this, she'd lose eternal warrior, and end up being instakilled by S6 or better weapons. Or force weapons. And so on and so forth.
dude you can turn back from chaos?


Automatically Appended Next Post:
Bringing out our tau SC's are we?

Supreme Commander Alexander of the Aldarian Expiditionary Forces

Though they were defeated, the invasion the Tarellian's, left Aldaria in shambles. Such was the havoc they wrought that by the time the tau showed up, the aldarians were in no position to resist. They signed a non agression pact and treaty with the tau. They would provide military units to the "greater good" and the tau would help them rebuild their burnt fields and ruined infratructure. In fact Alexander himself had suffered great wounds, in the war against the Tarellian's, so much so in fact he was forced into retirement as the Supreme commander of the Aldarian army for a while. The Tau had heard of his feats and agreed to help "repair" him. Afterwards he was asked by the tau representative to lead the forces of the aldarians in service of the "greater Good"

WS: 5
BS: 4
S:3(5)
T:3(4)
W: 3
I: 5
A: 4
LD: 10
Saves: 3+/4+

Wargear: Enhanced Grishenko Sabot Rifle, Dragon Slayer Sword

Enhanced Grishenko Sabot Rifle: These are weapon partly based on the few bolters left behind by the invasion of the fire dragons marine chapter 5000 years ago when aldaria turned traitor and rose up against the imperial governor. Protected by a warp storm, their heresy and trechery are still unknown to the imperium, but these bolters are now being produced on a small scale. Originally the grishenko used a much larger propellant charge, a reinforced barrel and a sabot design. Given to the aldarian shock troopers they were deadly weapons. Enhanced by tau pulse technology this experimental enhanced version is only available to a limited number of high ranking aldarians, who for the most part wish to keep secret that their own technology was used in the shells construction.

Range: 24"
Str:4
AP:3
Type: Rapid Fire

The dragon Slayer Sword: Not much is known about this weapon other than it has been passed down to the commander of the 52nd for thousands of years, it's blade when active glows an unearthly green. The shining virtue counts as a single lightning claw. A light sword the dragon slayer is still none the less a two handed sword, and therefore she can never claim the +1 bonus from having two close combat weapons.



Special Rules: Senior Officer, "More machine now, than man", Aldarian Tactics

More Machine now, than man: Alexanders prothetics grant him several bonuses, already included in his profile.

Aldarian Tactics: The aldarians prefer a much more mobile form of combat, part of what makes them so compatible with the tau. However they are not strangers to more contemporary forms of combat.

Before either force has deployed, you may choose two friendly units, these units now gain the Deep strike USR, and MUST deepstrike into the enemy deployment zone on the first turn.

Point level guys?


Create your special characters! and give feedback on others.  @ 2011/04/12 12:13:53


Post by: Melissia


gendoikari87 wrote:
Melissia wrote:Well, the reason she is WS5/BS5/I4 is because...
[snip]
dude you can turn back from chaos?
She never worshipped it in the first place, so that avoids that question.


Create your special characters! and give feedback on others.  @ 2011/04/12 13:17:46


Post by: gendoikari87


still can you if you do?


Create your special characters! and give feedback on others.  @ 2011/04/12 13:22:28


Post by: Melissia


You can change religion just as easily as you would in the real world. Whether or not you can become "pure" is a matter of Imperial faith-- usually the answer is "in death".


Create your special characters! and give feedback on others.  @ 2011/04/12 14:14:25


Post by: Grey Templar


Yeah, you can turn away from Chaos, but the Imperium won't accept you back.


you have to go to the eastern fringe or the T'au empire to find safe haven.


Create your special characters! and give feedback on others.  @ 2011/04/12 14:18:26


Post by: Melissia


Oh, they'll accept you... only to send you on a suicide mission, to redeem yourself in service to the Emperor. Perhaps you might even live through the mission to take another one. Maybe, if you're lucky and good enough, you might even be accepted again. By then you're probably physically broken though.


Create your special characters! and give feedback on others.  @ 2011/04/12 14:22:08


Post by: Ribon Fox


I'll throw my little Marbo replacement in the mix;

Corporal Nina Rayon

Rayon was born on the world Idaho located in the Britannia sector of the Segmentum Tempest.
Idaho is a class 4 civilised world covered by lush forest and blue seas. A fair and liberal political system, no sign of any pskers, self sufficient to the point of being able to triad its excess goods off world and with a Tech level close to that of the 4th Millennium, a near paradise compared to other worlds in the Imperium. But that was all to change.

On the date of 6123998.M41 a Space Hulk (code named Helios 22B) was detected entering the system, the system defense fleet was dispatched to investigate the hulk. The small under armed SDF ships where fired upon and utterly destroyed by the hulk. Immediately the planetary council sent a distress signal to the sectors capital system when it became apparent that the feeble planetary defense systems would be all but useless against it.

The hulk made a forced landing on the largest land mass on southern hemisphere of Idaho. The hastily assembled PDF awaited what was going to exit. As soon as the disembarking ramps hit the ground the horror of what was on board was unleashed. The Chaos Space Marines Bolters spat death as the woefully unprepared PDF was cut to ribbons.

At this time Nina Rayon was on the northern continent and as the Chaos forces swept aside the PDF she and her regiment was assigned to guard the capital city and Idahos only Starport.
The PDF fought valiantly but were no match to the traitor legions and their warp spawned evils. In a matter weeks most of Idaho had fallen under the boots of the combined might of Daemon and Bolter. Not much is known about the battles fought on that world but when a contingent of Ultramarines, Space Wolfs and Ravenguard arrived in Idaho orbit they where met by a fleet of what space worthy ships were left to the Idahoains, all packed full with none combatants. Planetside only the Starport remained in Loyalist hands. Most of the PDFs high command had been destroyed but the platoon commanders refused to give in until the last of transports were away.

The Space Marines knew that they could not retake the planet as they lacked the numbers but the could aid in the evacuation of the Starport. Drop pods and Thunderhawk gunships rained down from the sky. The order to surrender the PDF positions the the Marines and to evacuate was given.
Rayon was covering a retreating squad of Ultramarines with her trusty Longshot las-rifle, scorching laser blasts flashed only inches from the squad but every shot hit there mark on the Daemon horde following the Ultramarines, not even the Astartes sniper crack shots could keep up with her fire rate and 100% hit rate.

What was left of the Idaho PDF was drafted into the 100 Imperial Guard Regiments sent to retake Idaho. Rayon on the other hand did not rejoin her PDF. She was seen as to unique to be sent into the meat grinder that was going to take place on the planet below and was asked to train the Scouts of the Ultramarines in the art of long range combat. Then when she gauged that the Scouts had become proficient at their skills lead Sniper Reconnaissance units down on Idaho.

She won many honers and victories in the Idaho war and when the Chaos forces had been utterly destroyed she requested to join the Guard Regulars. Now she is moved from battlefield to battlefield where her skill is in high demand by Regimental and Platoon Commanders alike. More often than not she takes with her a veteran of the Regiment who has shown high skill at sharp shooting and hones their skill so that when she is shipped off to her next assignment the Regiment has an able force of Snipers to take her place.

Her reputation as one of the best shots in the Imperium has become almost the stuff of myth and legend.

Corporal Nina Rayon
Unit Type: Infantry (unique): Cost 70pts (old cost 55pts)

WS..BS...S....T..W...I...A..Ld..Sv
..3....5....3....3...1...5...2...8...4+

Wargear:
Longshot Las-rifle, Hotshot Laspistol
Carapace Armour, Camo cloak.

Special rules:
Fearless, Marksman, Move through cover, Stealth, Scout.

Weapon............]..Range..]..Str..]..AP..].....Type........]
Longshot Las-rifle]....40"...]...*...]...4...].Heavy 1 Sniper]


Special rules;
Longshot Las-rifle
Due to the Longshots over powered power pack it has an AP of 4.
Due to how good a shot Rayon is she will always wound on a 3+ or more.
Due to the high rate of fire that Rayon can do she gets an additional shot if she missed the first time (counts as being twin linked).

Marksman. Rayon may ignore all restrictions on choosing a target (she can even fire at characters within a unit!) and may fire at any model with in range. Also all cover saves and wound allocations are ignored. All rolls must be made on the chosen target.


Create your special characters! and give feedback on others.  @ 2011/04/12 14:51:14


Post by: helgrenze


Ok here is one of mine.

Chapter: Storm Eagles.
The Storm Eagles are of an older order of Space Marines. Sent out to explore and rediscover lost worlds nearly a millenia ago, their own homeworld, Khat'ovar, has become lost to them. They managed to survive by recruiting from whatever humans they have discovered. Some of those that found themselves "recruited", had been outlaws of some fashion; rogues, pirates, conmen, even killers taken from local prisons. All that were found to be without the taint of Chaos were given an offer to join the chapter. Some who refused but still had value to the chapter were granted limited access and training. These became the servant class for the chapter.

Those that accepted were given over to the Apothecaries for conditioning and implantation. Those that survived began their new life as Space marines. Over time they adopted a Ritual of Naming as part of the training and conditioning process. As they say, "When you joined us, your former life was ended. Your new life requires a new name." This has been their way for thousands of years. Early Recruits were allowed to pick their own name, more recently, Naming has become the perview of the chapters Chaplains... some have been less creative than others....

Sergeant 'Mercy'
Taken prisoner among a group of pirates, Mercy was deemed both young and fit enough for indoctrination into the chapter. Mercy sooned showed an enjoyment for close combat, he also showed an odd and cruel sense of humor. Though he was diciplined many times for excessive cruelty, he eventually rose to the rank of Sergeant.
The current commanders and administrators of the chapter have learned to use his inate ... talents... for viciousness while also keeping him marginally inline. He currently trains younger marines in the art of close combat.

Unit Type: Jump Infantry
Ws - 5
Bs - 4
S - 4
T - 4
W - 1
I - 4
A - 2
Ld - 9
Sv - 3+
Pts 50
(based off the price for Telion)
Wargear: Power Armor, F&K Grenades, Jump Pack, 'Lucy' and 'Betty'

'Lucy' and 'Betty' - The Sgt believes his weapons have their own inate personalities.
Lucy is a mastercrafted powersword.
Betty is a modified boltpistol with the following profile.
Range: 12", S 4, ap 5, Assault 2

SRs: ATSKNF, Combat Tactics, 'Its better to be feared...', 'You Should Leave. Now.', 'The Cruelest Cut'.

'It's better to be feared...' - Sgt Mercy makes any unit he is in Fearless. His troops are more afraid of him than dying.

The only ONE of following rules can be used per game and that only Once per game. The player can choose which at any time but once one is used the other becomes unavailable.

'You Should Leave. Now.' - also called "The Mercy Rule". On a 'to hit' roll of 6 in close combat, Sgt Mercy may choose to allow one model he has wounded to "live". That model makes a leadeship check, immediately If it fails, the model moves toward its deployment zone as far from Sgt Mercy as possible at its maximum movement rate and may not make any attacks for the remainder of the game, but may defend itself. This rule does not apply to vehicles, MCs, or dreadnaughts. It can be applied to ICs. This model counts for VP/KP.

'The Cruelist Cut' - At the end of the assault phase, before casualties are removed, one model wounded can be chosen to remain on the table by Mercy's Player. This model becomes an objective for its controlling player, as Mercy is using it as bait for other units of that army. The model is too injured to fight and cannot make any attacks. This model counts for VP/KP.


Create your special characters! and give feedback on others.  @ 2011/04/12 16:10:30


Post by: gendoikari87


Melissia wrote:Oh, they'll accept you... only to send you on a suicide mission, to redeem yourself in service to the Emperor. Perhaps you might even live through the mission to take another one. Maybe, if you're lucky and good enough, you might even be accepted again. By then you're probably physically broken though.
Damnit melissa i've got three stories being written and you give me an idea for a fourth. ...


Create your special characters! and give feedback on others.  @ 2011/04/12 16:37:40


Post by: purplefood


sub-zero wrote:Well, I guess I'll jump on the bandwagon too, could some of you please critique and comment on Magnus Antonius Carbohal. Who I think is the only Ultramarine special character on this thread. Page 2, Thanks.

I can tell you know that i disagree with the fluff...
Fury of the Fallen is a bit OP either get rid of it or make it Rage and FC instead.
Make the claw strike at +2S instead of basically being a Blood Talon.
Make him about 250 points instead and that's about it.


Automatically Appended Next Post:
Andilus Greatsword wrote:I already run my Wolf Lord similarly to this, but added 3 special rules (and upped his cost as a result). He's meant to be a close-combat monster, the drawback being that his ranged abilities are very limited:

Wolf Lord Andilus Greatsword

Cost: 250 pts
WS: 6
BS: 5
Strength: 4
Toughness: 4
Wounds: 3
Initiative: 5
Attacks: 4
Leadership: 10
Saves: 2+

Type: Independent Character, Infantry

Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman

Rules: ATSKNF, Acute Senses, Counter-Attack, Eternal Warrior (Saga of the Bear), Fury of the Wolf, A Glorious Death

Rules:

Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that can be used as either a frost blade or a powerfist. These attacks can be allocated like Logan Grimnar's Axe of Morkai.

Fury of the Wolf: Andilus is exceedingly aggressive, throwing himself headlong at opponents. Luckily, his martial prowess is all-but unmatched. Andilus' storm shield counts as an additional close combat weapon in the first round of combat (similar to Arjac Rockfist's Anvil Shield), and he gains +2 Attacks on the charge, rather than +1. However, he only gains +1 Attack when he Counter-Attacks.

A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage special rule as he attempts to bring as many enemies down with him as he can.

He's okay, 250 is about right.
However... the abilities and wargear are good but a bit unimaginative.
The Glorious Death rule is good.


Automatically Appended Next Post:
Soo'Vah'Cha wrote:Hmm a psychologicaly broken hero, that is entrusted with high-power weapons, seems like fun PTSD heros for everyone!

I only joke since I do have PTSD, if I did not joke I would likely..take alot of meds and get some sleep, this hobby has actually been very benificial for myself and several soldiers also suffering from mental health issues, so much so our CO has sponsored us as a thereputic activity.

Soldiers playing with toy soldiers.

Can i just direct you to your first sentence and then your avatar...


Create your special characters! and give feedback on others.  @ 2011/04/12 17:37:00


Post by: gendoikari87


Ex-commander Jacob Lot

Lot was once, long ago a member of the imperial guard, he was a commander of an entire division of the imperial guard, 35,000 men under his control. He was the most staunch commander, and even more brutal than the commissars attached to his unit to those who would show the slightest waivering of fatih. Under him, his army, the 34th division of Tarsis ultra shared many victories. However, his stauch adherance to the imperial faith would proove to be his undoing. Called to defend a world from daemonic infestation after a distress call from a neighboring planet, Lot led his army directly into the heart of the planet to quell the infestation. However it was a trap, the forces of slaneesh were ravaging the planet in unspeakable ways, led there secretly by the forces of tzneech, tormenting and experimenting on the local populace before releasing them from their life. Lot however did not turn back, he led his army to a slaughter after sending a distress signal to ultramar, hoping the ultramarines would arrive in time to save the planet, if not themselves. The battle was a slaughter, the daemon princess of slaneesh a keeper of secrets, faced lot in one on one combat, normally a human would have no chance, and in fact, lot resembled a nat trying to take down a buffalo, however the keeper tormented lot out of the sheer pleasure of doing so. after lot's men were torn apart to a man, and he alone stood battered and beaten, the keeper sent him off to be experimented on, essentially new more unusual torture.

The ultra marines eventually arrived however for lot it was too late. The inquisitors dispatched to handle the aftermath knew that the prossibility of taint was high and under normal conditions it would be an instant death penalty. However his prestige and the ultramarines trust in the people of Tarsis, he was given a chance to live. At the trial he sat stoic, silent, he would never renounce his faith but also however that he may unknowingly carry daemonic taint, the verdict as handed down and His choices were a bolt pistol to the head, or a life lived sent on single suicide missions. given his selection of equipment and dropped into the heart of the enemy, he fights alone, and behind enemy lines, tasked with the assasination of some high ranking enemy officer or another. he has seen and lived through several of these and usually speaks little of these to the commanders he serves temporarily.

WS: 4
BS: 4
S:3
T:3
W: 3
I: 3
A: 4
LD: 10
Saves: 4+

wargear: Claws of the Repentant, carapace armor, Demolition charge, melta bombs, Stealth field generator
Claws of the Repentant: These matched pair of lightning claws were requisitioned for im after his third suicide mission, in addition, they confer They have an integrated pair of laspistols in them, that can be fired using the following profile

Range: 12"
S:3
AP:6
Type: Assault 2

Stealth field generator: much like the cameoline camo cloaks his uniform is made of this image altering material, he has the stealth USR, in addition due to the extra stealthyness of the suit, he counts his I as 6 on the turn in which he charges.

Special Rules: In the direst of circumstance, Uncanny luck, move through cover, eternal warrior

In the direst of circumstance: Experience and always dropped in to the heart of a fight, he always starts in reserve and arrives using the deepstrike rules. In addition he may not be rolled for on turns 1,2, or 3 as he is only called for in the most dire situations

Uncanny luck: It is unknown if it was a daemonic taint that caused lot to survive several suicide missions, the protection of the emperor for being so devout, or sheer dumb luck. In any case, he has a 3+ invulnerable save.


Create your special characters! and give feedback on others.  @ 2011/04/12 18:00:16


Post by: Foo


Here's something I made up as a way to fix the awfulness that is Kheradruakh.

Baleazara the Shadefiend.
A despicable creature, even by Dark Eldar standards, Baleazara the Shadefiend's name is only spoken in whispers by the common denizens of Commoragh. Among the shadows and corners inhabited by the Mandrakes, however, her name is sometimes heard echoing in dark, empty spaces as though spoken by someone that has just left the room.

The origins of this dark creature are unknown. Some claim she is a broodmother, the first of the Dark Eldar to consort with unholy entities of the shadows, the sire from which all Mandrakes descend. Others speak of dark science, of arcane and forgotten secrets transmuting flesh into shadow, with Balezara as the first and most horrible creation.

What is known is that many of the mysterious and feared Mandrake hold Baleazara in reverence, gathering around her in a Cult of Darkness and doing her bidding, creeping in shadows, watching and listening, their cold breath upon the necks of the unwary, gathering souls for some unknown dread purpose.


150pts

WS BS S T W I A Ld Sv
6 5 5 3 2 6 4 9 -

Infantry, Unique.

Special Rules: Fleet, Night Vision, Power from Pain, Move Through Cover, Baleblast, Stealth

Shadefiend: Baleazara, like other Mandrakes, exists half in this world and half in the shadows. She has a 4+ invulnerable save.

Shadow Stepper: Through devotion to whatever dark powers lie beyond, she can use darkness and shadows as a gateway. She must be held in reserve, regardless of mission. Upon arrival, she must be placed in or within 2" of any piece of terrain or area cover. This counts as a move, though she can shoot, run and assault as normal.

The Cult of Darkness: As the head of a Mandrake cult, Baleazara is a creature of awe and respect in the shadows of Commoragh. She may take a unit of Mandrakes as a retinue at the regular point cost.

Altered Physique: Her skin tied tight with wires, Baleazara's movements remind her of the pain she brings to others. She begins the game with a pain token.

Wargear:
Nightblade: Balezara wields the Nightblade, a shadow-touched blade curling with inky black smoke. This is a power weapon with Rending.



Create your special characters! and give feedback on others.  @ 2011/04/12 18:13:57


Post by: Cerebrium


Warsmith Karduke Vaubane

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

Wargear: Armour of Morotia, Hateclaw, Steel Judgement.

Armour of Morotia: Forged on the Dark Mechanicus world of Morotia, this fearsome set of armour is bionically linked to Vaubane. As well as granting the standard bonuses for Terminator Armour, it allows the wearer to reroll a single failed save per phase.

Hateclaw: This immense claw is wired into Vaubane's armour, acting as a giant cutting tool, tearing through ceramite and flesh alike. Hateclaw is a power fist, which also rolls 2d6 for armour penetration.

Steel Judgement: Also connected to the vast layered armour is a massive wristmounted cannon, too large for a single man to carry. Somehow Vaubane's mixture of powered armour and bionics allow him to carry and fire it like a normal marine would use a bolt pistol.

Range: 24"
S: 6
AP: 4
Type: Assault 3


((My reasoning was just to make a total juggernought, in the Iron Warriors style ))


Create your special characters! and give feedback on others.  @ 2011/04/12 18:36:59


Post by: Soo'Vah'Cha


Purplefood wrote:
Can i just direct you to your first sentence and then your avatar...


Naw Oddball did not have PTSD...he was just plain old fashioned nuts, and was Donald Sutherland
Kelly's heros is the only war movie I can still watch, great flick.


Create your special characters! and give feedback on others.  @ 2011/04/12 19:14:28


Post by: purplefood


Soo'Vah'Cha wrote:Purplefood wrote:
Can i just direct you to your first sentence and then your avatar...


Naw Oddball did not have PTSD...he was just plain old fashioned nuts, and was Donald Sutherland
Kelly's heros is the only war movie I can still watch, great flick.

I never said he did have PTSD...
He is completly off his nut though and was in charge of a tank... several tanks come to think of it.
Then he got a Tiger Tank...


Create your special characters! and give feedback on others.  @ 2011/04/13 01:20:15


Post by: Andilus Greatsword


purplefood wrote:
Andilus Greatsword wrote:I already run my Wolf Lord similarly to this, but added 3 special rules (and upped his cost as a result). He's meant to be a close-combat monster, the drawback being that his ranged abilities are very limited:

Wolf Lord Andilus Greatsword

Cost: 250 pts
WS: 6
BS: 5
Strength: 4
Toughness: 4
Wounds: 3
Initiative: 5
Attacks: 4
Leadership: 10
Saves: 2+

Type: Independent Character, Infantry

Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman

Rules: ATSKNF, Acute Senses, Counter-Attack, Eternal Warrior (Saga of the Bear), Fury of the Wolf, A Glorious Death

Rules:

Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that can be used as either a frost blade or a powerfist. These attacks can be allocated like Logan Grimnar's Axe of Morkai.

Fury of the Wolf: Andilus is exceedingly aggressive, throwing himself headlong at opponents. Luckily, his martial prowess is all-but unmatched. Andilus' storm shield counts as an additional close combat weapon in the first round of combat (similar to Arjac Rockfist's Anvil Shield), and he gains +2 Attacks on the charge, rather than +1. However, he only gains +1 Attack when he Counter-Attacks.

A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage special rule as he attempts to bring as many enemies down with him as he can.

He's okay, 250 is about right.
However... the abilities and wargear are good but a bit unimaginative.
The Glorious Death rule is good.


Thanks, I agree, I need to flesh out my fluff and think up some more unique rules for my Wolf Lord.


Create your special characters! and give feedback on others.  @ 2011/04/14 13:43:11


Post by: Foo


So how does everyone go about balancing these things? Any tips?


Create your special characters! and give feedback on others.  @ 2011/04/14 14:25:01


Post by: Grey Templar


I like to follow the following rule.


use an existing model and rule set as a base for Stats and point cost.

add no more then 2 homemade special rules,

for every stat boost add 10 points(20 points if it's wounds or toughness) and subtract if you reduce said stats.


Create your special characters! and give feedback on others.  @ 2011/04/14 14:44:20


Post by: Anvildude


I'd say in general, no more than 4 hands worth of wargear, only 1 piece of special, non-weapon wargear (that can't be found in the unit's codex), and no more than 3 non-standard rules. (Non-standard meaning something that most other units in your codex don't have. For example, a standard special rule would be the Marine's 'And They Shall Know No Fear', or the Ork's Waaagh!!, Mob Rule, and Furious Charge)

In general, don't make the staline more than 2 points above the average HQ statline of your codex, for more than two stats. That means, if you're running a Warboss, don't give him WS7 BS2 S7 T7 W5, etc, etc. But WS7 BS2 S6 W3, etc, would be okay. If it's above the stats of the HQ or unit you based it on, without some sort of nerfing mechanism, then cost it about 20-50 points more.

And make sure all your special rules have something that can counter them, whether it's Power Weapons for WBB, or Invuln saves for various Power Weapons, or Perils of the Warp for psycher powers. Even something as simple as needing to take a Leadership or Toughness check when you use a rule or power or piece of wargear is good, since it allows for that chance of failure.


Create your special characters! and give feedback on others.  @ 2011/04/14 15:26:45


Post by: Devastator


Master of forge (insert name here)

Cost: 190 pts
WS: 4
BS: 5
Strength: 5
Toughness: 5
Wounds: 3
Initiative: 4
Attacks: 2
Leadership: 10
Saves: 2+/4++

Type: Independent Character, Infantry

Equipment: Artificer armor, iron halo, Redeemer,Servo-harness, Bolt pistol, frag/krak granades

Rules: ATSKNF,Counter-Attack,Combat tactics,Fnp, blessing of the ommisah, bolster defenses, Servo specialist

Redeemer: 24" S7 AP2 assault 2 Gets hot!.
count as power weapon in melee

servo specialist: servo-arms strike at S10 but are otherwise unchanged


Create your special characters! and give feedback on others.  @ 2011/04/14 16:30:43


Post by: gendoikari87


Gives me an idea, buy your own special character. a system for each race.


Automatically Appended Next Post:

Okay here we go

1. Take your character and find the Closest Base HQ choice from your supposed codex

2. Add up to 2 total points to The Skill set: WS, BS add 5 points per point increase

3. Add a maximum of 2 points to the Attack Set: S, A, I for 15 points per increase

4. Add a maximum of 1 point to the Resistance Set: W, T for 10 points per increase

5. Add up to two pieces of wargear. If from codex, use codex point costs for your character, if not be fair.

6. Add up to two special rules, 25 points per rule.


Create your special characters! and give feedback on others.  @ 2011/04/15 13:31:19


Post by: Foo


All those options make sense. It's more or less what I did with my character, but I had no idea if I was being fair or not, point-wise.


Create your special characters! and give feedback on others.  @ 2011/04/15 14:29:00


Post by: Jaon


Grand Master Jaon

Points: 275

Ws 7
Bs 6
S 5
T 5
W 4
I 5
A 5
LD 10
Sv 2+


Wargear: Terminator Armour, Storm Bolter, Storm Shield, Digital Weapons, Frag & Krak Grenades, Psyk-Out grenades, Rad & Psychotroke Grenades, Psybolt ammunition, Brotherhood Banner.

Blade of Champions: This blade is a Master-crafted Nemesis Force Sword, including all added abilities (1+ to inv save in CC, Daemonbane, Force Weapon), and further grants the user 1+ str.

Special Rules: The Aegis, Eternal Warrior, Fearless, Grand Strategy, Independent Character, Preferred Enemy: Daemons, Psyker (Mastery Level 2).


Psychic Powers: Hammerhand, Psychic Communion, Might of Titan, Sanctuary.




Automatically Appended Next Post:
gendoikari87 wrote:Gives me an idea, buy your own special character. a system for each race.


Automatically Appended Next Post:

Okay here we go

1. Take your character and find the Closest Base HQ choice from your supposed codex

2. Add up to 2 total points to The Skill set: WS, BS add 5 points per point increase

3. Add a maximum of 2 points to the Attack Set: S, A, I for 15 points per increase

4. Add a maximum of 1 point to the Resistance Set: W, T for 10 points per increase

5. Add up to two pieces of wargear. If from codex, use codex point costs for your character, if not be fair.

6. Add up to two special rules, 25 points per rule.


Going by that, and by a Grey Knight Grand Master (175pts)

Kaldor Draigo would cost: +5pts for ws7, +15pts for t5, +15pts for 4A, +10 for 4 wounds, +10 for T5, 15pts (?) for the Titan Sword, +10 for the stormshield (only slightly better due to originally having an Iron halo), +15 for Eternal Warrior, and +5 for Sanctified Flame leaves us at around about... 275 POINTS!

You sir, have cracked the system.




Automatically Appended Next Post:
A Grey Knight Master of the Forge with Bs 6 mastercrafted psycannon and astral aim could be cool.

He could have a special rule that says he has allowed jokaero to upgrade his psycannon, improving its range to 36'.


Create your special characters! and give feedback on others.  @ 2011/04/15 16:12:24


Post by: gendoikari87


Jaon wrote:

Going by that, and by a Grey Knight Grand Master (175pts)

Kaldor Draigo would cost: +5pts for ws7, +15pts for t5, +15pts for 4A, +10 for 4 wounds, +10 for T5, 15pts (?) for the Titan Sword, +10 for the stormshield (only slightly better due to originally having an Iron halo), +15 for Eternal Warrior, and +5 for Sanctified Flame leaves us at around about... 275 POINTS!

You sir, have cracked the system.


hmm it needs refining thought....


Start with a base HQ, then add the indicated points per point increase in the following

WS: +5pts
BS: +5pts
S: +15pts
T: +10pts
W: +10pts
I: +10pts
A: +15pts
Ld: +10pts
Sv: Saves follow the following chart

No save to 6+: No cost
6+ to 5+: 2pts
5+ to 4+: 5pts
4+ to 3+: 10pts
3+ to 2+: 20pts

for USR's
Counter attack: +5
Eternal Warrior: +15
Fearless: +10
feel no pain: +10
fleet:+5
Furious Charge:+15
hit and run: +5
Infiltrate: +10
Move through cover: +5
accute senses: +5
Preferred enemy:
Single: +5
All: +20
Rage: -5
Relentless: +10
Scouts: +10
Skilled rider: +5
Slow and purposeful: +5
stealth: +5
Stubborn: +10
Swarm: wtf? anyway...+5
Tank hunters: +5

and for character special rules

Special Rules: +20pts
Troops Slot Movement: +20

Oh and tried this with straken... dude, he's so fething broken. At least by himself. but then again he's not surrounded by other marines. but this does work with grimnar.


Automatically Appended Next Post:
works with dante, death mask at +20pts as a "special rule"


Automatically Appended Next Post:
Using these, my special characters would be:

Odin Kriegspiel: 215pts Space Marine captain
Sigurd Chosen of the high Dragon: 185 space marine Captain
myrrdin wylt: 200pts Grey knights librarian
Hrothgar: 190pts Wolf guard battle leader
Richard: 215pts Space marine Captain.


Create your special characters! and give feedback on others.  @ 2011/04/16 01:57:52


Post by: Andilus Greatsword


Wolf Lord Andilus Greatsword (v2.0)

I wrote up some fluff for Andilus, sort-of based on some previous Space Wolves inspired stuff I've written. And just to dispel any criticism before it begins, the Blood Angels-esque fluff bits aren't meant to be reminiscent of them, I didn't really realize the similarities until afterwards.

Of all the Wolf Lords in the Fang, Andilus Greatsword is perhaps the most grim. His childhood is shrouded in mystery. All that is known is that his family was slaughtered in a raid. The young boy fled into the wilderness, only to reappear many years later, miraculously still alive and wielding a massive two-handed blade. As a young Fenrisian, he made a name for himself serving under a powerful tribal chieftain, Fremont, who he helped to conquer many of the surrounding tribes. He was recognized by the Wolf Priests for his ferocity in combat, unmatched martial prowess and unswerving loyalty - any other Fenrisian would have tried to kill his master and usurp his throne, but Andilus gave it no thought. Andilus helped Fremont to capture swathes of valuable land, affording his people a life of relative luxury... however, like so many things on Fenris, this was not meant to last. While Andilus' loyalty may have been unquestioned, other elements of Fremont's court were more treacherous, and the High Chieftain was assassinated. A bloody civil war erupted as the decadent empire crumbled scant years after its inception. Andilus fought to keep the tribe together, but was mortally wounded in the face of overwhelming numbers. as he cut down his final doe.

But this was not the end, merely the beginning. The Wolf Priests of Asahiem descended upon the expiring body, bearing it to the Fang and resurrecting him. Andilus was allowed to join the Space Wolves, an honour which he received with dispassion. After enduring the various tests of initiation, he was finally admitted to the Test of Morkai and drank from the Cup of Wulfen before being cast into the wilderness. The potency of the Canis Helix nearly overcame Andilus, and he drew dangerously close to succumbing to its bestial effects. However, he managed to wrestle against the animal inside and made his way back to the Fang, finally becoming a full-fledged Space Wolf as the last of the geneseed was implanted.

Andilus rose through the ranks quickly, and it soon became apparent that the fierce warrior was also a surprisingly skilled leader as well. In recognition of his talents, the chapter's Iron Priests recast his Fenrisian greatsword into a power weapon which would become his namesake. After a couple decades of service, he was admitted to the Wolf Guard, and then became Wolf Lord when his master was slain in battle by a Daemon Prince. Quiet and intractable when not at war, Andilus leads his men from the front, where he erupts into a fury that is terrible to behold.

However, behind his outer facade of grim stoicism, Andilus hides a dark secret - the curse of the Wulfen still prowls beneath the surface, waiting for a chance to rear its head. The animal inside Andilus wants to be set loose, and it takes every ounce of strength to keep it at bay on the field of battle...


Cost: 260 pts
WS: 6
BS: 5
Strength: 4
Toughness: 4
Wounds: 3
Initiative: 5
Attacks: 4
Leadership: 10
Saves: 2+

Type: Independent Character, Infantry

Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman

Rules: ATSKNF, Acute Senses, Counter-Attack, Eternal Warrior, Saga of Majesty, The Animal, A Glorious Death

Options: Andilus can take up to 2 Fenrisian Wolves at 10pts each.

Rules:

Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that counts as a frost blade.
In addition, at the start of the assault phase, the player controlling Andilus can declare that he is weilding the Greatsword as a Thunder Hammer. If he does so, Andilus strikes at I1 as usual.

The Animal: Andilus is exceedingly aggressive, throwing himself headlong at opponents as he wrestles with the Curse of the Wulfen. He gains +D3 Attacks on the charge, rather than +1 (however, he only gains +1 Attack when he Counter-Attacks). In addition, if Andilus fails a Ld/Morale test then he gains the Rage special rule as the blood frenzy of the Wulfen overpowers him for the duration of the battle (it is assumed he regains his composure after the battle). The reroll for the Saga of Majesty takes precedence over this however (ie, he has to fail 2 Ld tests to succumb).

A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage and Furious Charge special rules as he attempts to bring as many enemies down with him as he can.


Create your special characters! and give feedback on others.  @ 2011/04/16 07:27:40


Post by: Jaon


gendoikari87 wrote:
Jaon wrote:

Going by that, and by a Grey Knight Grand Master (175pts)

Kaldor Draigo would cost: +5pts for ws7, +15pts for t5, +15pts for 4A, +10 for 4 wounds, +10 for T5, 15pts (?) for the Titan Sword, +10 for the stormshield (only slightly better due to originally having an Iron halo), +15 for Eternal Warrior, and +5 for Sanctified Flame leaves us at around about... 275 POINTS!

You sir, have cracked the system.


hmm it needs refining thought....


Start with a base HQ, then add the indicated points per point increase in the following

WS: +5pts
BS: +5pts
S: +15pts
T: +10pts
W: +10pts
I: +10pts
A: +15pts
Ld: +10pts
Sv: Saves follow the following chart




Be careful, I could have a toughness 10 space marine captain for 160 points!


Create your special characters! and give feedback on others.  @ 2011/04/16 12:09:12


Post by: gendoikari87


That's why you use discretion, course i could always just make a racial maximum chart?


Create your special characters! and give feedback on others.  @ 2011/04/16 12:32:04


Post by: purplefood


Much better Andilus


Create your special characters! and give feedback on others.  @ 2011/04/16 12:47:21


Post by: Big Mek Dattrukk


Skribnit, "Da Big Kan" 120pts

Front: 12
Side: 11
Rear: 11
WS: 2
BS: 3
S: 5
I: 5
LD: 6

Wargear: Grot riggers, armor plates, Twin linked Grotzooka.

Special Rules: Skrews and Takks, Da Big Kan, Not Built For this

SKREWS AND TAKKS: Skribnits Grotzookas are loaded, in addition to the usual scraps, with numerous pins, needles, and other small pointy objects. This drastically increases the Volume of dakka each shot produces, at the cost of strength. any model under the template takes an additional hit at S3.

Da Big Kan: Skribnit can be taken as part of a unit of Killa Kans. he takes the place of one Kan in the unit. if Not Built for This would cause Skribnit to break unit coherency, he becomes an Independent Character.

Not Built for This: Skribnits Kan is armored above and beyond what its frame was meant to handle. at the beginning of each movement phase, roll 1d6. on a 1, skribnits may not move. on a 6, he developes to much momentum, and moves 6+1d3 inches, and must move in a perfectly straight line. On 2-5, he moves as normal.


Create your special characters! and give feedback on others.  @ 2011/04/16 13:20:55


Post by: gendoikari87


Magos Antyka Heron

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

Wargear: Custom Servo Harness, Power Weapon

Custom Servo Harness:The Custom servo-harness Was made by heron specifically for both combat and breeching sealed tombs and ruins. It mounts a much more powerful cutting torch than a normal servo harness in addition to a storm bolter. It may fire using the profile below. In addition, In the shooting phase the Techmarine can fire both harness mounted weapons, or one harness mount and another gun.

Fusion Cutter
Range: 12"
St: 10
AP: 1
Type: Assault 1

Special Rules: Blessing of the omnissiah, bolster defenses, Extreme intellegence

Extreme intellegence: such is his intellect and spying devices, Hero can quickly ascertain what the enemy is up to.

you may Re roll any 1 dice in the game, including the dice to see who goes first, and seize the initiative.


Create your special characters! and give feedback on others.  @ 2011/04/16 14:51:15


Post by: Asherian Command


Angel Prince Gavreel

WS BS S T W I A LD SV
6 5 4 4 3 5 3 10 +2 ++4

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Relentless,

Angel of War- As an Angel Prince Gavreel is a Tactical Genius, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests.

The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter.

Wargear- Storm Bolter, Crux Terminatus (Iron Halo counts as), Krak grenades, Frag Grenades, Combat Knife.

Angelic Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has rending (6+).

Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assualting or when being assualted.

210 Points


Create your special characters! and give feedback on others.  @ 2011/04/16 16:09:08


Post by: Andilus Greatsword


purplefood wrote:Much better Andilus


Thanks, I like this one much better!


Create your special characters! and give feedback on others.  @ 2011/04/16 16:53:54


Post by: Swiftblade


The Cobra of Orion

Special Tyranid Trygon Prime, 300 points

When the arid Hive-World of Orion V was attacked by a splinter fleet of Hive Fleet Behemoth, the Imperial Guard regiments of Orion who had become experts in desert warfare from defending thier homeland from many raids against Dark Eldar raiders initially were able to stall any sort of Tyranid advance against the central Hive of Agnos with infantry raids against the Tyranids that would flank the Tyranid lines with highly mobile ground infantry with Chimera transports adjusted for speedy desert movement along with pounding Basilisk fire on the Tyranids rear, forcing the Tyranids forward into withering fire from Leman Russ Battle Tanks. for 3 months, the seige of Agnos seemed to be in the Guards favor. Until during one attack, the Basilisk guns had fallen silent when they were most needed, and Guard regiments were forced to retreat without the artillery support. Many of the transports were hunted down by the beast that had slain the Basilik artilery: A huge Tyranid Trygon that would emerge from the dunes with Raveners by its side. The Trygon would strike quickly against the armour, and the Raveners under the Trygons synaptic control would chase down any fleeing survivors without mercy.

Soon, the Leman Russ Tanks had fallen silent as well, and without the armour superiority that the guard relied upon, the Tyranid force attacked the Hive in a horrifying assault, the small amount of defenders of the city could do nothing to stop the massive Tyranid advance, and whenever an Imperial Tank Regiment would come to support the Hive defenders, there would be the Cobra, and the Tanks would be reduced to scrap within moments.


WS: 5
BS: 3
S: 6
T: 6
W: 6
A: 6
I: 4
LD: 10
Sv: 3+

Weapons and Biomorphs: Bonded Exoskeleton, Scything Talons (two Sets), Containment Spines

Special Rules: Depstrike, Fearless, Fleet, Synapse Creature, Shadow in the Warp

Cobra's Strike: When the Cobra of Orion attacks on the turn it charged, it gains the "Poisoned" special rule on a 3+ roll, its Initiative becomes 6, and any wound inflicted by the Cobra of Orion causes Instant Death unless the other unit's special rules causes them to be immune to instant death.

Berserk Rampage: For every successful To Hit roll that The Cobra of Orion makes in Close Combat, it may make one additional attack against the same unit. These Additional attacks do not confer any additional attacks if they also hit the enemy!


Create your special characters! and give feedback on others.  @ 2011/04/16 16:56:28


Post by: gendoikari87


Holy gak broken MC is broken!


Create your special characters! and give feedback on others.  @ 2011/04/16 17:04:50


Post by: Anvildude


First off, how many attacks does the Cobra have?

Second, though the Initative gain is fine, I'd switch the 'Goes up to Str 10' to 'become poisoned', since first off, it's much less OP, and second off, it fits the fluff better. Perhaps also remove the 'causes instant death' and change it to a 3+ or 2+ poison.

It is good of you to clarify that the ID wound doesn't bypass EW or such.


Create your special characters! and give feedback on others.  @ 2011/04/16 17:10:44


Post by: Swiftblade


Anvildude wrote:First off, how many attacks does the Cobra have?

Second, though the Initative gain is fine, I'd switch the 'Goes up to Str 10' to 'become poisoned', since first off, it's much less OP, and second off, it fits the fluff better. Perhaps also remove the 'causes instant death' and change it to a 3+ or 2+ poison.

It is good of you to clarify that the ID wound doesn't bypass EW or such.


Good point, I went ahead and changed it to a 3+ poison.


Automatically Appended Next Post:
Swiftblade wrote:The Cobra of Orion

Special Tyranid Trygon Prime, 300 points

When the arid Hive-World of Orion V was attacked by a splinter fleet of Hive Fleet Behemoth, the Imperial Guard regiments of Orion who had become experts in desert warfare from defending thier homeland from many raids against Dark Eldar raiders initially were able to stall any sort of Tyranid advance against the central Hive of Agnos with infantry raids against the Tyranids that would flank the Tyranid lines with highly mobile ground infantry with Chimera transports adjusted for speedy desert movement along with pounding Basilisk fire on the Tyranids rear, forcing the Tyranids forward into withering fire from Leman Russ Battle Tanks. for 3 months, the seige of Agnos seemed to be in the Guards favor. Until during one attack, the Basilisk guns had fallen silent when they were most needed, and Guard regiments were forced to retreat without the artillery support. Many of the transports were hunted down by the beast that had slain the Basilik artilery: A huge Tyranid Trygon that would emerge from the dunes with Raveners by its side. The Trygon would strike quickly against the armour, and the Raveners under the Trygons synaptic control would chase down any fleeing survivors without mercy.

Soon, the Leman Russ Tanks had fallen silent as well, and without the armour superiority that the guard relied upon, the Tyranid force attacked the Hive in a horrifying assault, the small amount of defenders of the city could do nothing to stop the massive Tyranid advance, and whenever an Imperial Tank Regiment would come to support the Hive defenders, there would be the Cobra, and the Tanks would be reduced to scrap within moments.


WS: 5
BS: 3
S: 6
T: 6
W: 6
I: 4
LD: 10
Sv: 3+

Weapons and Biomorphs: Bonded Exoskeleton, Scything Talons (two Sets), Containment Spines

Special Rules: Depstrike, Fearless, Fleet, Synapse Creature, Shadow in the Warp

Cobra's Strike: When the Cobra of Orion attacks on the turn it charged, it gains the "Poisoned" special rule on a 3+ roll, its Initiative becomes 6, and any wound inflicted by the Cobra of Orion causes Instant Death unless the other unit's special rules causes them to be immune to instant death.

Berserk Rampage: For every successful To Hit roll that The Cobra of Orion makes in Close Combat, it may make one additional attack against the same unit. These Additional attacks do not confer any additional attacks if they also hit the enemy!


Create your special characters! and give feedback on others.  @ 2011/04/16 17:12:27


Post by: Andilus Greatsword


At least it can't deep strike and then assault...


Create your special characters! and give feedback on others.  @ 2011/04/16 17:16:56


Post by: Swiftblade


Andilus Greatsword wrote:At least it can't deep strike and then assault...


Yeah, the "Cobra's Strike" special rule is in itself kindof pushing it on the OP scale, along with the Berserk Rampage Special rule. It is, however, an expensive unit to field (300 Points) and it has just as much survivability of a normal Trygon, so it still is only okay at range. It is, however, a CC maniac if it gets the charge, which it should be able to do with fleet.

EDIT: I'm also considering taking it down to just a normal Trygon base stats instead of Trygon Prime Base stats, althought that means both of those special rules added 100 points to its base cost, which is kindof overpriced for 2 special rules. Still, a Trygon Prime is outstaningly deadly, kindof pushing OP.


Create your special characters! and give feedback on others.  @ 2011/04/16 17:30:49


Post by: Andilus Greatsword


I'd stick with the Trygon Prime, means you're spending about 40pts for those upgrades, and you're getting Synapse, Containment Spikes, etc.


Create your special characters! and give feedback on others.  @ 2011/04/16 17:34:12


Post by: Kurgash


Not so much character but unit, though could be treated as a char I guess.

Necron Suppressor: 250pts Heavy support

Bipedal machines constructed to keep captured populaces in check as the war cells advance onto other neighboring worlds, leaving only a skeleton garrison to keep watch. Uses pariah gene humans to help power their long range zones of control, rendering the populations devoid of feeling and any sense of resistance as they slowly march into the soul forges to be harvested. Few are taken to the front lines as they are far too valuable should they be destroyed, it requires more effort to find the pariah gene humans than it is to create the machines.

WS BS Str To W I A Ld Sv

4 4 6 6 5 3 4 10 3+/4+

Armed with two gauss cannons and necrodermis blades (warcythes)

Special rules.

Monstrous creature, Soulless, I feel...nothing, phase generator (4+ invul)

I feel...nothing: A 24" range aura of dominance that causes any enemy unit that wishes to fire or assault that turn to take a ld test at ld 7. If they fail the test, they are unable to act round and are automatically struck in close combat as their senses are dulled and arms heavy from the overwhelming desire to give in and surrender to death. This affects vehicles and embarked units.


Create your special characters! and give feedback on others.  @ 2011/04/16 17:36:07


Post by: Swiftblade


Andilus Greatsword wrote:I'd stick with the Trygon Prime, means you're spending about 40pts for those upgrades, and you're getting Synapse, Containment Spikes, etc.


Awesome, I'll stick with Trygon Prime, which means thats about 60 points on upgrades.


Create your special characters! and give feedback on others.  @ 2011/04/16 19:15:42


Post by: Field Gen



OK Guys what do you think about this character...Its my actual self if I would had grown up in.


Army: Inquisition - May be purchased by any Non Chaos Space Marine, or I.G army that includes man of Imperium models.

Jesse Chenoweth - Can be added to any space wolf unit choice for 3 points or for 60 points. Can be selected as a Elite choice for any other army.
UNIQUE

BS:2 WS: 4 S:1 T:1 I: 5 W:1 A: 2 LD: 5 SV: -

Fleet, Hit and Run, and they shall know no fear but I will RUN THE HELL AWAY

Squirmy little runt: While he is no where near suited for combat, He holds no real military Training, by human standards is very skinny and fragile. He is very quick and great at moving around and often times out of pure luck can dodge seemingly impossible objects flying at him. To represent this all successful hits in ranged must be rerolled. They cannot be rerolled for any reason even if an Eldar has cast fortune to hit him. A failure to shoot him is a failure.

And they shall know no fear but I will RUN THE HELL AWAY He is weak but a good boy. Jesse cannot charge into combat alone. If your opponent charges Jesse or the squad he is in. The assault ends with the models in base to base contact with Jesse's Model and He runs 3d6 inches in the direction that points as far away from any other enemy model as possible. Jesse cannot become trapped even if surrounded as he is small, Squirmy and can easily squeeze past people and lucky dodge hits. So becoming trapped is impossible. He will dive between the claws in the thunder claws, Somehow make an impossible leap over or under a thunder hammer or in between the legs of the enemy if they are big enough. Monkey climb over what ever tank is in his way at an amazing speed as the enemy looks in confusion as to how the heck he was able to get away like that? Only when accompanied by no less than six other models can Jesse be locked into combat.


Stealthy: Jesse loves to play hide and seek and loves to be all stealthy. After all he is no warrior for sure! Because of this he will often take anything he can find lying around and fashion it into camo. Often going to ground and sneaking around. If Jesse is by himself. All models attempting to fire at jesse must follow the night fighting rules. This also confers the Stealth Rule to Jesse.

Tech marine at heart: If Jesse is in base to base contact with a damaged vehicle. He may roll a a D6. On a 4+ he can negate immobilized. Repair up to two weapons or Negate a crew shaken or stunned.

Burrow and Borrow: - A most humorous thing that Jesse finds appealing that is if he penetrates the armor on any non skimmer tank. He will use his Ghost Lance Claws to tear a part a hole and burrow into the machine. Rewiring the machine Taking out controls etc. During the opponents next turn. You may control the movement and Firing phase of that tank. If it is a transport or has models inside they may not disembark. During the Assault phase Jesse Exits the machine anywhere around the tank and the tank is considered Immobilized and suffers crew stunned even if the tank has special options that would normally make the tank crew shaken.

Luckiest Fether alive.

Jesse at times has shown to be protected by some unknown and POWERFUL force. He is no psyker and has no armor protecting him. He is but normal human but at one point has survived all of his bones being broken, internal organs blown or failed when hit by shells and even a plasma cannon misfire hitting him. He hold no scars amazingly and Can survive horrible wounds...somehow. How long that will last or if he is just the luckiest fether in the world no one knows. Any rolls to wound on a roll of a 2 count as a 1 and deal no wound.

War Gear:
Ghost Lance Gauntlets
Las Pistol

Ghost Lance is a very special kind of claw like gauntlet that Jesse Created himself. It is unlike anything else ever seen and all attempts to be made into a much larger and more sturdy version for Space marine use has failed due to the nature of its design.

The gauntlets are leather base with machine mounted into them so they are very comfy! They have a bone like structure design to make look like a metal human skeletal hand over the gloves underneath. They emit a powerful force of plasma and electrical energies around them to form a small and slender "force claws". They emit no heat but the energy is so intense that despite Jesses Inferior Muscle power. With using only a little effort the claws can easily puncture, Tear and melt off anything they touch. Amazingly enough they can flux and have an impressive I.A. So when Jesse opens or closes his hands the power behind them will auto adjust within less than a millionth of a second so that they do not cause him any harm. To others looking at them they appear to be Transparent and Ghostly white/blue slender claws. Like a Daemons claws. Almost all whom get their first look at how easily it can tear through Even Terminators armor and how easily Jesse can make a "him sized hole" into a tanks armor become afraid of the power these tiny little claws have on his small hands.

This confers the following - Will hit in close combat on a 3+. Against units, Ignores both armor and Invulnerable saves.
Allows a 5d6 Armor Penetration against Vehicles and adds +1 to the damage table. Cannot go past 6.

Comments and questions welcome.


Create your special characters! and give feedback on others.  @ 2011/04/16 19:40:43


Post by: Andilus Greatsword


Field Gen wrote:Jesse Chenoweth - Can be added to any space wolf unit choice for 3 points or for 60 points. Can be selected as a Elite choice for any other army.


I don't understand this... he's 3 points for Space Wolves, but 60 points for everyone else? Does he take a FoC slot in Space Wolves?

The description of the "And they shall know no fear but I will RUN THE HELL AWAY" rule makes me laugh out loud.

Also, his gauntlets are one of the few weapons I'd say can ignore invul saves and be fair, since he can only wound a MEQ on a 6+.


Create your special characters! and give feedback on others.  @ 2011/04/16 21:12:03


Post by: gendoikari87


Jesse made me chuckle and gave me an ominous idea. Chracters from other games into warhammer.

Solid Snake 300 points

WS: 5
BS: 5
S: 3
T: 3
W: 1
I: 6
A: 1
LD: 10
Sv: -

Wargear: 1911 commander (counts as laspistol), Close combat weapon, Cardboard box, C4

C4: this special piece of wargear works exactly like a normal demolition charge except snake denotes where he will place it before the game in secret (write this down before the game begins), and may activate it once, during any shooting phase.

Cardboard Box: In addition to this piece of wargear snake employs a massive array of stealth devices and techniques to keep completely hidden from view. If snake did not fire in the previous turn and an enemy wishes to assault him or fire on him, they must first roll a D6, if snake is in cover, they must score 6+ in order to perform the action, if snake is in the open, this is reduced to 2+, if this roll is faild they cannot perform the action, they may choose a different target however. In any event snake always adds +1 to his cove save even if he has none

Special Rules: Acute Senses, hit and run, Legendary Deadshot, Where's bob?, hit and run, Infiltrate, scouts

Legendary Deadshot: such is snakes legendary skills, that in adition to the normal rules for deadshot, snakes close combat and shooting attacks wound on a 2+ and rend on a 4+, AND benefit from the deadshot ability.

Where's bob?: such is his ability that few if any ever see snake coming, and often guards are left wondering wheres bob?, in a turn in which snake assaults the enemy unit must first pass an initiative test at -1 to their initiative or be unable to strike back against snake for the duration of that player turn.


Create your special characters! and give feedback on others.  @ 2011/04/16 21:42:01


Post by: purplefood


Swiftblade wrote:
Andilus Greatsword wrote:At least it can't deep strike and then assault...


Yeah, the "Cobra's Strike" special rule is in itself kindof pushing it on the OP scale, along with the Berserk Rampage Special rule. It is, however, an expensive unit to field (300 Points) and it has just as much survivability of a normal Trygon, so it still is only okay at range. It is, however, a CC maniac if it gets the charge, which it should be able to do with fleet.

EDIT: I'm also considering taking it down to just a normal Trygon base stats instead of Trygon Prime Base stats, althought that means both of those special rules added 100 points to its base cost, which is kindof overpriced for 2 special rules. Still, a Trygon Prime is outstaningly deadly, kindof pushing OP.

It's not OP...
It's actually an incredible waste of point considering it seems to have no attacks whatsoever...
The special rules are okay though beserk rampage is pushing it a touch...


Create your special characters! and give feedback on others.  @ 2011/04/16 22:01:35


Post by: KingOfTheSwords


Captain Lextus 'The son of sanguinius' Leader of the Blood Angels 2nd company

WS--BS--S--T--W--I--A--LD--SV
5 5 4 5 4 6 * 10 2+/5++

Wargear: frag+krak grenades,bolt pistol,Swift Redemption, inter-grated shield generator,artificer armour

Swift Redemption:

The 'swift redemption' is a shape-shifting sword, as such. it uses Lextus' psychic energy to lurch straight out, toward an enemy, perhaps out of reach ETC. it can be used in the assaulting and shooting phase. when in the shooting phase, this is its profile:

Range---S----AP----type
12" 6 3 assault
2
in the assault phase it counts as a thunder hammer, due to the sheer strength of the sword and how it was built.

inter-grated shield generator

this is a shield generator built into his backpack.it is more of an Emergency type of shield. due to this it only comes into play when lextus' wounds are down to 1 and it grants him a 5+ INV save

Special rules: independent character,the perfect warrior*,psyker (ML2), preferred enemy (orks)

The Perfect warrior: in the assault phase, before any blows are struck,you must choose one of the following assault stances:

sword storm: Lextus attacks any model that comes into contact with him, regardless of how many attacks he has.

Blade shield:
he cannot attack the whole turn, but re-rolls all saves when hit in close combat

rapier strike: he can make D3 attacks on top of his original attacks. (D3+1 if charged)

psychic powers: Vortex of doom, smite.




Fluff: Lextus is quite different to other Adeptus Asartes. he was born a hiver, dwelling in the lower areas of the necromundian cites of aphelion 3, a star system close to kaurava. his school taught him by law about the God-Emperor and his great deeds, but in the whole class lextus was the only that listened, or cared. all the other's cared about was sex, drugs and woman. they didn't give a about school and education. when he was about 17 he knew just about everything the emperor did for humanity. and so had great faith in him and his duty.

then the inevitable happened. when he was 22 the great deamon sar'quia and his devilish servants attacked aphelion 3, killing about 60% of the population, anouther 35% taken and most likely sacrifice to khorne.but that doesn't add to 100% eh? a further 200 people were left, lextus and his mother some of them. they all hid in the planetary governors private tower(not so private any more eh?) two days later they were found. by the deamon Sar'Quia itself!

Screams and shouts soared around the place as the huge Deamon smashed a hole big enough for a baneblade to fit through in the side of the building. it roared and swang its sword, decapitating at least 20 poor innocents. one preacher managed to shout nobely ' Remember, The Emperor Protects!' the preacher said before being splattered by an fist-full of deamon, but at the same time dying in honer with his last words ones that would please the god-Emperor to the grave and onwards.

'this must stop' lextus mumbled to his mother, which was crying in fear. then lextus felt something in his head. he couldn't tell what but it wasn't intended to hurt him was what he could tell.
he fell to his knees Holding his head, he saw visions ,was it the future? or was it the past?, or the present? the vision swarmed his mind like a tyrinid brood. then it happenend. the deamon was just about to swing his sword again but before he could even prop himself lextus was up on his feet, and his eyes becoming Electric blue, he shot ball of pure psychic energy from his hands and it smashed into the deamons abdomen,felling him and knocking the beast unconscious.

At the moment the deamon hit the ground 4 elysian hardend veterans dropped down with chain-swords and auto-pistols and landed on the frozen carcass of the deamon and constantly stabbed it with their chain-swords.
other elysian's drop troops arrived trying to calm the survivors and get them out.

Lextus fainted, dropping right onto the ground like a brick wall hit by an earth-shaker round.

when he woke up he wasn't where he expected. instead in an infirmary or hospital with medical officers and doctors bearing the imperial aquillia . The medics where inspecting his hands and eyes, with his mother just happy to see him alive.he asked a docter to pass him a mirror. he checked his eyes. they where sill electric blue.he gasped, and then asked what happened.
obviously the doctors couldn't answer, but his mother could. after he had got up, his hands started to glow,with what looked like pure energy also, a Halo of psychic energy appeared just before he shot the 'thing' out

A few minutes later an elysian walked in. Lextus instantly recognised him. he was one of the veterans, that hacked the deamon to death. 'you should be a grey knight!' he said in a deep tone.
'you saved us alot of fighting, too. we're not the best to be fighting deamons but we were in the area at the time'. Lextus managed to say 'were am i?' 'you're on
Spoiler:
swift redemption
a medical-class ship'.'and what of my world?'lextus replied 'i'am sorry, but you're world is tainted, and Exterminatus has been declared on it'.'what's that?' 'it is where the planet will be orbitally bombarded, then a bomb will be shot into the planet, digging its way to the core, and then setting off a nuclear explosion'. Lextus fell silent, but it was obviously the right thing for the imperium to do.



'anyway' the elysian carried on 'how old are you?'
'22'
'dammit, the Asartes recruiting age limit is currently 20!'
'does that mean I'm with you?'
'i like you're attitude kid. come meet me in the barracks down stairs when you're feeling better. nurse, can you show him the way when he's ready?'
'yes sir' she replied.

about 10 minutes later he got up and the nurse showed him to the barracks. the elysian was there, shooting down the range with his auto-pistol.

(to be continued. i'am short on time )



Create your special characters! and give feedback on others.  @ 2011/04/17 17:26:29


Post by: Swiftblade


purplefood wrote:
Swiftblade wrote:
Andilus Greatsword wrote:At least it can't deep strike and then assault...


Yeah, the "Cobra's Strike" special rule is in itself kindof pushing it on the OP scale, along with the Berserk Rampage Special rule. It is, however, an expensive unit to field (300 Points) and it has just as much survivability of a normal Trygon, so it still is only okay at range. It is, however, a CC maniac if it gets the charge, which it should be able to do with fleet.

EDIT: I'm also considering taking it down to just a normal Trygon base stats instead of Trygon Prime Base stats, althought that means both of those special rules added 100 points to its base cost, which is kindof overpriced for 2 special rules. Still, a Trygon Prime is outstaningly deadly, kindof pushing OP.

It's not OP...
It's actually an incredible waste of point considering it seems to have no attacks whatsoever...
The special rules are okay though beserk rampage is pushing it a touch...


Oops, I forgot to put in the attacks. It has the same amount of attacks as a Trygon Prime, which is 6. Lemme edit that real quick

EDIT: Upon consideration, 6 attacks with Dual Scytals (Which allows you to reroll all failed To Hit rolls) might be OP with Berserk Rampage as a special rule.


Create your special characters! and give feedback on others.  @ 2011/04/17 18:42:31


Post by: gendoikari87


str 10 at initiative is OP. Period, keep him at str 6.


Create your special characters! and give feedback on others.  @ 2011/04/17 23:43:20


Post by: Swiftblade


gendoikari87 wrote:str 10 at initiative is OP. Period, keep him at str 6.


Well, that got changed, its strength 6 now.


Create your special characters! and give feedback on others.  @ 2011/04/17 23:46:13


Post by: Asherian Command


Asherian Command wrote:Angel Prince Gavreel

WS BS S T W I A LD SV
6 5 4 4 3 5 3 10 +2 ++4

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Relentless,

Angel of War- As an Angel Prince Gavreel is a Tactical Genius, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests.

The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter.

Wargear- Storm Bolter, Crux Terminatus (Iron Halo counts as), Krak grenades, Frag Grenades, Combat Knife.

Angelic Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has rending (6+).

Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assualting or when being assualted.

210 Points

uhh is this a good enough unit?!??!?!


Create your special characters! and give feedback on others.  @ 2011/04/18 00:02:27


Post by: Andilus Greatsword


Asherian Command wrote:
Asherian Command wrote:Angel Prince Gavreel

WS BS S T W I A LD SV
6 5 4 4 3 5 3 10 +2 ++4

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Relentless,

Angel of War- As an Angel Prince Gavreel is a Tactical Genius, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests.

The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter.

Wargear- Storm Bolter, Crux Terminatus (Iron Halo counts as), Krak grenades, Frag Grenades, Combat Knife.

Angelic Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has rending (6+).

Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assualting or when being assualted.

210 Points

uhh is this a good enough unit?!??!?!


Angel of War - This is rather OP, it should have a range (12" perhaps)

The Knight Host of Tina - How does this work? Do you give this to one unit he accompanies, or one in his army?

Giving the Angelic Fire Blade rending is pointless since it will automatically ignore armour anyway (unless you plan on using him to attack armour?)

Only 210pts is probably too little, I'd bump it up to around 230pts unless he got nerfed a bit.


Create your special characters! and give feedback on others.  @ 2011/04/18 00:18:52


Post by: Cybronx


This is my interpretation of Caito Galenus, Captain of the Ultramarines 5th Company and Master of the Marches.

WS-6
BS-5
S-4(6)
T- 4
W-3
I-4
A-3
Ls-10
Sv-2+/3++

"Fifth Company, we hold the line! We are the sword of Guilliman, the shield of Ultramar. This day, here, we shall descend valiantly upon the forces of Chaos. They shall perish in vain with false prayers on their lips, for we fight with the blessing of the Emperor! Blessed are those who fight this day and everyday for the Emperor, for they shall know victory. We are the Ultramarines, the Company of Death. We fight for honor, and for glory! For Macragge! For Guilliman! For the Emperor!"

Type: Independent Character, Infantry

Wargear: Bolt Pistol, Fringe, Ebon Halo, Artificer Armor, Krak Grenades, Frag Grenades

Fringe: Galenus wields a relic passed down to the current Master of the Marches since the creation of the Codex Astartes. Formerly the weapon of Cato Sicarius, Galenus wields this blade with the skill as only a Space Marine could. It is not merely a weapon, but also a symbol. It is the tip of Ultramar's reach, and any who dare assault Ultramar meet nothing but an impalement upon this mighty blade. Fringe is both a power weapon and master-crafted relic blade.

Ebon Halo: The Iron Halo that Galenus wears is painted black in honor of his Company. It's exceptional strength is attributed to his iron will and position as Master of the Marches. It confers a 3++ Invulnerable Saving Throw rather than the normal 4++.

Special Rules: And They Shall Know No Fear, Combat Tactics, Eternal Warrior, Hold the Line!, Faith is My Shield

Hold the Line!: Galenus's exception skill at defending the fringe worlds of Ultramar has allowed him to withstand most assaults, and to teach his men likewise. Enemy units within 24" of Galenus do not gain the assault bonus.

Faith is My Shield: When the battle is at its most grim, Galenus offers a prayer to the Emperor and charges into the fray, ignoring the onslaught against him. When Galenus is reduced to 1W, he gains the Feel No Pain special rule.

Anyone know an appropriate point cost? And how about Hold the Line!, should it be 12" or 24"?


Create your special characters! and give feedback on others.  @ 2011/04/18 00:31:44


Post by: ironhandstraken


when i was making this guy i when by the artwork for the chapter master on page 52

from some reason this pic is not working so here is the link

spoiler:



my guy is like marneus calgar with thunder hammers(please not e thunder hummers is plural)

(have not thought of a name yet)
ws-6 bs-5 s-4 t-4 w-4 i-5 a-4 ld-10

unit composition
1 (unique)

unit type
infantry

war-gear
Armour of redemption (looks light grey knight terminator armour and he start with it on{ doe not need to buy it point are all ready included})

power sword

iron halo

thunder hammers of the vulkan( same profile as the gauntlets but thunder hammer just master crafted )

special rule are all the same (just different names)

when i was working out the points i started with the normal points add the armour of redemption. than i take away the point of 2 power fists for the (going by chapter master entries).next i add the points of two thunder hammers(going by chapter master entries) and to get them master crafted i got the point cost from the grey knight codex

total points - 285



Create your special characters! and give feedback on others.  @ 2011/04/18 00:48:12


Post by: Anvildude


Why would he have a Power Sword when he has twin Thunder Hammers? They're already power weapons.


Create your special characters! and give feedback on others.  @ 2011/04/18 01:00:26


Post by: Asherian Command


Asherian Command wrote:Angel Prince Gavreel

WS BS S T W I A LD SV
6 5 4 4 3 5 3 10 +2 ++4

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Relentless,

Angel of War- As an Angel Prince Gavreel is a Tactical Genius, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests. All who are in 12 inches of Gavreel

The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. Only One squad may be selected as to One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter. (50 points if you want an additional squad to get a special rule)

Wargear- Storm Bolter, Crux Terminatus (Iron Halo counts as), Krak grenades, Frag Grenades, Combat Knife.

Angelic Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has strikes at s6.

Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assaulting or when being assaulted.

230 Points

Fixed

The Knight Host of Tina - How does this work? Do you give this to one unit he accompanies, or one in his army?

One squad is given this ability.


Create your special characters! and give feedback on others.  @ 2011/04/18 01:02:23


Post by: gendoikari87


ah you changed the fire sword, I thought it was quite nice at str 4 rending, kinda unique, mostly useless as a special weapon beyond being a power weapon but unique.


Create your special characters! and give feedback on others.  @ 2011/04/18 01:35:33


Post by: Asherian Command


gendoikari87 wrote:ah you changed the fire sword, I thought it was quite nice at str 4 rending, kinda unique, mostly useless as a special weapon beyond being a power weapon but unique.

it was kinda like Shrike's lightning claws.


Create your special characters! and give feedback on others.  @ 2011/04/18 09:57:38


Post by: ironhandstraken


Anvildude wrote:Why would he have a Power Sword when he has twin Thunder Hammers? They're already power weapons.


because that is what is in marneus calgar profile


Create your special characters! and give feedback on others.  @ 2011/04/18 17:14:25


Post by: Preston


Someone I would love to have in my guard army

Air Marshal Balemer - 140 points
One Company command squad in your army may replace its Company commander with Air Marshal Balemer

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

Wargear:
Carapace armour
Hot-shot Laspistol
Power weapon
Refractor field
Frag grenades
Krak grenades
Fleet uplink - Air Marshal Balemer can contact the fleet in orbit to coordinate one bombing run or missile strike per turn.
...................Range.....Str.....AP.....Type
Bombing run Unlimited...5.......6.....D3+2 Blast
Missile strike Unlimited..10.......1....Ordnance Blast

Special rules:
'Mount up boys!' - Valkyrie assault carriers may be taken as a dedicated transports for any squad that can usually take a chimera.
'Watch the drop zone. Eyes on anti-aircraft!' - For +25 points each Valkyrie/Vendetta gunships increase their armour to F13 S13 R11


Create your special characters! and give feedback on others.  @ 2011/04/18 18:17:41


Post by: Unit1126PLL


If I could have a special commander for my Armored Company:

Podpolkovnik Krasnov and the Malleus Machinarum- 300 points

One Company command tank in your army may be replaced by Podpolkovnik Krasnov and the Malleus Machinarum.

FA...14
SA...13
RA...10
BS...4

The Malleus Machinarum is a Leman Russ Vanquisher with the following upgrades:
Hull Lascannon
Co-Axial Heavy Stubber
Pintle Heavy Stubber
Dozer Blade
Extra Armor
Icon of the Machine

Special Rules for Malleus Machinarum:
Icon of the Machine - The tank was constructed on a Forge World as the proving piece of a Magos of the Adeptus Mechanicus. It is immune to the Lance and Gauss special rules.

Special Rules for Podpolkovnik Krasnov:
"Borrowed" HE shells: Krasnov's Vanquisher may fire a shell using the Battlecannon profile. Other vanquishers in Krasnov's company may purchase this ability for 20 pts.


Create your special characters! and give feedback on others.  @ 2011/04/18 20:03:33


Post by: gendoikari87


Nice go trying to balance that, but 300 is a bit much, it's still basically a leman russ with pask in it.


Create your special characters! and give feedback on others.  @ 2011/04/18 20:09:08


Post by: Field Gen


Andilus Greatsword wrote:
Field Gen wrote:Jesse Chenoweth - Can be added to any space wolf unit choice for 3 points or for 60 points. Can be selected as a Elite choice for any other army.


I don't understand this... he's 3 points for Space Wolves, but 60 points for everyone else? Does he take a FoC slot in Space Wolves?

The description of the "And they shall know no fear but I will RUN THE HELL AWAY" rule makes me laugh out loud.

Also, his gauntlets are one of the few weapons I'd say can ignore invul saves and be fair, since he can only wound a MEQ on a 6+.


He does not take a FoC first off. He can be added to the units as a wargear sort of speak. He is for space wolves first and anyone else who wants to hire him must pay the expensive shipping costs it takes to transport them to whatever planet they are fighting on.

Jesse's Super Mechanic skills and "burrow and borrow" is what makes him so great! The claws are more powerful than any thunder claw or ccw. However I made it so that because of his None Warriorness
that its hard for him to hit things. Thus I did not put a auto wounds on a +2.



Create your special characters! and give feedback on others.  @ 2011/04/18 20:19:51


Post by: Dashofpepper


I like the Necron Deceiver a lot.

For 300 points you get:

WS5 STR9 T8 I5 A4 W5 LD X

He has an assortment of god powers, most of which are useless these days given codex creep. I would keep that 300 points and modify a couple of things.

1. He should have Eternal Warrior.
2. He should have the ability to deep-strike without scatter. He's a GOD.
3. He should be Jump Infantry.
4. His 4+ Invulnerable Save should improve to a 3+ Invulnerable Save.
5. He has no guns or weapons - his weapon skill should be improved to 6-7.

When he deceives a unit and forces them to take a leadership check, it should be a modified leadership check. Most things in 40k are LD10 or fearless nowadays.


Create your special characters! and give feedback on others.  @ 2011/04/18 20:34:52


Post by: gendoikari87


Magos Stark

Magos Stark is truely a machine warrior, of his nearly 300 years, originally a techpriest of the adeptus titanicus, more than 210 of them have been spent searching for STC print outs with the ultimate goal of finding an intact STC. Mortally wounded on Anthros under his senior magos, heron, Stark was deemed too valuble an asset to let die, and so he was placed into a holding tank, and kept alive while heron fashioned him a sarcophagus.with his know how and herons, the sarcophagus was transformed into a tool of warfare. Stark now presides over Heron as his peronal protector. and both continue to add to the sarcophagus, with each new STC.

WS: 4
BS: 5
S: 5
Front Armor: 12
Side Armor: 11
Rear Armor: 10
I: 4
A:2

Wargear: Titanicus Sarcophagus, Machine gods wrath, prototype weapons, Shield Generator,

Titanicus Sarcophagus: Made and designed by both Stark and heron, the sarcophagus is a powered walker, and thus is the unit type Walker. Master Crafted power weapon

Machine gods wrath: this weapon is a large missile launcher capable of carrying a large array of warheads, it counts as an orbital strike relay.

Prototype weapons: Always building and testing out old stc designs the duo have mounted many a device upon the sarcophagus, and the same weapon is rarely used in to consecutive battles. to determine what starks second weapon is roll on the following chart at the beginning of the game to determine what kind of weapon stark has for the reminder of the battle.

1- Heavy Flamer
2- Autocannon
3- Missile launcher
4- Multi-Melta
5- Lascannon
6- Plasma cannon


Shield Generator: confers a 4+ invulnerable save.


Create your special characters! and give feedback on others.  @ 2011/04/18 22:46:09


Post by: Andilus Greatsword


Preston wrote:Someone I would love to have in my guard army

Air Marshal Balemer - 140 points
One Company command squad in your army may replace its Company commander with Air Marshal Balemer

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

Wargear:
Carapace armour
Hot-shot Laspistol
Power weapon
Refractor field
Frag grenades
Krak grenades
Fleet uplink - Air Marshal Balemer can contact the fleet in orbit to coordinate one bombing run or missile strike per turn.
...................Range.....Str.....AP.....Type
Bombing run Unlimited...5.......6.....D3+2 Blast
Missile strike Unlimited..10.......1....Ordnance Blast

Special rules:
'Mount up boys!' - Valkyrie assault carriers may be taken as a dedicated transports for any squad that can usually take a chimera.
'Watch the drop zone. Eyes on anti-aircraft!' - For +25 points each Valkyrie/Vendetta gunships increase their armour to F13 S13 R11


...everyone can take Valkyries?


Create your special characters! and give feedback on others.  @ 2011/04/18 23:02:37


Post by: Asherian Command


Asherian Command wrote:Angel Prince Gavreel

WS BS S T W I A LD SV
6 5 4 4 3 5 3 10 +2 ++4

Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character, Relentless,

Angel of War- As an Angel Prince Gavreel is a Tactical Genius, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests. All who are in 12 inches of Gavreel

The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. Only One squad may be selected as to One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter. (50 points if you want an additional squad to get a special rule)

Wargear- Storm Bolter, Crux Terminatus (Iron Halo counts as), Krak grenades, Frag Grenades, Combat Knife.

Angelic Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has rending.

Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assaulting or when being assaulted.

230 Points

Well I just made it a bit unquie again by re adding the rending ability as it is a blade that can strike through the armor of tanks and such so might as well, give him that ability

Lore Panel
Spoiler:
Another Wanderer Angel Prince Known as Gavreel, his close friend Techmarine Forcas and their Angelic Cell; which consisted of only 25 Astartes were positioned on the planet of Tinal IV an minor hive world, of strategic importance. The Wanderers arrived to find a planet completely at war. The PDF forces were almost completely obliterated by the invasion. Those that had survived were retreating. The enemy was a Chaos War-band lead by an Infamous Chaos Sorcerer, Crocell The Reaper. Gavreel and the Commissar Sam and Colonel David (known for knife fighting.) the three Commanders decided to fight together against the Chaos War-band which contained daemons, and chaos space marines alike.

For Many weeks the wanderers lead small attacks on the chaos supply lines crippling their use of super heavy vehicles. Which the wanderers used it to their advantage.

The siege of their main captiol city which laid firmly in the hands of the Imperium was besieged for months. Neither side seemed to gain ground.

Until Gavreel decided to use the chapters advanced weaponry (Which hadn't been used before hand) on the Chaos Space Marines. Utilizing this technology taken from Xenos Races the Wanderers used this weaponry to give their Space Marines advanced bolters making them act more of a sniper rifle than a automatic weapon.

With the siege at full back blown towards the chaos forces each of the wanderers picked off leaders and and heavy weapons alike from afar. Thus completing defeating the chaos force's support against armored vehicles.

The last remants of the Leman Russ PDF forces of Tinal which consisted of 50 leman russes broke through the encircling chaos forces. Slaughtering hundreds of cultists in their wake. With the enemy line broken, Gavreel and his Angelic Cell were able to bring their full force to bare on the Chaos Sorcerer who lead a retuine and was summoning daemons onto the world.

The two met in combat and Gavreel fought well but if it wasn't for his Techmarine Forcas he would of surely perished, delivering a bolter shell to the heart of Crocell. Crocell was left on the field as the two wanderers lead the rest of the forces to a victory of the siege.

After the Siege the imperial forces looked for the last remnant's of the chaos army, but with the arrival of a small contingent of another Angelic Cell lead by a Veteran Angel Bahram, he aided in defeating another contingent of forces.

But many days later a massive force of chaos forces appeared as if from nowhere, leading from the front was Chaos Lord Amduscius who lead the fore front of the entire chaos forces.

The Wanderers were contacted to retreat to another the once bustling city of Liberty Villa a once corrupted hive city that was saved a few weeks earlier by Veteran Angel Bahram and his squad mate Noremac who slaughtered the bustling school of cultists.

Lord Commissar David, took his PDF forces there to provide the Wanderers with a suitable aide as well. Gavreel and Forcas with the rest of the wanderers were able to bolster the defenses of the hive city.

Though to their suprise they saw a Daemon Prince also leading the chaos forces, (After a recon mission) it was soon revealed to them that Corcas had been resurrected by the chaos gods as a daemon prince as he still retained the same heraldry as he did in the battle before.

Though how this happened was not questioned, but only that the Daemon had to be destroyed and his forces dispersed. For a week the battle ensued till the wanderers heard word the Black Templars had sent a small contingent to aid the bewildered forces.

Gavreel and his forces defend the streets of Liberty, firing into the Chaos Space Marines while the PDF forces retreated to give the Wanderers suitable amounts of support from behind.

Veteran Angel Bahram seemed to win the day by placing a packed melta bombs onto the building in which stood an entire heavy support team of chaos forces. Though one of his squad mates Noremac died when activating the charges, that killed him, and stopped the formation of the Greater Daemon, a Champion of Chaos called Aithnic (A Champion of Slannessh) and a Chaos Summoner.

Gavreel had lost 10 astrates in the ensuing campaign, he knew that they could not defeat the Massive Chaos Warband by themselves, but hope came as a Black Templar force lead by Theamt a Castellan. The Black Templars has just made planetfall to aide the besieged forces. Theamt was equipped with Terminator armor and lead his Sword Brethren which then teleported onto the field where Gavreel and the last of his Angelic Cell were held up. (While Angel Bahram was busy facing a Chaos Cultist force.)

The Two commanders agreed to fight against the Daemon Prince in combat. The two Astrates lead the assualt, cutting through the Chaos Forces with steel, bolter, and sword. The Loyal Astrates forces finally reached The Daemon Prince. Alongside the Daemon Prince Stood 2 Greater Daemons. But Alongside them stood shadowy figures of Astrates claded in black and white armor. This gave the Astrates enough resolve to assault Corcell and his Greater Daemons. Gavreel jumped into the fray with his teleporter and Themat crashed through with both thunderhammers on hand to face Corcell. Gavreel and Theamt fought like heroes but it was Gavreel that cut the head of Corcell. The psychic lash banished the lesser daemons diminishing the chaos forces. The Shrouded Astartes then disappeared without a word.

The last of the chaos forces were slaughtered by the Black Templar forces. The Battle harden Commanders agreed to destroy the evidence of the chaos invasion. Gavreel and the last of his Angelic Host stayed to retrieve the fallen of their chapter and of the Loyal Imperial Guard that they served with. The Commissar Lord Sam was wounded in battle by a shot by a bolter shell from Chaos Space Marine. Colonel David literally unscathed compared to the others he had claimed the life of at least 1 chaos lord and his retinue by killing them with his knife and a hot shot lasgun.

Gavreel and his Friend Forcas found the last of their angelic cell one of their members had defected to nurgle as he had been left dieing by his Battle-Brothers (Though this only happened because he volunteered too.) He was blessed by nurgle to be a Greater Daemon of Nurgle. Gavreel and Forcas fought the beast until Forcas was consumed. Gavreel fought the daemon and placed the melta bomb that Forcas had given him before the battle, and banishing the Daemon back to the warp once it was spawned. Gavreel echoed the loss of his friend, and vowed to himself never to tell of the event he had witnessed, only to the Council. After this battle he was given a Knight Hosts. The Angelic cell which was renamed the Forcain Cell.

Angel Prince Gavreel was given a Hammer inscribed with the names of all his fallen brothers of the Battle of Tinal. He has lead many successful campaigns ever since against the Chaos Space Marines.

Commissar Sam Aas has kept the planet under order ever since the war.

His lore is completed and is in need of editing. And yes as you can tell by most of my lore i like small elite of the elite units. Though my other chapter the Sword Templars would disagree with that as they always send in 3 companies into battle.
Anyway hopefully you enjoy my lore/


Create your special characters! and give feedback on others.  @ 2011/04/18 23:02:56


Post by: Unit1126PLL


gendoikari87 wrote:Nice go trying to balance that, but 300 is a bit much, it's still basically a leman russ with pask in it.


Problem is, from the Forge World book, just the tank with those upgrades is like 215 or 220. Then add in HE shells (30 pts over base russ in old codex) and immunity to lance / gauss which I possibly overestimated.

Also it makes other vanquishers in the company viable again.

I could drop it to 280.


Create your special characters! and give feedback on others.  @ 2011/04/18 23:27:18


Post by: gendoikari87


just upgrade it from an IG leman russ, add pask 10 points for the BC ability and maybe another 20 for the imunity.


Create your special characters! and give feedback on others.  @ 2011/04/19 01:03:15


Post by: Cybronx


Cybronx wrote:This is my interpretation of Caito Galenus, Captain of the Ultramarines 5th Company and Master of the Marches.

WS-6
BS-5
S-4(6)
T- 4
W-3
I-4
A-3
Ls-10
Sv-2+/3++

"Fifth Company, we hold the line! We are the sword of Guilliman, the shield of Ultramar. This day, here, we shall descend valiantly upon the forces of Chaos. They shall perish in vain with false prayers on their lips, for we fight with the blessing of the Emperor! Blessed are those who fight this day and everyday for the Emperor, for they shall know victory. We are the Ultramarines, the Company of Death. We fight for honor, and for glory! For Macragge! For Guilliman! For the Emperor!"

Type: Independent Character, Infantry

Wargear: Bolt Pistol, Fringe, Ebon Halo, Artificer Armor, Krak Grenades, Frag Grenades

Fringe: Galenus wields a relic passed down to the current Master of the Marches since the creation of the Codex Astartes. Formerly the weapon of Cato Sicarius, Galenus wields this blade with the skill as only a Space Marine could. It is not merely a weapon, but also a symbol. It is the tip of Ultramar's reach, and any who dare assault Ultramar meet nothing but an impalement upon this mighty blade. Fringe is both a power weapon and master-crafted relic blade.

Ebon Halo: The Iron Halo that Galenus wears is painted black in honor of his Company. It's exceptional strength is attributed to his iron will and position as Master of the Marches. It confers a 3++ Invulnerable Saving Throw rather than the normal 4++.

Special Rules: And They Shall Know No Fear, Combat Tactics, Eternal Warrior, Hold the Line!, Faith is My Shield

Hold the Line!: Galenus's exception skill at defending the fringe worlds of Ultramar has allowed him to withstand most assaults, and to teach his men likewise. Enemy units within 24" of Galenus do not gain the assault bonus.

Faith is My Shield: When the battle is at its most grim, Galenus offers a prayer to the Emperor and charges into the fray, ignoring the onslaught against him. When Galenus is reduced to 1W, he gains the Feel No Pain special rule.

Anyone know an appropriate point cost? And how about Hold the Line!, should it be 12" or 24"?


Added Eternal Warrior, forgot.


Create your special characters! and give feedback on others.  @ 2011/04/19 01:14:31


Post by: Rogueyopants


Grot Masta Snotbag

WS: 1
BS : 5
T: 1
I: 1
A: 1
S: 1
Ld: 1
Sv: 2+
W: 5

Special Rules:

-Fearless
-Acute Sences
-Internal Warrior
-Grot Masta
(Because Snotbag is a legend to all the other Grots out there, if he is attached to a another Squad of Gretchin, that squad Recives the Fearless, and Acute Sences special rule.

Wargear:

Two Twin-linked Grot Blastas, Armour of the Carpet (Gives the Wearer a 2+ Inv Save)




Create your special characters! and give feedback on others.  @ 2011/04/19 01:16:22


Post by: Slarg232


Chaos Lord Demetrius

180 pts

Demetrius: WS:6 BS:5 S:4(5) T:4(5) W:3 I:5 A:3 LD:10 Sv:3+

Equipment: Bike with Twin Linked Flamer, Power Armor

Bound Daemon Sword: Containing the soul of his brother, the Daemon Prince Alchemizon, who was slain by the Black Templars, He has an easier time of controlling his weapon than even Abaddon. Ignores armor, + 1 strength (included in profile), +D3 attacks, roll every turn. Rolling a 1 does not cause any ill effect.

Special Rules: Prefered Enemy Black Templars, Fearless

Dark Rider: No biker is more fearsome and skilled than Demetrius. He may use Turbo Boosters and Assault (but not shoot) in the same turn. In any turn in which he assaults after moving at least 18", He doubles his base strength (for a total of S:9 ) OR make one attack at Strength 9, rolling 2d6 for armor penetration. He retains his invulnerable save during the first turn of combat.

Horsemen: Demetrius may be accompanied by up to 3 Bikers as an elite choice, with all the standard options available to them. This is the only unit he is allowed to join. These Bikers are able to Turbo Boost and Assault (but not shoot) in the same turn.




To be fair, I wrote this back when I first joined Dakka, and...... It was before Mechanized Army Lists were the Powergame.....


Create your special characters! and give feedback on others.  @ 2011/04/19 03:56:05


Post by: Anvildude


Rogueyopants wrote:Grot Masta Snotbag

...

Special Rules:

-Fearlfull
-Acute Sences
-Internal Warrior
-Grot Masta
(Because Snotbag is a legend to all the other Grots out there, if he is attached to a another Squad of Gretchin, that squad Recives the Fearless, and Acute Sences special rule.

Wargear:

Two Twin-linked Grot Blastas, Armour of the Carpet (Gives the Wearer a 2+ Inv Save)




Fixed that for you


And I'd love to know what the Special Rule 'Internal Warrior' does. Does it mean that when he gets eaten by Tyrannids, he can fight his way out of their stomachs?


Create your special characters! and give feedback on others.  @ 2011/04/19 03:57:02


Post by: Melissia


And now for my Primaris Psyker character:

Primaris Emilia Ytsina, the Psychic Tempest

Cost: 165 pts
WS: 4
BS: 4
Strength: 3
Toughness: 3
Wounds: 3
Initiative: 3
Attacks: 3
Leadership: 10
Saves: 4+/4++

Type: Independent Character, Infantry

Equipment: Carapace Armor, Primaris Warding, Primaris Warstaff

Rules: Psychic Shield, Alpha-Level Psyker

Powers:
Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Psychic Blast: A "grenade" of psychic energy that attacks the enemy's mind directly.
-- R24", S5 AP5, Assault 3 Blast, Pinning
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
Inspire Determination: Instill false courage within the soldiers under one's command.
-- Friendly units within 6" automatically regroup, and become Stubborn and re-roll failed leadership tests for one game turn.
Telepathic Scream: A nauseating direct mental attack, which renders enemies helpless.
-- All enemy units with models within 6" must pass a toughness check or go to ground.

Rules:

Primaris Warstaff: When using Force Bolt Barrage, no psychic test is necessary (it still counts as a psychic shooting attack). This counts as a force weapon, and when used as such, it doubles the user's strength.

Primaris Warding: Special robes and wards placed upon the inside of the Primaris Psyker's skull bleed off excess psychic energy, leaving them less vulnerable to the perils of the warp. May re-roll psychic tests which would otherwise lead to perils of the warp.

Psychic Shield: Grants a 4+ invulnerable save.

Alpha-Level Psyker: Primaris Emilia Ytsina's reality-warping powers are beyond comprehension by most mortals, and she barely keeps her sanity in check thanks to her powerful Primaris Warding. Ytsina may use two psychic powers per turn. She may also forego using one of psychic powers per turn to "lend" psychic energy to an opposing psyker who is attempting to manifest a psychic power, forcing them to suffer perils of the warp regardless of the result.




I'm not really sure how to cost a psyker... I'm just annoyed that we weren't given a powerful primaris psyker unit-- they're supposed to be amongst the most powerful and varied psykers of the galaxy...


Create your special characters! and give feedback on others.  @ 2011/04/19 07:03:02


Post by: Lord Harrab


She certainly seems like a powerhouse of physic energy, her cost may seem a bit low considering her array of powers, but then again she is rather squishy, so i think it equals out.


Create your special characters! and give feedback on others.  @ 2011/04/19 11:24:43


Post by: gendoikari87


Melissia wrote:And now for my Primaris Psyker character:

Primaris Emilia Ytsina, the Psychic Tempest

Cost: 165 pts
WS: 4
BS: 4
Strength: 3
Toughness: 3
Wounds: 3
Initiative: 3
Attacks: 3
Leadership: 10
Saves: 4+/4++

Type: Independent Character, Infantry

Equipment: Carapace Armor, Primaris Warding, Primaris Warstaff

Rules: Psychic Shield, Alpha-Level Psyker

Powers:
Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Psychic Blast: A "grenade" of psychic energy that attacks the enemy's mind directly.
-- R24", S5 AP5, Assault 3 Blast, Pinning
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
Inspire Determination: Instill false courage within the soldiers under one's command.
-- Friendly units within 6" automatically regroup, and become Stubborn and re-roll failed leadership tests for one game turn.
Telepathic Scream: A nauseating direct mental attack, which renders enemies helpless.
-- All enemy units with models within 6" must pass a toughness check or go to ground.

Rules:

Primaris Warstaff: When using Force Bolt Barrage, no psychic test is necessary (it still counts as a psychic shooting attack). This counts as a force weapon, and when used as such, it doubles the user's strength.

Primaris Warding: Special robes and wards placed upon the inside of the Primaris Psyker's skull bleed off excess psychic energy, leaving them less vulnerable to the perils of the warp. May re-roll psychic tests which would otherwise lead to perils of the warp.

Psychic Shield: Grants a 4+ invulnerable save.

Alpha-Level Psyker: Primaris Emilia Ytsina's reality-warping powers are beyond comprehension by most mortals, and she barely keeps her sanity in check thanks to her powerful Primaris Warding. Ytsina may use two psychic powers per turn. She may also forego using one of psychic powers per turn to "lend" psychic energy to an opposing psyker who is attempting to manifest a psychic power, forcing them to suffer perils of the warp regardless of the result.




I'm not really sure how to cost a psyker... I'm just annoyed that we weren't given a powerful primaris psyker unit-- they're supposed to be amongst the most powerful and varied psykers of the galaxy...


holy glass cannon batman! powerful but a single multi-laser is going to ruin her day with modest rolling if she's not attached to a squad. Also what does she have to tak on MEQ's other than the CC abilities?

She's too powerful to really be under 120, but too fragile to be more than that. So I'd put at 120


Create your special characters! and give feedback on others.  @ 2011/04/19 13:54:05


Post by: GCMandrake


Complex, but different and entertaining.


Haemomancer Eremeil

Eremeil is an HQ choice in a Carcharodons army.

Though the Carcharodons have a normal number of Librarians amongst their ranks, their role in the chapter differs from most. The Carcharodons care less for lore keeping, and the Librarium is not as distinct an entity as in other chapters. Instead, 'Haemomancers' are distributed amongst the Chapter as support elements, and share a closer working relationship with their non-psychic brothers, often acting as sergeants and even occasionally vehicle pilots, where their precognitive abilities are invaluable..

However, the Haemomancers are much more ruthless and cruel in their exploitation of their powers, channelling the warp in ways that would be considered heretical by all but the most radical of Inquisitors. Of all the Haemomancers, none have as dire a reputation as Eremeil, his talents and actions scorned even by his battle brothers, who see him as a dangerous but useful asset. His abuse of prisoners of war and tendency to take joy in the cruelty he inflicts has prevented him reaching the higher ranks of the Haemomancers.


Eremeil and his Bleeders are a unit consisting of Eremeil and one to three Bleeders. You may take up to three Thralls for each Bleeder in the unit.

Eremeil
Cost: 200 points
WS: 4
BS: 5
S: 4
T: 4
W: 3
I: 4
A: 3
LD: 10
Sv: 3+/5+

Type: Infantry
Equipment: Power Armour, Refractor Field, Frag and Krak Grenades, Force Weapon, Bolt Pistol, Psychic Hood
Special Rules: And They Shall Know No Fear, Combat Tactics, Psyker, Retinue, Slave Taker.
Psychic Powers: Haemomancy (see below)

Bleeder
Cost: 18 points
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 1
LD: 9
Sv: 3+

Type: Infantry
Equipment: Power Armour, Frag and Krak Grenades, Blood Drawer (Close Combat Weapon), Bolt Pistol
Special Rules: And They Shall Know No Fear, Combat Tactics

Thrall
Cost: 10 points
WS: 1
BS: 1
S: 3
T: 3
W: 1
I: 1
A: 0
LD: 5
Sv: 6+

Type: Infantry
Equipment: Rags
Special Rules: Prisoners of War

Refractor Field: Unable to earn an Iron Halo, Eremeil has a Refractor Field taken from one of his Thralls. I confers a 5+ Invulnerable Save.
Slave Taker: If Eremeil wipes out an enemy unit in close combat, you may optionally add a Thrall to the unit as a survivor is captured. You may not exceed more than three Thralls per Bleeder.
Retinue: Eremeil, his Bleeders and his Thralls must remain as a unit. If Eremeil is the only survivor of his unit, he becomes an independent character. He may only use base-level psychic powers if this happens.
Prisoners of War: Thralls are chained and bound. They cannot attack in close combat, but can be attacked. If the unit consist only of Thralls, they make their escape and are removed from play.

Dedicated Transport: Eremeil and his Bleeders may take a Rhino, Razorback or any Land Raider variant as a dedicated transport.

Haemomancy

Eremeil amplifies his psychic powers with the misery of his Thralls. The Bleeders he consorts with torture, maim and kill the Thralls using Psychicly attuned 'Blood Drawers' which feed the agony of their victims into Eremeil's psychic hood.

Eremeil has three powers. He can use one per turn. Each power has four versions, depending on the number of Thralls killed in its casting. You can only enhance powers if a Bleeder and one or more Thralls are still alive. Declare how many Thralls are to be killed before casting the power. Thralls are only killed if the power is cast successfully, remove them from play immediately; nothing can stop them dying. If Eremeil suffers Perils of the Warp, his Bleeders each suffer a wound on a 4+ as the backlash hits them through their Blood Drawers.

Blood Rain

A rain of blood falls upon the battlefield, slicking the ground and blinding the enemy.

0: Nominate a point within 18" and in line of sight of Eremeil. Enemy units within 3" of this point count as moving through difficult terrain and are at -1BS until the end of the opponent's next turn.
1: Nominate a point within 24" and in line of sight of Eremeil. Enemy units within 4" of this point count as moving through difficult terrain and are at -1BS until the end of the opponent's next turn.
2: Nominate a point within 36" of Eremeil. Enemy units within 5" of this point count as moving through difficult terrain and are at -1BS until the end of the opponent's next turn.
3: Nominate a point within 36" of Eremeil. Enemy units within 6" of this point count as moving through difficult and dangerous terrain and are at -1BS until the end of the opponent's next turn.

Threshing

Psychic monsters emerge from the ground and set about the enemy, tossing them asunder and tearing them apart.

Threshing is a Psychic Shooting Attack with the following profile:
0: Range 24", S4, AP4, Assault D6
1: Range 24", S5, AP3, Assault D6+1
2: Range 24", S6, AP2, Assault D6+2
3: Range 24", S7, AP2, Assault D6+3

Void Ice

Eremeil channels the cold that only exists in the void between galaxies to freeze the enemy, causing the hardest metal to shatter like ice

Void Ice is a Psychic Shooting Attack with the following profile:
0: Range 36", S10, AP2, Blast
1: Range 36", S10, AP2, Blast - Any Vehicle under the centre point of Void Ice counts glancing hits as penetrating hits.
2: Range 36", S10, AP2, Blast - Any Vehicle under the centre point of Void Ice counts glancing hits as penetrating hits and adds 1 to the damage roll.
3: Range 36", S10, AP2, Blast - Any Vehicle under the centre point of Void Ice counts glancing hits as penetrating hits and rolls twice on the damage table and applies both results.


Create your special characters! and give feedback on others.  @ 2011/04/19 14:22:06


Post by: Foo


She's doing 6+D6 S5 attacks up to 36". That's potentially 12 attacks in a round, or easily enough to wipe out a 5-man squad each round.

All that for 120pts seems kind of low to me, but I guess she's similar to a Tau Battlesuit with upgrades and they're cheaper...


Create your special characters! and give feedback on others.  @ 2011/04/19 16:03:53


Post by: Melissia


gendoikari87 wrote:holy glass cannon batman! powerful but a single multi-laser is going to ruin her day with modest rolling if she's not attached to a squad. Also what does she have to tak on MEQ's other than the CC abilities?

She's too powerful to really be under 120, but too fragile to be more than that. So I'd put at 120
Melissia wrote:Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
One of these two depending on what kind of MEQ target. Termies would probably take the force blade, as would multi-wound models. Telekinetic barrage would be for squads instead.

Technically she could produce 12+2d6 S5 shots per turn. Or 6 S8 AP2 twin-linked shots. Or 6 pinning S5 blasts.


Create your special characters! and give feedback on others.  @ 2011/04/19 20:04:35


Post by: ZeroSamurai


The Infamous Captain Valder of the Galactic Spiral Corsair Fleet

The Captain has mostly the same stats as an Autarch:

WS 6 BS 6 S 3 T 3 W 3 I 6 A 4 Ld 10 Sv 3+ 190 points

Wargear: Starstorm Blade, Reaper Launcher, plasma grenades, haywire grenades, forceshield (4+ invun save), Supernova wings.

Special Rules: Independant Character, Fleet of Foot, Master Strategist, Alcoholic, Eternal Warrior, Inspiring

Starstorm Blade:
An ancient relic that Captain Valder discovered when exploring ancient Necron ruins, the blade sometimes glows with the fury of a star unleashing a storm of blade strikes all around the Captain, but is this the power of the sword, or the Captain?
The Starstorm Blade is a Power Weapon that can re-roll failed rolls to wound in combat. In addition, the Captain may choose to 'activate' the sword during an assault phase. When activated, instead of making his normal attacks a large blast marker is placed with the centre hole over Valder, any enemy model underneath the marker is hit with all of the Captain's attacks. For example, if 6 models are underneath the template, each one would get hit by Captain Valder's 4 attacks, meaning that there would be a total of 24 attacks. However the blade then needs to cool down and is a normal close combat weapon for the next turn so the ability also can't be used.

Supernova Wings:
The Supernova wings are expertly crafted Swooping Hawk wings, they add a further weightlessness to the bearer. The tips of the wings are charged with a strange energy that can combine to create a dazzling laser to shoot forth towards the enemy.
The Supernova Wings count as a Jump Pack but confer Valder the Relentless Special Rule. In any shooting phase, instead of firing his weapon the Captain may choose to fire the Supernova Beam, with the following profile:
Range: 12" S 6 AP 2 Heavy 1 Blast Pinning

Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.

Inspiring:
As Captain of the fleet, Valder is revered among his men, who when in his presence fight harder for the Captain.
Any Corsair unit that has Line of Sight to Captain Valder can re-roll failed morale checks.


Create your special characters! and give feedback on others.  @ 2011/04/19 20:34:15


Post by: Dashofpepper


ZeroSamurai wrote:Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.



Hey! I didn't give you permission to turn me into a 40k character!!


Create your special characters! and give feedback on others.  @ 2011/04/19 20:34:22


Post by: smudgethekat


Grand Marshal Canicus Barron of the Hell Guard Space Marine Chapter

Cost: 210pts
WS 6
BS 5
Str 4 (6)
T 4
W 4
I 5
A 4
Ld 10
Sv 2+ (4+)

Type: Independent Character, Infantry

Wargear: Armour of Austan, Sovereign, Rage of the Inferno, Herald of Doom, Iron Halo

Rules: Fearless, Rites of Battle (Same as a Black Templars Marshal), Eternal Warrior

Sovereign: Sovereign is a mighty blade with a core of obsidian from the planet Austan. Sovereign is a power weapon that hits at strength 6. In addition, any attacks made against an enemy psyker can be re-rolled if they fail to hit.

Armour of Austan: The Armour of Austan is one of the most prized relics of the chapter,personally crafted through several decades by the chapter's Forgemaster, each piece forged in the heart of a different volcano. The Armour of Austan confers a 2+ armour save and the Feel No Pain special rule. In addition, Barron may be teleported onto the battlefield, using the deep strike rules. As such, he may deep strike with a unit if Terminators if he chooses.

Rage of the Inferno: A special gun fitted with a flamer that spews forth scarlet flames, terrifying the foe. The Rage of the Inferno is a combi-flamer that has the Pinning special rule.

Herald of Doom: the Herald of Doom is a modified vox-caster fitted to Barron's helmet, used to project his voice towards the enemy, allowing him to demoralise and terrify them. Enemy units within 12" of Grand Marshal Barron must re-roll successful morale checks, and suffer -2 to their leadership when rolling morale checks.


Create your special characters! and give feedback on others.  @ 2011/04/19 21:14:41


Post by: gendoikari87


Melissia wrote:
gendoikari87 wrote:holy glass cannon batman! powerful but a single multi-laser is going to ruin her day with modest rolling if she's not attached to a squad. Also what does she have to tak on MEQ's other than the CC abilities?

She's too powerful to really be under 120, but too fragile to be more than that. So I'd put at 120
Melissia wrote:Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
One of these two depending on what kind of MEQ target. Termies would probably take the force blade, as would multi-wound models. Telekinetic barrage would be for squads instead.

Technically she could produce 12+2d6 S5 shots per turn. Or 6 S8 AP2 twin-linked shots. Or 6 pinning S5 blasts.
Isn't it in the rulebook that you can't use the same power twice in a turn? or is that just in most codexes?


Create your special characters! and give feedback on others.  @ 2011/04/19 23:04:56


Post by: thom blackheart


Colonel Victoria Strock (120 pts)
WS 5
BS 5
S 3(4)
T 4
W 3
I 5
A 3
LD 10
SV 5+/3++

Type: Infantry

Equipment: Hot Shot Lasgun, Power Sword of Kado, laspistol

Rules: Senior Command (18" 3 orders/turn FRFSRF, Bring it Down, GBITF, Secure the Drop Zone) Drop Boss, Death from Above, Lucky Charm

Power sword of Kado: add +1 to str in cc
Secure the Drop Zone: Order functions the same as "Like the Wind" (Not sure if I can post the actual rules...)
Drop Boss: All Veteran squads may deep strike, these units do not count as moving the turn they enter play but may NOT fire heavy weapons
Death From Above: All friendly reserve rolls are at +1 while opponets are at -1
Lucky Charm: Gives a 3+ inv save



Create your special characters! and give feedback on others.  @ 2011/04/19 23:56:05


Post by: Melissia


gendoikari87 wrote:Isn't it in the rulebook that you can't use the same power twice in a turn? or is that just in most codexes?
Not sure. Either way, using both of those in the same turn would rather devastate a Tactical squad.

Or for that matter using one of them and then the go to ground on a toughness check power just before they're assaulted by a squad of shotgun wielding carapace vets or ogryns.


Create your special characters! and give feedback on others.  @ 2011/04/19 23:59:40


Post by: gendoikari87


is there any reason NOT to give veterans shotguns?


Create your special characters! and give feedback on others.  @ 2011/04/20 00:10:16


Post by: thom blackheart


gendoikari87 wrote:is there any reason NOT to give veterans shotguns?


If you are running a static line and want alot of FRFSRF. Other than that I can't think of too many times when shotguns would be a bad idea...


Create your special characters! and give feedback on others.  @ 2011/04/20 00:14:51


Post by: gendoikari87


if your running a static line why are you using vets?


Create your special characters! and give feedback on others.  @ 2011/04/20 00:42:03


Post by: Luke_Prowler


Hey look: an Ork character of mine that actually original

A squad of Headhunters can replace one model with Rogkrul for 70pts (which makes him 85 points)
Rogkrul "Da Killa" Skullbreaker
WS5 BS2 S4 T4 I4 W2 A3 Ld 8 Sv6+/5++

Wargear: Spine Snappa, stikkbombs, Looted Crux Terminatus
Special Rules: Mob Rule, Furious Charge, Waaagh!, "Dere she Blows!", The Most Dangerous Game.

Spine Snappa: A imposing toothed sword, which gives a sense of strangeness from it and generally unorky looking. Rogkrul has claimed to, on different occasions, have plucked it from the hands of a Daemon Prince, ripped it from a Hive Tyrant's arm, forged it from the living metal of a god, stolen it from an Eldar craftworld, and taken it from under an Inquisitior's nose. No serious Ork believes him half as far as they could throw him, the weapon's power is very much real. Spin Snappa is two handed weapon that confers a +2 strength, a power weapon, and all successful invulnerable saves against it must reroll.

Looted Crux Terminatus: A Crux Terminatus ripped from off the shoulder pad of a terminator he had slain. This gives Rogkrul a 5++ save. Any Terminator Squad (not Chaos Terminators) that can draw LOS to Rogkrul gain Furious Charge as they attempt to retake the sacred icon, even if they have to run through every Ork in their way to do it.

"Dere she blows!": Headhunters are always in search for the big kill that will catapult them to Nob-dom. Headhunters reroll to wound against Monsterous Creatures.

The Most Dangerous Game: "Da Killa" knows that the best kill is not the huge monsters, but the Imperium's finest. Rogkrul and his squad get Preferred Enemy against all Space Marine armies (including Chaos Space Marines and Grey Knights)


Create your special characters! and give feedback on others.  @ 2011/04/20 01:07:50


Post by: Melissia


gendoikari87 wrote:is there any reason NOT to give veterans shotguns?
If your squad has sniper rifles or plasmaguns.


Create your special characters! and give feedback on others.  @ 2011/04/20 20:01:33


Post by: Unit1126PLL


Here is my Logicians Chapter Master: (Supposed to be Hard to Kill (TM) but somewhat lacking in offensive power, but still capable of punching at his weight).

Pts: 250 (<--- Hard to balance, advice welcome)

Tech-father Arcturus, Chapter Master of the Logicians
WS:6 BS:6 S:5 T:6 I:2 W:4 A:4 Ld:10 Sv 2+/3++

Unit type: infantry

Wargear: Artificer Armor, Servo-Harness, 2x Mechadendrites, Staff of Illuminating Reason, Sollex-Aegis Las-blaster

Mechadendrite: A Mechadendrite gives the model an additional Close Combat attack against any model in Base-to-Base which strikes at Str 3 and Ini 3 and does not ignore armor saves.

Staff of Illuminating Reason: This staff counts as a Relic Blade, except it re-rolls failed penetration rolls against vehicles. A glance is not a failed roll, and so does not get rerolled.

Sollex-Aegis Las-Blaster: Built based on a salvaged portion of the Aegis STC, this las blaster may be fired as a Str 6, Ap 5 Assault 3 or Str 9 Ap 2 Heavy 1 out to 48".

Special Rules: Rite of Pure Thought, Eternal Warrior, Exemplar of Metal, Lathe-pattern Refractor Field, Independent Character, Blessing of the Omnissiah, Chapter Tactics

Rite of Pure Thought: Cold and logical, Tech-father Arcturus knows no emotion at all. This model may never benefit from Litanies of Hate, Rage, Preferred Enemy, or any leadership abilities. However, he may choose to pass or fail all morale checks he is called upon to make.

Exemplar of Metal: Almost wholly mechanical, only Arcturus' brain-stem survives as flesh. His stats are upgraded as above. However, due to the ancientness of his actuators, his initiative is dropped to 2. He may never Run! and may never benefit from Move Through Cover, Scout, Infiltrate, or Outflank.

Lathe-pattern Refractor Field: A gift from the Myrmidons of the Adeptus Mechanicus, this refractor field is integral to Arcturus' body and as such isn't counted as a piece of wargear. It provides a 3++ save. However, such is the power drain on Arcturus' systems that if this invulnerable save is failed, Arcturus loses 1 Servo-Arm attack in that assault phase.

Chapter Tactics: Deus Mechanicus Est: All models in an army led by Arcturus gain the Feel No Pain! USR and the Slow and Purposeful USR. All vehicles benefit from the Rhino's "Repair" special rule. However, no units in his army may Run, Scout, or Outflank. Vehicles may purchase Power of the Machine Spirit for +30 points, but if they do they count as 2 kill points when killed; such is the importance of the essence of the Machine-God.

I can go into more options and detail on request.


Create your special characters! and give feedback on others.  @ 2011/04/20 20:28:53


Post by: Anvildude


I LIKE that Ork. Quick question, though. Does the Spine Snappa confer an additional +2 Str on top of the Str5? Or is it included?

Love the crux Terminatus rules, too. It's just so very... Orky to have a piece of wargear that gives a benefit to the Enemy!


Create your special characters! and give feedback on others.  @ 2011/04/21 00:44:18


Post by: Foo


Don't wanna be that guy, but if someone could give a quick look at Baleazara and let me know if you think the point cost is about right, I'd be grateful.


Create your special characters! and give feedback on others.  @ 2011/04/21 01:38:40


Post by: Luke_Prowler


Anvildude wrote:I LIKE that Ork. Quick question, though. Does the Spine Snappa confer an additional +2 Str on top of the Str5? Or is it included?

Additional +2, so he's always S6(7)

@Foo: She's fine, maybe a bit overcost. Also, retinue don't exist anymore, so she'd have to be a squad upgrade or a IC

Edit:
Unit1126PLL wrote:Here is my Logicians Chapter Master: (Supposed to be Hard to Kill (TM) but somewhat lacking in offensive power, but still capable of punching at his weight).

Pts: 250 (<--- Hard to balance, advice welcome)

Tech-father Arcturus, Chapter Master of the Logicians
WS:6 BS:6 S:5 T:6 I:2 W:4 A:4 Ld:10 Sv 2+/3++

Unit type: infantry

Wargear: Artificer Armor, Servo-Harness, 2x Mechadendrites, Staff of Illuminating Reason, Sollex-Aegis Las-blaster

Mechadendrite: A Mechadendrite gives the model an additional Close Combat attack against any model in Base-to-Base which strikes at Str 3 and Ini 3 and does not ignore armor saves.

Staff of Illuminating Reason: This staff counts as a Relic Blade, except it re-rolls failed penetration rolls against vehicles. A glance is not a failed roll, and so does not get rerolled.

Sollex-Aegis Las-Blaster: Built based on a salvaged portion of the Aegis STC, this las blaster may be fired as a Str 6, Ap 5 Assault 3 or Str 9 Ap 2 Heavy 1 out to 48".

Special Rules: Rite of Pure Thought, Eternal Warrior, Exemplar of Metal, Lathe-pattern Refractor Field, Independent Character, Blessing of the Omnissiah, Chapter Tactics

Rite of Pure Thought: Cold and logical, Tech-father Arcturus knows no emotion at all. This model may never benefit from Litanies of Hate, Rage, Preferred Enemy, or any leadership abilities. However, he may choose to pass or fail all morale checks he is called upon to make.

Exemplar of Metal: Almost wholly mechanical, only Arcturus' brain-stem survives as flesh. His stats are upgraded as above. However, due to the ancientness of his actuators, his initiative is dropped to 2. He may never Run! and may never benefit from Move Through Cover, Scout, Infiltrate, or Outflank.

Lathe-pattern Refractor Field: A gift from the Myrmidons of the Adeptus Mechanicus, this refractor field is integral to Arcturus' body and as such isn't counted as a piece of wargear. It provides a 3++ save. However, such is the power drain on Arcturus' systems that if this invulnerable save is failed, Arcturus loses 1 Servo-Arm attack in that assault phase.

Chapter Tactics: Deus Mechanicus Est: All models in an army led by Arcturus gain the Feel No Pain! USR and the Slow and Purposeful USR. All vehicles benefit from the Rhino's "Repair" special rule. However, no units in his army may Run, Scout, or Outflank. Vehicles may purchase Power of the Machine Spirit for +30 points, but if they do they count as 2 kill points when killed; such is the importance of the essence of the Machine-God.

I can go into more options and detail on request.


Hoooolyyyy gak, this guy is broken!


Create your special characters! and give feedback on others.  @ 2011/04/21 01:57:14


Post by: Andilus Greatsword


Unit1126PLL wrote:Here is my Logicians Chapter Master: (Supposed to be Hard to Kill (TM) but somewhat lacking in offensive power, but still capable of punching at his weight).

Pts: 250 (<--- Hard to balance, advice welcome)

Tech-father Arcturus, Chapter Master of the Logicians
WS:6 BS:6 S:5 T:6 I:2 W:4 A:4 Ld:10 Sv 2+/3++

Unit type: infantry

Wargear: Artificer Armor, Servo-Harness, 2x Mechadendrites, Staff of Illuminating Reason, Sollex-Aegis Las-blaster

Mechadendrite: A Mechadendrite gives the model an additional Close Combat attack against any model in Base-to-Base which strikes at Str 3 and Ini 3 and does not ignore armor saves.

Staff of Illuminating Reason: This staff counts as a Relic Blade, except it re-rolls failed penetration rolls against vehicles. A glance is not a failed roll, and so does not get rerolled.

Sollex-Aegis Las-Blaster: Built based on a salvaged portion of the Aegis STC, this las blaster may be fired as a Str 6, Ap 5 Assault 3 or Str 9 Ap 2 Heavy 1 out to 48".

Special Rules: Rite of Pure Thought, Eternal Warrior, Exemplar of Metal, Lathe-pattern Refractor Field, Independent Character, Blessing of the Omnissiah, Chapter Tactics

Rite of Pure Thought: Cold and logical, Tech-father Arcturus knows no emotion at all. This model may never benefit from Litanies of Hate, Rage, Preferred Enemy, or any leadership abilities. However, he may choose to pass or fail all morale checks he is called upon to make.

Exemplar of Metal: Almost wholly mechanical, only Arcturus' brain-stem survives as flesh. His stats are upgraded as above. However, due to the ancientness of his actuators, his initiative is dropped to 2. He may never Run! and may never benefit from Move Through Cover, Scout, Infiltrate, or Outflank.

Lathe-pattern Refractor Field: A gift from the Myrmidons of the Adeptus Mechanicus, this refractor field is integral to Arcturus' body and as such isn't counted as a piece of wargear. It provides a 3++ save. However, such is the power drain on Arcturus' systems that if this invulnerable save is failed, Arcturus loses 1 Servo-Arm attack in that assault phase.

Chapter Tactics: Deus Mechanicus Est: All models in an army led by Arcturus gain the Feel No Pain! USR and the Slow and Purposeful USR. All vehicles benefit from the Rhino's "Repair" special rule. However, no units in his army may Run, Scout, or Outflank. Vehicles may purchase Power of the Machine Spirit for +30 points, but if they do they count as 2 kill points when killed; such is the importance of the essence of the Machine-God.

I can go into more options and detail on request.


Hmm. He's really good, but he has some serious drawbacks to balance it out, although I'm not sure if he'd be worth it outside of a "fluff" list. Slow and Purposeful to the whole army? Yikes. I'd say 250pts is good, if anything I'd consider dropping it slightly but maybe someone else should weigh in before you do that.


Automatically Appended Next Post:
Foo wrote:Here's something I made up as a way to fix the awfulness that is Kheradruakh.

Baleazara the Shadefiend.
A despicable creature, even by Dark Eldar standards, Baleazara the Shadefiend's name is only spoken in whispers by the common denizens of Commoragh. Among the shadows and corners inhabited by the Mandrakes, however, her name is sometimes heard echoing in dark, empty spaces as though spoken by someone that has just left the room.

The origins of this dark creature are unknown. Some claim she is a broodmother, the first of the Dark Eldar to consort with unholy entities of the shadows, the sire from which all Mandrakes descend. Others speak of dark science, of arcane and forgotten secrets transmuting flesh into shadow, with Balezara as the first and most horrible creation.

What is known is that many of the mysterious and feared Mandrake hold Baleazara in reverence, gathering around her in a Cult of Darkness and doing her bidding, creeping in shadows, watching and listening, their cold breath upon the necks of the unwary, gathering souls for some unknown dread purpose.


150pts

WS BS S T W I A Ld Sv
6 5 5 3 2 6 4 9 -

Infantry, Unique.

Special Rules: Fleet, Night Vision, Power from Pain, Move Through Cover, Baleblast, Stealth

Shadefiend: Baleazara, like other Mandrakes, exists half in this world and half in the shadows. She has a 4+ invulnerable save.

Shadow Stepper: Through devotion to whatever dark powers lie beyond, she can use darkness and shadows as a gateway. She must be held in reserve, regardless of mission. Upon arrival, she must be placed in or within 2" of any piece of terrain or area cover. This counts as a move, though she can shoot, run and assault as normal.

The Cult of Darkness: As the head of a Mandrake cult, Baleazara is a creature of awe and respect in the shadows of Commoragh. She may take a unit of Mandrakes as a retinue at the regular point cost.

Altered Physique: Her skin tied tight with wires, Baleazara's movements remind her of the pain she brings to others. She begins the game with a pain token.

Wargear:
Nightblade: Balezara wields the Nightblade, a shadow-touched blade curling with inky black smoke. This is a power weapon with Rending.



Sounds good to me, they're not too over the top or do-it-all unlike some characters on here. Hell, what I wouldn't give to have a Lictor half this good.


Create your special characters! and give feedback on others.  @ 2011/04/21 03:09:42


Post by: Foo


Luke_Prowler wrote:@Foo: She's fine, maybe a bit overcost. Also, retinue don't exist anymore, so she'd have to be a squad upgrade or a IC

Thanks, folks.

I based the retinue idea on the Court of the Archon in the DE book. I didn't know it was an old term. Don't the Eldar still have retinues, though? Maybe just 'cos it's an old codex?

I'll look into squad upgrades, though that would move her into an Elite slot, I think.


Create your special characters! and give feedback on others.  @ 2011/04/24 18:47:48


Post by: Asherian Command


Heres not my special character. But what a Cheif Liby should be like...

Chief librarian- 150pts

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

Wargear:
Force weapon
Bolt pistol
Iron halo (they need it)
Psychic hood

Special rules:
Psyker
And they shall know know no fear
Combat Tactics
A SM chief libby has 3 psychic powers a turn. He can only use 2 per turn (unless he has been upgraded to a master psyker, In which case he can use up to 3 per turn).

Psychic powers:
All the stuff the normal libbies have
The gate of infinity doesn't have the "roll-a-double and a guy goes pop" rule.
Fire of purgation:
-A ball of pure inflaming destruction that destroys almost every single any one unlucky to be caught by its power.
This is a psychic shooting attack with the following profile:
S4 AP5 Assault D3, blast, 12" range
Warp summoning:
-Beings of the past chapter have come back to aid their chapter, it is considered necromancy by many other chapters but some call it the righteous fury of the chapter.
This power is used during the controlling player's movement phase. The librarian summons D6 spectres within 12" of the librarian. Roll a scatter dice (the spectres may not mishap, they are moved the minimum distance away from the object), with the following profile:

WS4 BS- S3 T4 W1 I3 A2 Ld10
Feel no pain, fearless.
The spectres are removed from play at the end of the controlling player's turn.
The chief librarian will take a perils of the warp attack on the roll of a double when casting this power.
Soul unleashed:
This power is used during the controlling player's movement phase. The librarian (and any unit he is attached to) have +1S or A for the remainder of the player turn.

Options:
Artificier armour +15pts
Master psyker +50pts
Jump pack +25pts
Bike +35pts
He may replace his Force Weapon with a….
Relic force weapon +20pts
Relic staff +20pts
He May replace his Bolt Pistot/bolter
Plasma pistol +15pts
Combi-weapon +10pts
SB +3pts
He may replace his bolt pistol/bolter and his iron halo with Terminator armour with:
No additional weapons +25pts
Storm Shield +40
Storm Bolter +30pts
Combi-weapon +35pts
Force Claw +40
Relic force weapon- This is a two-handed force weapon that gives the user +2S. (in addition to the regular rules for a force weapon)
Relic staff- this is a two-handed force weapon that gives the user double the range on psychic weapons. This also means the user will only take a perils of the warp attack on the roll of a double-1. (in addition to the regular rules for a force weapon)
Force Claw- Is a relic of any chapter, any chapter possing this beyond no doubt ancient as these weapons are taken off skilled artisans. Gives +1 attack and you may re-roll your rolls to hit.


Create your special characters! and give feedback on others.  @ 2011/05/03 03:29:55


Post by: Razputain20


ZeroSamurai wrote:The Infamous Captain Valder of the Galactic Spiral Corsair Fleet

Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.


What happens if you roll a 6 on his alcoholic test?


Create your special characters! and give feedback on others.  @ 2011/05/03 03:34:33


Post by: Anvildude


Nobody knows. There've never been any survivors. Just Captain Valder, stumbling out of the ashes of what looks to have been the largest brawl that world has ever seen.


Create your special characters! and give feedback on others.  @ 2011/05/03 03:38:01


Post by: gendoikari87


just FYI I love the alcoholic rule.


Create your special characters! and give feedback on others.  @ 2011/05/03 03:47:36


Post by: Ashryu


This was a horrible idea


Create your special characters! and give feedback on others.  @ 2011/05/03 03:55:17


Post by: Formosa


Captain Corteaz. 210pts

WS 5
BS 4
S 4
T 5
I 5
A 4
W 4
Sv 3++
Wargear: Power Fist, Frag/Krak grenades, Plasma pistol
Special rules: Invincwibble: Corteaz's save is invunerable, FNP, Eternal warrior, Fearless(confered to unit)

Nice and simple


Create your special characters! and give feedback on others.  @ 2011/05/03 03:59:18


Post by: Razputain20


Anvildude wrote:Nobody knows. There've never been any survivors. Just Captain Valder, stumbling out of the ashes of what looks to have been the largest brawl that world has ever seen.

This made my night. Just saying.


Create your special characters! and give feedback on others.  @ 2011/05/03 06:06:30


Post by: Chaos Lord Gir


Dashofpepper wrote:
ZeroSamurai wrote:Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.



Hey! I didn't give you permission to turn me into a 40k character!!


hehehe, good ol' Dakka always making me grin before college