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Your Own Unique characters in 40K @ 2015/02/13 03:00:13


Post by: FistusMaximus


so, since sly marbo is out of the IG codex, and i have the marbo model flying around, rather than simply asking the opponent to be allowed to still play him, i thought of my own rules.

the main thought is switching him to a purely shooty "covert ops" character, with enhanced survivability versus shooting, while sucking serious ass in CC.


Dimitriy "Dima" Mayakowski 150 pts (+1 to who gets the reference and discovers my extremely creative naming process for my model's names...)
WS 4 / BS 5 / S 3 / T 3 / W 3 / I 4 / A 2 / LD 10 / Sv 5+

special rules:
-fearless
-hit and run
-fleet
-shroud
-ambush: when deployed from reserves, he may be placed in any terrain area/piece on the board, further away than 1" from enemy models.
-does precision shots on 4+

wargear:
-flak armour
-frag and krak grenades
-defensive grenades
-melta bomb
-close combat weapon
-camo cloak
-modified vendoran pattern assault pistol: 12" S4 AP2 Pistol 4, pinning




in direct comparison to marbo, he lost poisoned CCW, lost poisoned on the pistol, gained two shots and gained a lot better survivability in terrain. but VERY vulnerable to ignores cover weapons or melee.
i did leave out the demo charge, which was the main thing which made marbo so stupid, and which makes "dima" bearable IMO.

with his precise shots, he has a statistically decent chance of killing a mook squad leader and get away with it like a true commando soldier, instead of wiping the entire squad like marbo.


Your Own Unique characters in 40K @ 2015/02/13 03:57:09


Post by: SweaterKittens


 SisterSydney wrote:

Tons of good advice. I'm not sure why GW hasn't hired me to write the next Sororitas Codex.


I'm right there with you, they probably should do that. I'm also on the same page regarding being over/under-costed. I'd rather err on the side of caution, especially if it's a character you'd ever want to actually play with or against.

I gave her Archangel's Radiance the traits of a Rosarius, so that should improve her save a little. I know she's made of paper-mache, but I like the idea that you'll really have to work to guard her - if you do, she'll help a lot. I also tossed out Shield of Faith and replaced it with Adamantium Will, as well as got rid of Fearless for redundancy. If you haven't noticed, I haven't gotten a chance to actually play my Sisters on the table yet, so I'm still figuring out their nuances in the rules. I left Finger of the Mountain unchanged for wholesome, template-based disintegration in the name of the Emperor.

As for Watchdog, you're right, that might be too strong. I think firing for Overwatch is just as thematic, without being as punishing to the other player. I tweaked it, but I'm still thinking about the points cost. I mean, you HAVE to take Adelaide to gain access to (basically) a stock Vindicare with the bonus trait. Which means that, if you compare him to another Vindicare he's better, but you're required to make a ~200 point investment to get the bonus trait. So I stuck him at 165 points and called it a day.

**Side note** I got my two other knight chassis in the mail today, and I'm looking forward to doing some conversion work to try out that Knight Angelus. The guys at my FLGS are super casual, so I'm sure I could find a game with it!

Firebrand Adelaide, Ecclesiarchy High Priestess
- Adelaide enjoys a freedom to pursue her own ends at the fringes of the galaxy, if only because she is as feared by her would-be cohorts as she is by her enemies. Her odd, distant and often distracted behavior belies her ruthlessness and fervor on the field of battle. The records of her assignment to her post are mysteriously absent, although her superiors turn a blind eye to such a minor issue with the consistent results Adelaide sees on the battlefield. However, this did not stop them from sending her as far away from Terra as possible, and placing her in the charge of a relatively new Adepta Sororitas Minor Order, the Roses Ardentia. Even at the edge of the galaxy, there is plenty of heresy to purge.

WS 3 / BS 3 / S 3 / T 3 / W 3 / I 4 / A 1/ Ld 10 Sv - / 195 pts.

Unit Type: Independent Character (Infantry)

Special Rules: Independent Character, Adamantium Will, Battle Hymns, Zealot, Watchdog

Warlord Trait: Beacon of Faith

Wargear: The Archangel's Radiance, Finger of the Mountain

The Archangels Radiance: Functions as a Simulacrum Imperialis and a Rosarius, with these additional effects: Any friendly units which can draw LOS to the beacon at the top of the Archangel's Radiance are Fearless. Additionally, enemy units that within 12" of Adelaide must past an initiative test at the beginning of their turn or are Blinded (WS and BS reduced to one)
- The Archangel's Radiance is a staff which channels the bearers furious passion into a holy light that rivals the rising sun. Carried high and shining with brilliance as Adelaide enters the field of battle, it is a signal for which all of her allies may rally to.

Finger of the Mountain: /Range: Template/ S 6 / AP 2 / Assault, Instant Death
- Implanted into Adelaide's right hand, The Finger of the Mountain is said to be a channel through which Adelaide can enact the will of the Emperor himself. It is said that those who are bathed in it's glow are judged by the Emperor, and while those that are righteous and holy are spared, those with heresy in their blood are suitably condemned. No one can recall anyone having been spared thus far. In actuality, the weapon is a relic from the Dark of Age of technology. It functions by generating a conical field that rapidly excites any molecular compound it touches, causing it's constructing atoms to violently tear themselves away from each other. Potentially, anything that remains in the field for long enough will be turned to dust, however the force with which the victims 'deconstruct' is so aggressive that they often 'explode', as their body is literally pulled in every direction at once.

Watchdog: Adelaide's bodyguard and companion, the Vindicare assassin Adagio, may be included as an allied detachment to an army that includes Adelaide. Adagio functions as a standard Vindicare, with these additional changes: The points cost to include Adagio is 165. Adagio may fire Overwatch at enemies declaring a charge against a unit that contains Adelaide as though he were a part of the unit, as long as he is within range and can draw clear LOS to the unit declaring the charge. His To-Hit Roll for Overwatch is made at full BS.
- In high contrast to Adelaide's quirky, eccentric behavior, Adagio is ever silent, ever focused, and always watching. It is unknown how Adagio was placed in the charge of Adelaide, as much like her own records, Adagio's are mysteriously absent. He may not exhibit the same passion and righteous fury that she herself shows on the battlefield, but one can be certain - if Adelaide is on the frontlines of a charge, there is a poised Vindicare with a watchful eye on her nearby.


Your Own Unique characters in 40K @ 2015/02/13 04:35:26


Post by: Co'tor Shas


195 might be a bit cheap considering an ap2 ID template weapon...

Edit: although, the weakness may cancel that out.


Your Own Unique characters in 40K @ 2015/02/13 04:41:23


Post by: SweaterKittens


 Co'tor Shas wrote:
195 might be a bit cheap considering an ap2 ID template weapon...


Did you read Sister Sydney's post?

Starting with a Heavy Flamer: Template/S5/AP4 - 10pts
+1 Strength - 10 pts.
+ 2 AP - 10 pts.
Instant Death - 10 pts.

For a total of 40 pts. for the Finger of the Mountain. I trust Sydney's math, she's always on point, even erring on the side of over-priced, generally.

Yeah, Adelaide's squishiness off-sets the advantage of being in that sort of range, I hope.


Your Own Unique characters in 40K @ 2015/02/13 06:58:26


Post by: Co'tor Shas


Well, ID is quite rare, so it tends to be valuable (in my mind at least). I probebly overvalue it by having lots of multi-wound models though .


Your Own Unique characters in 40K @ 2015/02/13 07:11:41


Post by: SweaterKittens


 Co'tor Shas wrote:
Well, ID is quite rare, so it tends to be valuable (in my mind at least). I probebly overvalue it by having lots of multi-wound models though .


Oh, fair enough. I think it's one of those things like Fear (although obviously much better than fear) in the sense that depending on who you use it on, it could be game-changing or totally worthless. Against guardsman or orks, it's not going to make any difference, but against terminators it could be huge. Like most template weapons, though, if you spread out and maintain coherency, at most you're going to take 1 or 2 hits from it.


Your Own Unique characters in 40K @ 2015/02/13 07:17:07


Post by: Co'tor Shas


It would be a great counter to big things like wraithknights and such, if you can get that close.


Your Own Unique characters in 40K @ 2015/02/13 09:22:17


Post by: Lord Blackscale


Hmmm.... I need to work on another "good guy".


Your Own Unique characters in 40K @ 2015/02/13 13:44:52


Post by: SisterSydney


 Co'tor Shas wrote:
It would be a great counter to big things like wraithknights and such, if you can get that close.


Yeah, that's the thing. It's a Template weapon on a T:3 Sv:4++ character. She has to be towards the front of her blob o' bodyguards to have even 8" of range. Oh, and she's Infantry, so unless you are using the fire point on a transport, good luck catching most high-value targets.


Your Own Unique characters in 40K @ 2015/02/24 17:44:58


Post by: KaptinBadrukk


Land Speeder Maximus (Land Speeder Typhoon)
Rules: Same as regular Land Speeder Typhoon, but with these differences.
Armour F 12 S 11 R 10
140pts (multi-melta, advanced typhoon missile launchers)
Special Rules:
'Thank you so much, Calgar!': Marneus Augustus Calgar, Lord Macragge and chapter master of the Ultramarines gave this land speeder to The blood angels after Commander Dante sent out an urgent call for help asking for more land speeders. Calgar outfitted this Land Speeder with the best Typhoon Missile Launchers he could find, and a multi-melta. When Ultramarines and Blood Angels are working together, one missile launcher can fire krak missiles at one target, and frag missiles at another target. This can happen an unlimited amount of times per game, unless it has moved more than 18 inches (see below). The blood angels thank Calgar for Land Speeder Maxiumus with unending gratitude.
Faster Movemen and firing: Land Speeder Maximus can move 18+ inches and still fire its weapons, but when it chooses to fire if it moved 18+ inches, it can shoot either frag or krak missiles at one target.



Your Own Unique characters in 40K @ 2015/02/24 22:14:31


Post by: CREEEEEEEEED


 FistusMaximus wrote:
i did leave out the demo charge, which was the main thing which made marbo so stupid, and which makes "dima" bearable IMO.


You are not fit to call yourself a true servant of the emperor. Go die in a spike filled hole, heretic scum.


Your Own Unique characters in 40K @ 2015/02/25 00:32:03


Post by: FistusMaximus


 CREEEEEEEEED wrote:
 FistusMaximus wrote:
i did leave out the demo charge, which was the main thing which made marbo so stupid, and which makes "dima" bearable IMO.


You are not fit to call yourself a true servant of the emperor. Go die in a spike filled hole, heretic scum.


i was tempted to keep the demo charge, but people would not allow the guy then


Your Own Unique characters in 40K @ 2015/02/25 18:30:08


Post by: Co'tor Shas


This is one I made a while ago. It's made for 6th edition though.

Codex: Tau Empire

Unit: Kal'rian the Hawk and three X-39 experimental sniper drones

Kal’rian the Hawk
WS:2 BW:6 S:3 T:3 W:3 I:3 A:3 Ld:9 Sv:5+ Infantry (character)

Wargear:
Z-71 Rail Sniper
Drone controller
Advanced Targeting System
Blacksun Filter
Photon Grenades


Special Rules:
Shrouded.
Lone wolf: Cannot be joined by ICs, nor can she be the warlord
The Hawk’s Eye: If a unit charging your warlord is within line of sight and range of her, she may fire over watch at that unit, these shots are resolved at full ballistic skill. This uses up her one overwatch chance per turn.


X-39 experimental sniper drone
WS:2 BS:3 S:3 T:4 W:3 I:4 A:1 Ld:7 Sv:4+ Jetpack Infantry (drone)

Wargear:
Z-71 Rail Sniper
Advanced Targeting System

Special Rules:
Stealth



Z-71 Rail Sniper 48" S:6 AP:1 Heavy 1, sniper.







I'm not sure about pricing at this moment. She is an altered fireblade, and the drones are special sniper drones so that shouldn't be too hard, The tricky one is the rail sniper.

It's sort of the bastard child of a rail rifle and a longshot pulse rifle. My idea is that you never need more than 4+ to wound, and the thing gets rending and pinning.


Your Own Unique characters in 40K @ 2015/02/27 02:19:22


Post by: dragoonmaster101


Jimmy the Chaos Cultist: My first casualty ever... He died in vain


Your Own Unique characters in 40K @ 2015/02/27 21:02:35


Post by: Naaris


Shas'O Kel'Vash - "The Silent Hunter"
225 pts
XV46-4 Vanguard Commander Battlesuit - Jetpack Infantry
WS BS S T W I A Ld Sv
4 5 5 5 4 4 4 10 2+/4++/5+++
DX-11 Exploratory Drone x2 - Jetpack Infrantry
WS BS S T W I A Ld Sv
2 2 5 5 2 4 2 8 4+

Equipment:
Iridium Armour
Shield Generator
Blacksun filter
Drone Controller
Multi-tracker
Vectored Retro Thrusters
Stimulant Injector

Weapons
2 - TL- Fusion Blasters
8 / 1 / 18" Melta, Heavy 1, Twin-linked
2 - Fusion Blades - Earthcast fixed these - no longer short out.
8 / 1 / Melee, Blind, Armorbane, Fleshbane
Defensive Grenades
Assault Grenades

Drone wargear:
Stealth field projector - Stealth and Shrouded
Sensor array - Removes Stealth, Shrouded or Invisibility of enemy units within 24" of the drone
Blacksun Filter
Target Lock

Drone Weapons:
EMP Discharge
2 / 5 / Large Blast, Heavy 2, Haywire, Blind
Fragmentation Burst
5 / 4 / Large Blast, Heavy 2, Shred, Pinning

Special Rules -
Infiltrate - Drones and Commander can do this as a team or as individual units
Lone Wolf - Cannot join or be joined by other units/models, other than its 2 drones
Exploratory Drone - Drones can leave the unit and scout head - can rejoin the unit.
Drone Bursts - these drones is armed with defensive burst pods that were initially used to clear rubble, deactivate defense systems of derelict space hulks - each drone can do either burst when they attack - Place the large blast template over the drone for each attack.

Modified from - http://wh40k.lexicanum.com/wiki/XV46_Vanguard_Void_Battlesuit


Your Own Unique characters in 40K @ 2015/02/28 03:24:54


Post by: Slayer222


Death solitaire (Learned human follows group taken in( harlequin perform for most races human, eldar....)

Jack the Ripper 225 Pts
Ws 7 Bs 7 s 3 t 3 w 3 I 8 A 6 ld 10 sv 3++
Holo suit(special 3++)
Knights death Harlequin's caress(caress + re-roll to hits and to wounds on a charge)
flip belt
Shurikan pistol Blood moon- 12" str4 ap5 blade storm, pistol (Assault=A1/2)
Mask of fear- -2 ld to opponents in 6" or can take away atsknf)

Special rules
Deep strike, eternal warrior, fear, fearless, fleet, furious charge, hit and run, precision strikes, prismatic blur(12" move), Ml1, rage, Fnp, The Bastard.
(powers taken from the harlequin's chart)
(the Bastard- gains 1 A for each enemy model in an assault with him-2's rolled to hit hit, 1's hit friendly models in the assault.)



Your Own Unique characters in 40K @ 2015/02/28 04:02:27


Post by: Filch


Name: Yomoma
ws1 bs1 s1 t1 w1 i1 a1 sv6
wargear: rolling pin for ccw, and apron
special rule: prefer enemy (SoB not the sisters of batttle)

name: yomoma's mama!


Your Own Unique characters in 40K @ 2015/03/16 00:19:01


Post by: ruricferrinwheel


Kraagon Gorefist: 170 points

The lord of gladiator group 138.

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

Unit Type: Infantry (Character)

Unit Composition: 1 (Unique)

Wargear: power armor, power axe, plasma pistol, frag grenades, krak grenades, sigil of corruption, mark of Khorne

Chaos Artifacts:
The Slaughter Crown

This ring of bony spurs juts out of Kraagon's skull and marks him as one of Khorne's favored champions. Kraagon uses these spines to gore his foes.

Kraagon's Hammer of Wrath attacks are resolved at strength 7 with an AP of 4.
Warlord Trait: Tenacity

Special Rules: Adamantium Will, Champion of Chaos, Counter Attack, Fearless, Furious Charge, Hammer of Wrath, Independent Character, Rage

Blood-Soaked Champion:

As a veteran gladiator Kraagon knows how to make a show out of combat, ending the lives of his foes in a violent display of viscera and gore few can stomach.

In the combat resolution phase of an assault phase in which Kraagon slew his opponent in a challenge, all unengaged enemy units within 12" of Kraagon must make a morale check or fall back.

[I'll put some background fluff here once I think it out a little better]

Point Break Down:

Chaos Lord: 65

Wargear:

Mark of Khorne: 10

Power Axe: 15

Plasma Pistol: 15

Sigil of Corruption: 25

Slaughter Crown: 10

Subtotal: 65

Stats & SRs:

Adamantium Will: 10

Furious Charge: 5

Hammer of Wrath: 5

Blood-Soaked Champion: 15

Warlord Trait: Tenacity

Subtotal: 40



Tell me what you think about him. Does he seem balanced and fun to play with/against?


Your Own Unique characters in 40K @ 2015/03/21 00:03:02


Post by: Guardsmen Bob


Captain Gergori Zesh
-Leader of 10th Company, of the Nikkaren Armored Scout regiment.

Company Command Squad
-May replace Company Commander with Zesh for 80pts
-May be take any upgrades a normal Company Commander may.

CCS statline, and wargear standard

Special Rules:

Chimera Vox Net - While inside a Chimera, Zesh may make orders from any Chimera in his detachment, even if he isn’t in it. However, if he issues an order from a Chimera that he isn’t in, it only has a 6” command bubble. This ability isn’t affected by other Warlord Trait.

Special Order: The Need for Speed - This order is made on a chimera from Zesh's detatchment, and is resolved with his leadership. If the order is successful, target chimera is counted as a fast vehicle until the start of the next turn.


Your Own Unique characters in 40K @ 2015/03/29 15:49:54


Post by: Ovion


So, I'm not entirely back yet, still easing myself back into the game, learning 7th and my Dark Eldar again, but I was struck by inspiration and made this one:

Some opinions would be great, as I'm somewhat rusty.

Ash'ca, Archon of the Kabal of One
Spoiler:
Army: Dark Eldar
BG:Ash'ca is the last surviving member of a Kabal so ancient, the name is forgotten to all but Ash'ca himself.
Born in the early days after the fall, never rising higher than the rank of Dracon, Ash'ca's Kabal ultimately met its doom in a in a power play by a rival Kabal.
False infomation fed by the rival house told them it was an easy target, a hive city feeling the aftermath of a bloody coup, effectively undefended, without leadership and full of slaves ripe for the taking, but that other forces would be there soon, so time was of the essence to take the prize. The Kabal marshalled their forces immediately, and sent their entire roster to the world, to claim the prize for themselves alone.
In reality, it was a hive completely infested by a Genestealer Cult. The relatively small force standing no chance against a hive of Genestealer hybrids, and while they were slaughtered at the Hive City, the rivals took their holdings in Commoragh and killed the token guards that remained, they believed they were successful in completely eradicating their foe, and preventing them from returning.

However a lone Dracon had survived the city, eventually making it back to the Dark City, and discovering what had happened, vowed to reverse what had happened, reviving his Kabal (with him at it's head of course), and eradicate the Kabal that wronged him.
To achieve this goal, he works as a mercenary assassin and advisor, his skills of sabotage and survival well known in the dark city, slowly building the funds to pay the Haemonculis fee to revive his fallen kin.


FO: HQ / Elite
Squad: Ash'ca, Archon of the Kabal of One
Unit: Ash'ca, Points Per: 140, Models: 1, Unit Type: Infantry (Character),
WS-6, BS-6, S-3, T-3, W-3, I-6, A-3, Ld-9, Sv-4+ (4+* / 6+*).
Wargear:
Ghostplate Armour
Clone Field
Splinter Pistol
The Parasites' Kiss
Blaster
Demiklaives
Implosion Charges
Phantasm Grenade Launcher

Special Rules:
Fleet
Night Vision
Power from Pain
Stealth
Infiltrate
Survivor

Survivor:
Ash'ca holds survival above all else, as each revival he has to endure takes money from the coffers to revive his Kabal.
Ash'ca has +1 Feel No Pain (if he currently has no Feel No Pain, it grants him Feel No Pain (6+)) and may reroll all failed invulnerable saves.

Implosion Grenades:
Ash'ca carries grenades using the same technology found in Implosion Missiles to set traps, but they can also be used as grenades with the following profile:
Range-8", Str-6, AP-2, Type-Assault 1.



Your Own Unique characters in 40K @ 2015/03/29 23:12:09


Post by: RaptorusRex


Crindae Cornix, Raven-Lord of the Eastern Fringe and "Chapter Master" of the Renegade Dusk Talons Chapter.

Spoiler:


"Were we not born to the arts of the shadow, brothers? If so, why does the Raven Guard seek to deny us our destiny- to deny us that birthright? We have come to the most of horrible of realizations, brothers.

Our way is that not of Corvus Corax and of his stagnant Imperium, no longer. Our way is that of terror for terror's sake, and so shall it be for all eternity! "

-Crindae addressing the Dusk Talons on the captured Hive World of Sh'ol, having made clear the extent of his corruption to all present. Upon the speech's completion, the Dusk Talons brought forth the Governor of Sh'ol before Crindae, who ritually beheaded him with his Power Sword Nox Victoria.

Once considered a paragon of the Raven Guard, it was Shadow Captain Cornix who was elected by the enigmatic Corvin Severax to oversee the founding of the Dusk Talons's Assault Company as the chapter's Lord Executioner. Upon the founding of the Chapter itself, it soon found it's allotted lands- the so called Twilight worlds of the Eastern Fringe- under siege by a coalition of warbands derived from the hated enemies of the Raven Guard: the Night Lords.

The resulting conflict, the Twilight War, devastated the burgeoning chapter in a matter of centuries as it dragged on. Entire companies disappeared into the Warp after striking out too far from the light of the Astronomican, the Chapter Master was laid low, and the Dusk Talons seemed to be yet another casualty of the Long War. Just as all seemed lost, Cornix assumed command of the chapter's forces- and began a sweeping campaign of reform among the rank-and file units.

No longer was the Codex Astartes adhered unquestionably to by the chapter, as Cornix had gauged the weaknesses inherent in it's doctrines. But as this change came about, the chapter was declared Excommunicate by the Inquisition, with the charge supported by the Raven Guard. Now fighting on two fronts at once, Cornix turned to the Ruinous Powers for the power needed to save his chapter- and got his answer.

Transformed in both body and mind, the newborn "Raven-Lord" set about on a campaign of piracy and bloodshed against the Imperium- leaving a trail of destruction in his wake on his way to the Eye of Terror. Now being courted by the Black Legion and the Night Lords, the Dusk Talons ready themselves for a bloody campaign of unforgiving shadow warfare on the Imperium...


Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)
Cost: 250 Points

Wargear:
-Power Armour
-Bolt Pistol
-Frag Grenades

Chaos Artefacts:
-[i]Nox Victoria

-

Warlord Trait:
-Lord of Terror

Special Rules:
-Fearless
-Chaos Champion
-Independent Character
-Raven Lord
-Slow and Purposeful

WS 3
BS 5
S 3
T 3
W 2
I 3
A 2
LD 8
SV +1

Raven Lord: Having meticulously trained his men in the use of their weapons, Crindae expects nothing more than absolute perfection in his presence. As a result, friendly units within 6 inches must use this unit's BS instead of their own.

Models under this effect who fail any To Wound rolls take one wound themselves.

Nox Victoria: Forged upon the declaration of Excommunicate's arrival, this masterfully crafted Power Sword is said to still drip with the blood of Crindae's foes years after their death. As thus, it is typically used to slay one of the hated foes of the Dusk Talons.

Range: -
STR: +3
Type: Melee, Unwieldy, Shred



Your Own Unique characters in 40K @ 2015/04/04 17:50:25


Post by: Selym


Marshal Arthos of the Black Templars

Edit: Forgot to mention, this one's for C:SM.

Pre-Induction to the Templars:
Spoiler:

Born on the world of Pravis IV on the western edge of the Imperium. A frontier world, it had been subjected to numerous hostile takeovers from both the Imperium and Xenos races.
A Black Templar crusade was passing nearby in early .M41, and took it upon themselves to remove a recent Chaos uprising on the world. They made planetfall in the largest city on the planet, and immediatley found evidence of heretic cults. Stories of children being taken as sacrifices for demons, no less. Patrolling around the city, Marshal Kavath encountered four cultists attempting to abduct two children, and charged in to attack.
One of the children, later to be named Arthos, took out a dagger, and stabbed one of the cultists in the throat, took his laspistol, and shot another in the face. Marshal Kavath killed the remaining two, told the two children to run for safety, and called his brothers to find where these cultists had come from.
Arthos followed, barely managing to keep up. He followed the Templar's path of destruction until the found the cult's lair. In which they found a few members of the Black Legion. Both groups of marines suffered casualties, until only Marshal Kavath and one Black Legionnaire remaned. The Heretic Marine attacked Kavath from behind, and was about to cut him open with a power sword, when Arthos climbed up the heretic's back, stabbed him in the neck, and shot him in the eyes.
This bought Kavath enough time to break free and kill him.

Arthos had only known the Templars for a few hours, and had already managed to fit right in.


Life as a Templar:
Spoiler:

As a Neophyte, Arthos took longer than usual to complete his training. He had zeal, he had speed and strength, and he would never shy away from melee combat, but his tactical ability and skills with a gun left something to be desired. It was only under the advice of Marshal Kavath that he ascended to the rank of Initiate. Kavath assigned Arthos to not one, but two squads of Initiates. One was a Crusader squad, the other was a Devastator squad. Kavath's reasoning was that although all marines should play to their strengths, Arthos would not do well without first learning the virtues of patience and strategy. Working as a Crusader, Arthos quickly gained the favour of his brothers, always leading the charge, using his oratory skills to maintain the fervor and zealotry of his brothers, and in his first year of service in the unit killed no less than three Ork Warbosses in single combat.

In the Devastator unit, however, he was looked upon with disdain. Given a Lascannon, he failed to hit a 10-meter long Ork vehicle from 100 meters. Given a Plasma Cannon, he nearly got his entire unit killed with a misaimed plasma burst.
When the unit managed to gain some Heavy Bolters, however, they hit upon a success. Arthos had the aiming skills of an Ork, but when given a high rate of fire, he was terror in flesh once more. By the time he was promoted to Sword Brother, Arthos had grown more tactically capable. Still a poor shot, he was now permanently assigned to a Crusader squad.

Service as a Sword Brother fit Arthos like a glove. He and his unit were always at the front of the charge, and his direct and proactive approach to combat saw him assigned to Armageddon during Ghazhkull's second invasion. Working in conjunction with a small force of so-called "Angry" Marines, He lead many assaults on Ork war leaders, finishing almost all of them off in single combat by downing them to their knees, and shoving his sword down their throats. To many of his fellow Templar's amusement, this lead the Angry Marines to nickname him "Chief Skull-fether of the Orks".

Following Ghazhkull's retreat from Armageddon, an Ordo Xenos Inquisitor selected him for service in the Deathwatch. What happened between then and his return to the Templars is known only to himself and the annals of the Inquisition, but he returned a changed marine. He had grown older and wiser, with markedly improved tactical ability. He seemed to have finally been cured of his penchant for charging head-first into anything and everything in sight.

Following his return, Arthos joined Marshal Kavath in a crusade into uncharted space, and on a dead world inhabited by nameless horrors and orbiting a black sun, it was here that Arthos finally proved himself as a Templar. The band of 200 Templars found themselves overpowered, and almost wiped out, with Marshal Kavath lost, his body never to be recovered. Arthos was reported to have taken Kavath's place, and organised the defence of a drop zone for 50 hours as a Thunderhawk tried to make a descent for extraction. Both he and the remaining marines to this day have refused to speak of what happened, and the only clue as to what they witnessed was a long, dark red power sword that Arthos had retrieved from the planet's surface.

It was after this event, that Arthos was promoted to to Marshal. And the rest is history..



Base Cost: [175 pts]
Marshal Arthos:

Ws 6
Bs 2
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+

Rules: ATSKNF, Chapter Tactics (Black Templars), Independent Character, Orbital Bombardment, Leader of the Charge
Wargear: Artificer Armour, Iron Halo, Frag + Krak Grenades, Ragnarok

Leader of the Charge
Arthos no longer charges into everything like a lunatic, but he cannot pass up the chance of a good duel
If Arthos and his unit find themselves to be within 12" of (and have LOS to) an enemy Warlord's unit, they must attempt to charge the unit in that turn.

Ragnarok
Ragnarok is the sword retrieved from the nameless world, the blade is 6 feet long and made of a strange kind of red metal. Lighter at the tip of the blade, and almost black at the hilt. The handle of the sword indicates it was intended for use by something of Space Marine size, as a two-handed weapon. It is said by those who witness Arthos in battle, that each kill of an unworthy opponent lightens the colour the blade, and that each kill of a supposedly worthy opponent renders it a darker shade of red. In-game, Ragnarok is treated as a Relic Blade.

Options:
Arthos must take one of the following, but not both:

-Bulletmaster [+5 pts]
Arthos has the aiming skills of an Ork, luckily Armageddon taught him that quantity can often make up for quality. "Bulletmaster" is a storm bolter that has been modified to produce a much greater rate of fire.
When wielding this weapon, Arthos is considered to have a Bs of 5 for all purposes.

-Defender of Terra [+50 pts]
When burning witches, purging xenos and crucifying a heretic's testes on an enormous sword, Arthos sometimes likes to keep his 10,000 year-old armour clean. Thus, on promotion to Marshal, the chapter's armoury gifted him this shield.
For all intents and purposes, this is counted as the Chapter Relic: The Shield Eternal.


Costing:
Spoiler:

My reasoning for the costing on this one, is that it's pretty much a chapter master with fluff tacked on Yes, he starts out with a Bs of 2, but without taking the Bulletmaster, he won't ever use it.
Yes, the Bulletmaster grants +3 Bs, but that just brings him back to normal.

Thus:
-Chapter Master: 130 pts
-Relic Blade: 25 pts
-Artificer Armour: 20 pts
-Storm Bolter: 5 pts
-Shield Eternal: 50 pts
-Leader of the Charge rule: Playstyle mod. Probably a weakness.


Your Own Unique characters in 40K @ 2015/04/05 01:44:27


Post by: RaptorusRex


Galenius, the Savage of the Dark 6th Claw.

Backstory
Spoiler:


Once merely a small-time ganger in the Hive City of Morality's Respite, the man who become Galenius was conscripted as a initiate into what would later become the Night Lords legion. Under the tutelage of his poison sink-derived brothers, he learned the ways of the "Night's Children" with unmatched eagerness- almost unsettling eagerness. Slitting throats, garroting high value targets and sowing terror all came to him as if they were inborn traits.

And when the Legion descended into the Eye of Terror, Galenius followed with the same psychotic eagerness that had earned him his reputation- only without any form of restraint. Taking hold of a small cadre of Night Raptors, he struck out into the warp on a singular Strike Cruiser- and seemingly disappeared into the capricious flames of the Empyrean.

But this was not the case at all, for Galenius and the Night Raptors had undergone a startling transformation that shaped their forms similar to the unlucky souls who had become Warp Talons- servants of a cruel and unknown entity of the Warp that transformed Galenius into it's champion.

When Galenius and his newly born 6th Claw unit burst back into realspace, it was the 41st millennium- and the hated Raven Guard was advancing into the Eastern Fringe. Leading a warband derived from his former brothers, Galenius brought fire and sword to the newly formed Dusk Talons chapter in a orgy of unmatched brutality.


Stats
Spoiler:

Unit Type
Jump Infantry (Character)

Cost
260 Points

Special Rules
-Daemon
-Chaos Champion
-Independent Character
-Deep Strike
-Herald of the Talon

-Herald of the Talon
Immediately after Galenius has arrived from reserve by Deep Strike, all enemies within 4 inches count as having been hit by a weapon with the Blind Special Rule.

Wargear
-Power Armour
-Lightning Claw
-Bolt Pistol

WS 5
BS 3
S 4
T 4
W 2
I 6
A 2
LD 9
SV 4+



Your Own Unique characters in 40K @ 2015/04/19 18:20:49


Post by: KommissarKiln


Grot Kommander "Pesky"
Spoiler:

A lowly gretchin that started his career manning weapons for Battle Wagons, Dakkasnag Grotsnik developed the tendencies that would make him famous during a battle on Endemor III during a conflict with the Imperial Guard. The grot's vehicle was targeted and quickly destroyed by Knight Commander Pask mounted in a Leman Russ Vanquisher. The Battle Wagon exploded, but the combination of detonating munitions and sheer luck saw Grotsnik catapulted from the burning wreckage before he was consumed by the blast. The experience has left him paranoid in the extreme, and he has made sure that future conflicts would not be his last. His aim has grown excellent by gretchin standards, and he modifies the vehicle he will occupy before battle to ensure survivability, though sometimes to the displeasure of a nearby Mek. His appearance in various battles combined with his sheer inability to die, instead scampering from one wrecked vehicle to another operational one, has earned him the moniker "dat pesky lil' git" from the numerous Ork crews he has encountered.

Knight Kommander "Pesky" starts the game in a Battle Wagon or Trukk with the following profile modifications: +1 to BS for a single weapon, +1 to side and rear armor values. The nominated weapon counts as having Grot Riggers.
He also has an infantry profile: WS2 BS3 S2 T2 W1 I3 A1 Ld8 Sv6+/5++ Wargear: Close combat weapon

Infantry Special Rules: Independent character, Fleet, Stealth, Too Puny Ta Krump

Too Puny Ta Krump: If "Pesky" is in a unit using its Boss Pole special rule, he can never be targeted, as krumpin' a puny grot would not instill any degree of fear amongst the Orks in the unit.


Vehicle Special Rules:
Krackshot: "Pesky" receives a +1 modifier for To Wound rolls as well as armor penetration rolls. His chosen weapon suffers no shooting or BS penalties incurred by the vehicle moving at Combat Speed or Cruising Speed, but other penalties such as Crew Shaken and Crew Stunned apply normally.

Ejekshun Seat: In emulation of his first battle, "Pesky" installs a seat primed with a small explosive charge. If the vehicle suffers a Wrecked or Explodes! result, or a Weapon Destroyed result that has affected his nominated weapon, place "Pesky" (any gretchin model would suffice) within D6" of the vehicle's hull, then roll for scatter on 1D6. If he scatters back onto the vehicle, he takes a S4 AP- hit and is placed in base contact with hull. This hit is not cumulative with taking a hit from an Explodes! result. Because "Pesky" had been launched with great speed, enemy units may only make Snapshots at him for the remainder of the turn. During the next controlling player's turn, "Pesky" may act normally.

Wot You Doin' in Here, Ya Pesky Git?: If "Pesky" is on foot, he may embark in any vehicle if he ends his movement (including running) within 3" of its hull. Nominate a single weapon on the vehicle for "Pesky" to control. He may fire in the next appropriate Shooting Phase (i.e. he may not run into a vehicle then shoot), or he may substitute his shooting attack with the following actions:
The new vehicle gains the Ejekshun Seat rule on a 4+, OR
The new vehcile gains +1 to Rear Armor and Side Armor on a 5+
After either of these tests passes, it may not be performed again on the same vehicle.


If you've read all this, what do you reckon, 40 or 45 points? I think it'd be quite funny to see a little guy running around the tabletop, hopping into vehicles until they, too, are eventually destroyed.


Automatically Appended Next Post:
 Co'tor Shas wrote:
This is one I made a while ago. It's made for 6th edition though.

Codex: Tau Empire

Unit: Kal'rian the Hawk and three X-39 experimental sniper drones

Kal’rian the Hawk


Z-71 Rail Sniper 48" S:6 AP:1 Heavy 1, sniper.



Weapons with the Sniper special rule are automatically Strength X and wound on 4+, regardless of the target's toughness value, by the way. This would make the weapon kinda ineffective against vehicles.


Your Own Unique characters in 40K @ 2015/04/19 18:41:51


Post by: Co'tor Shas


 KommissarKiln wrote:

 Co'tor Shas wrote:
This is one I made a while ago. It's made for 6th edition though.

Codex: Tau Empire

Unit: Kal'rian the Hawk and three X-39 experimental sniper drones

Kal’rian the Hawk


Z-71 Rail Sniper 48" S:6 AP:1 Heavy 1, sniper.



Weapons with the Sniper special rule are automatically Strength X and wound on 4+, regardless of the target's toughness value, by the way. This would make the weapon kinda ineffective against vehicles.


Yeah, but this one works a bit different. I didn't feel like writing a special rule, so I just wrote how it works in the explanation. It just uses whatever is best. It has rending + pinning, and auto wounds on a 4+, but it can also wound on a 3+ and 2+ if the toughness is low enough. And it gives it the ability to go after vehicles, especially with rending.


Your Own Unique characters in 40K @ 2015/04/20 23:53:41


Post by: KommissarKiln


Ah, I understand now. Yeah, maybe a special rule would help clear that up.

Any thoughts on the character I cobbled together?


Your Own Unique characters in 40K @ 2015/04/21 00:08:02


Post by: Co'tor Shas


It's pretty cool. I don't play orks, so I have no idea on the pricing, but it sounds about right.


Your Own Unique characters in 40K @ 2015/05/07 23:12:10


Post by: RaptorusRex


Auramagma, the Ever-Burning - 200 points

Backstory
Spoiler:


"I burn- as you will. As we all will, for the glory of Tzeentch!"
- Auramagma, before purportedly consuming the Wolf Lord Sven Ruddyhanded in a torrent of Warp-borne flames during the Battle of Lionshead.

Once the Captain of the 8th Fellowship of the Thousand Sons, Malagor Auramagma's overconfidence got the best of him as he dared to challenge Leman Russ in battle- sending a blast of psychic flame towards the Primarch, only for Russ's armor to reflect the blast as if it was a mirror. Auramagma was seemingly consumed in his own flames, burning inwards and outwards as he fled the battlefield in agony.

But in the millennia since, rumors of a ever-burning Champion of Tzeentch become louder and louder among the Thousand Sons- with some wondering whether Auramagma died at all.


Rules
Spoiler:

Unit Type
Infantry (Character)

Warlord Trait
-Flames of Spite

Special Rules
-Champion of Chaos
-Mark of Tzeentch
-Psyker (Mastery Level 2)

Psyker- Auramagma generates his powers from the Pyromancy discipline.

Wargear
-Power Armour
-Bolt Pistol
-Inferno Bolts

Chaos Artefact
The Burning Conduit

Crafted from the teeth of several Screamers and wrapped in the flesh of innumerable Psykers, this powerful Force Staff burns with the psychic flames of it's bearer- sending them to a utter fever pitch as Auramagma focuses his vast psychic powers through it.

S+2
AP 3
Force, Melee

Stats
WS 4
BS 4
S 4
T 4
W 2
I 4
LD 9
SV +3


Your Own Unique characters in 40K @ 2015/05/08 03:11:03


Post by: Anvildude


Sounds really cool. Would probably have an awesome model as well.


Your Own Unique characters in 40K @ 2015/05/10 21:20:02


Post by: RaptorusRex


Kloytekh, Phaeron of the Burning Dynasty - 230 pts

Background
Spoiler:
Once devoted servants of the C'tan Nyadra'zatha, the Burning Dynasty still retains traces of that ancient servitude. In battle, their legions strike out of nowhere and walk across the field shrouded in sheets of flame.

This army is led by Kloytekh, whose preference for close combat leads him into the thick of battle. Wreathed in lambent fire, he strikes down all who dare oppose him and his dynasty.


Rules
Spoiler:

Unit Type
Infantry (Character)

Wargear
-Hyperphase Sword

Artefact of the Aeons

-Gauntlet of Nyadraen Glory

This ornate close combat weapon takes the form of a armored glove, it's length crackling with fire and smoke. It incorporates a weapon that, while barely understood, appears to resemble a Imperial Flamer in basic function- launching a stream of coruscating flames at the foe.

--Primary Weapon: Gauntlet--
Range -
S User
AP 4
Melee

--Secondary Weapon : Nyadraen Petard--
Range Template
AP 3
Pistol, Blind

Special Rules
-Reanimation Protocols
-Independent Character

Warlord Trait
-Eternal Madness


Stats
WS 4
BS 4
S 5
T 4
W 2
I 3
LD 10
SV +3


Your Own Unique characters in 40K @ 2015/05/17 13:14:45


Post by: Valkyrie


 RaptorusRex wrote:
Kloytekh, Phaeron of the Burning Dynasty - 230 pts

Background
Spoiler:
Once devoted servants of the C'tan Nyadra'zatha, the Burning Dynasty still retains traces of that ancient servitude. In battle, their legions strike out of nowhere and walk across the field shrouded in sheets of flame.

This army is led by Kloytekh, whose preference for close combat leads him into the thick of battle. Wreathed in lambent fire, he strikes down all who dare oppose him and his dynasty.


Rules
Spoiler:

Unit Type
Infantry (Character)

Wargear
-Hyperphase Sword

Artefact of the Aeons

-Gauntlet of Nyadraen Glory

This ornate close combat weapon takes the form of a armored glove, it's length crackling with fire and smoke. It incorporates a weapon that, while barely understood, appears to resemble a Imperial Flamer in basic function- launching a stream of coruscating flames at the foe.

--Primary Weapon: Gauntlet--
Range -
S User
AP 4
Melee

--Secondary Weapon : Nyadraen Petard--
Range Template
AP 3
Pistol, Blind

Special Rules
-Reanimation Protocols
-Independent Character

Warlord Trait
-Eternal Madness


Stats
WS 4
BS 4
S 5
T 4
W 2
I 3
LD 10
SV +3


Seems far overpriced for what he brings. He's a Phaeron, yet his stats are worse than a standard Overlord. Fewer wounds, lower toughness, and you've missed out the attacks stat.


Your Own Unique characters in 40K @ 2015/05/17 23:04:45


Post by: SisterSydney


 RaptorusRex wrote:
Auramagma, the Ever-Burning - 200 points

Backstory
Spoiler:


"I burn- as you will. As we all will, for the glory of Tzeentch!"
- Auramagma, before purportedly consuming the Wolf Lord Sven Ruddyhanded in a torrent of Warp-borne flames during the Battle of Lionshead.

Once the Captain of the 8th Fellowship of the Thousand Sons, Malagor Auramagma's overconfidence got the best of him as he dared to challenge Leman Russ in battle- sending a blast of psychic flame towards the Primarch, only for Russ's armor to reflect the blast as if it was a mirror. Auramagma was seemingly consumed in his own flames, burning inwards and outwards as he fled the battlefield in agony.

But in the millennia since, rumors of a ever-burning Champion of Tzeentch become louder and louder among the Thousand Sons- with some wondering whether Auramagma died at all.


Rules
Spoiler:

Unit Type
Infantry (Character)

Warlord Trait
-Flames of Spite

Special Rules
-Champion of Chaos
-Mark of Tzeentch
-Psyker (Mastery Level 2)

Psyker- Auramagma generates his powers from the Pyromancy discipline.

Wargear
-Power Armour
-Bolt Pistol
-Inferno Bolts

Chaos Artefact
The Burning Conduit

Crafted from the teeth of several Screamers and wrapped in the flesh of innumerable Psykers, this powerful Force Staff burns with the psychic flames of it's bearer- sending them to a utter fever pitch as Auramagma focuses his vast psychic powers through it.

S+2
AP 3
Force, Melee

Stats
WS 4
BS 4
S 4
T 4
W 2
I 4
LD 9
SV +3


Cool. Now, I almost never say this about homebrew characters, but I'm saying it here: this guy needs to be way more over the top. To live up to his awesome fluff, let him be eternally on fire and do damage every turn to non-Tzeentch models in base contact, or something. Give all his attacks Soul Blaze. Make his breath equivalent to a Heavy Flamer.


Your Own Unique characters in 40K @ 2015/05/18 00:18:16


Post by: RaptorusRex


 SisterSydney wrote:
 RaptorusRex wrote:
Auramagma, the Ever-Burning - 200 points

Backstory
Spoiler:


"I burn- as you will. As we all will, for the glory of Tzeentch!"
- Auramagma, before purportedly consuming the Wolf Lord Sven Ruddyhanded in a torrent of Warp-borne flames during the Battle of Lionshead.

Once the Captain of the 8th Fellowship of the Thousand Sons, Malagor Auramagma's overconfidence got the best of him as he dared to challenge Leman Russ in battle- sending a blast of psychic flame towards the Primarch, only for Russ's armor to reflect the blast as if it was a mirror. Auramagma was seemingly consumed in his own flames, burning inwards and outwards as he fled the battlefield in agony.

But in the millennia since, rumors of a ever-burning Champion of Tzeentch become louder and louder among the Thousand Sons- with some wondering whether Auramagma died at all.


Rules
Spoiler:

Unit Type
Infantry (Character)

Warlord Trait
-Flames of Spite

Special Rules
-Champion of Chaos
-Mark of Tzeentch
-Psyker (Mastery Level 2)

Psyker- Auramagma generates his powers from the Pyromancy discipline.

Wargear
-Power Armour
-Bolt Pistol
-Inferno Bolts

Chaos Artefact
The Burning Conduit

Crafted from the teeth of several Screamers and wrapped in the flesh of innumerable Psykers, this powerful Force Staff burns with the psychic flames of it's bearer- sending them to a utter fever pitch as Auramagma focuses his vast psychic powers through it.

S+2
AP 3
Force, Melee

Stats
WS 4
BS 4
S 4
T 4
W 2
I 4
LD 9
SV +3


Cool. Now, I almost never say this about homebrew characters, but I'm saying it here: this guy needs to be way more over the top. To live up to his awesome fluff, let him be eternally on fire and do damage every turn to non-Tzeentch models in base contact, or something. Give all his attacks Soul Blaze. Make his breath equivalent to a Heavy Flamer.


Perhaps give him the option to use arcane methodologies on his Bolt Pistol that makes unlucky sods who die from it turn into S 5 AP 4 blast templates with Soul Blaze and Ignores Cover? Or a blessing that makes all enemies within 8'' inches treat it as Dangerous Terrain? A psyber-familiar that he can unleash as a 10'' S 4 AP 3 Assault 1 Soul Blaze shooting attack?

The possibilities here are numerous!

As a small note, I should make a custom wargear thread.


Your Own Unique characters in 40K @ 2015/05/19 00:51:25


Post by: Shasfowd


Steven the Parasite Engine
Functions as a Cronos Parasite Engine, in addition to the following rules:
Tender Embrace: Steven's St increases by 2 everytime that his unit wins a round of close combat. At the end of the close combat, these bonus St are removed.
"I Wuv Swaghter!": Whenever a close combat Steven is in finishes, Steven may immediatley move 6" in any direction, in search of new prey.
(Btw, Steven is painted like a bumblebee)


Your Own Unique characters in 40K @ 2015/05/19 12:18:44


Post by: Ovion


Shasfowd wrote:
Steven the Parasite Engine
Functions as a Cronos Parasite Engine, in addition to the following rules:
Tender Embrace: Steven's St increases by 2 everytime that his unit wins a round of close combat. At the end of the close combat, these bonus St are removed.
"I Wuv Swaghter!": Whenever a close combat Steven is in finishes, Steven may immediatley move 6" in any direction, in search of new prey.
(Btw, Steven is painted like a bumblebee)
Would probably want to be +20pts.

Also, something easier to do, and clearer would be 'At the end of each turn, for each wound caused that turn, Steven gains 1 Strength, until the end of the next turn'
So it'd be rolling bonus turn to turn.

i.e. - causes 3 wounds, +3S. Next turn causes 2 wounds, so in now +2S, then causes 4 wounds and is +4S, then following turn isn't in combat and so reverts to +0S.


Your Own Unique characters in 40K @ 2015/05/20 11:53:24


Post by: master of ordinance


Darjeeling-Sama -------------------------------- 150PTS

Imperial Guard Tank Commander

Churchill MK VII

BS F S R HP SV
5 14 13 11 4 6++

Tank, Heavy

Warlord Trait: Senshado Veteran - All tanks in Darjeelings detachment count as scoring units

Weapons:

Coaxial Heavy Stubber - Mounted along side the main 75mm cannon. If a target is hit by a coaxial weapon then any weapons mounted in the same mounting gain the Twin Linked special rule when shooting at that target for the rest of the turn

Hull mounted Heavy Stubber

75mm OQF cannon - HE Shells: R 72" S 8 AP 3 Heavy1, Large Blast OR AP Shells: R 72" S 8 AP 2 Heavy1

Wargear:

Tea - The girls of Saint Gloriana's Academy revere tea, and are known to drink it even in the heat of battle. This unit has a 6+ Invulnerable save (included in profile)

Armoured Tracks - This tank may ignore any Immobilised results on a role of 4+

Special Rules:

Churchill - Renown for its capability to cross difficult terrain the Churchill was nicknamed 'The Climbing Tank' by the Germans when they first encountered it in Tunisia. The Churchill may re-roll all failed Difficult and Dangerous Terrain checks.

Senshado Team - Darjeelings detachment counts all non dedicated transport tank units as troop choices as well as well as their usual type.

Orders - Darjeeling may use any any Tank Commander order.

Options:

May take a Pintle Mounted Heavy Stubber - 10PTS

Any other tank in the same detachment may be upgraded to Veteran status giving them +1 BS - 12PTS per model

Any other tank in the same detachment may be upgraded to a Saint Gloriana's tank giving them the 'Tea' special rule - 10PTS per model


Your Own Unique characters in 40K @ 2015/05/20 12:07:22


Post by: Valkyrie


I would allow it to dispense tea to nearby units, giving them Fearless, +1S and Ld.


Your Own Unique characters in 40K @ 2015/05/22 20:17:22


Post by: RaptorusRex


Eyes-of-Smoke, the Winged Jaguar-190 pts, HQ

Background
Spoiler:

The Rainbow Warriors are Ultramarine successors, though both Prism and Ultramar would deny this connection on principle due to the sheer divergence from the latter's fabled Codex Astartes. For one, the Rainbow Warrior's organization is far different than mandated by that tome.

The 1st Company is the Tezcalotl, composed almost solely of those Veterans who have exited either of the two warrior-cults that serve as the Chapter's Sternguard and Vanguard- seeking to abandon the monomaniacal attitude towards combat that pervades both. These hardened warriors are almost exclusively mounted on the massive feral reptilian beasts referred to as the Cold Ones by the human natives of Prism. Charging forth into the enemy lines, they slaughter the foe with naked steel and the mighty claws of the Cold Ones.

The leader of this order is Eyes-of-Smoke, who serves as the Winged Jaguar of the Chapter. This position is roughly equivalent to that of Chapter Master, and the holder share the same responsibilities. Eyes-of-Smoke ascended when the previous Winged Jaguar, Fist-of-Black, fell in battle to a Word Bearers warband's leader during the Blood Star Campaign. Since then, he has led a war of revenge against the traitors- with the Tezcalotl never too far behind.


Rules
Spoiler:


Unit Type
Cavalry (Character). Cold One is Beast.

Unit Composition
1 (Unique)

Wargear
-Power Armour
-Bolt Pistol
-Macua

This ornately crafted power weapon is quite unusual: instead of one blade, it distributes the blue cutting haze across multiple prismatic blades at once. In the hands of a trained user, a Macua can shred flesh and armor with a single blow. However, it's great weight means one must take time to lift and swing it.

The Macua is based upon ancient weapons used during the savage past of Prism, used for killing the various and terrible creatures of that world in ritual combat.


Range -
S +2, AP 3
Melee, Unwieldy

-Cold One Mount

The Cold One is a massive reptilian predator that lives within the jungles of Prism, preying on both the various smaller reptiles that inhabit them and even the human inhabitants of Prism. For a Rainbow Warrior to tame and mount a Cold One is a show of great bravery and strength, demonstrating their dominance over the dark places of all Prism.

To ride a Cold One is to attempt to cage and control a mass of scales and sinew, and to become one with the savagery inherent in the environs of Prism. As thus, the riders are often less dominating the beast than dominated by it's relentless savage urge for blood and death.


Models with a Cold One Mount change their unit type to Calvary. In addition, all close combat attacks made by a model with a Cold One Mount have the Rending Special Rule.




Special Rules
-Acute Senses
-And They Shall Know No Fear
-Independent Character
-Counter-Attack
-Preferred Enemy (Chaos Space Marines)

Warlord Traits
-Angel of Death

Options
-May take up to two Cold Ones, 20 ppm.

Stats
-Eyes-of-Smoke
WS 5
BS 4
S 5
T 4
W 2
I 5
A 2
LD 9
SV 3+
-Cold One
WS 4
BS 0
S 4
T 4
W 1
I 5
A 2
LD 5
SV +6


Your Own Unique characters in 40K @ 2015/05/25 20:32:51


Post by: dragoonmaster101


Ignavus the High Born 100 points

Unit Composition: Ignavus, 4 Royal Guards, 1 Royal Guard Champion

Options: May purchase up to 5 additional Royal Guards for his unit. 6ppm

Stats:

Ignavus: WS 3, BS 3, S 3, T 3, W 1, I 4, A 1, Ld 4, Sv 3

High Born Royal Gaurds: WS 4, BS 3, S 3, T 3, W 1, I 5, A 3, Ld 4, Sv 4

High Born Royal Gaurd Champion: WS 4, BS 3, S 3, T 3, W 1, I 5, A 4, Ld 4, Sv 4

Equipment: Power armor (I only), Power sword (I and Champ only), Plasma Gun (I only), Master Crafted Chain Swords, Carapace armor (Guards and Champ only)

Special Rules: MOS, Cowardly (I only), High Born Wealth (I only), Loyalty to One (Champ and Guards), FNP 4+

Loyalty to One- While Ignavus is part of the unit Champ and Guards are fearless and if he leaves they must take a leadership test, if failed they fall back to Ignavus and rejoin him, also look out sirs on Ignavus must be taken when applicable

Cowardly- This character CANNOT accept challenges, and must use his own leadership when determining LD tests

High Born Wealth- One unit may be given master crafted on all of their CC weapons

Description: He is a Chaos Cultist Hero with a Reunite of Guards

Notes: Low leadership on guards is meant to represent that they don't actually care at all about the battle and their only objective is to protect Ignavus, so don't get the idea that they are cowardly. This unit is meant to be an incredibly strong unit for points cost until a few men drop dead (albeit that will be tough to accomplish) then it begins to break apart.



Your Own Unique characters in 40K @ 2015/05/30 09:20:24


Post by: thing124ok


Elfric, Lord of Lightning

Rules:
Spoiler:
Unit Composition:
1 (Unique)

Stats:

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

Wargear:

Shuriken Pistol
Singing Spear
GhostHelm
Runes Of Warding
Runes Of Witnessing
Plasma Grenades

Remnants of Glory:

Ancient Rune Armour *
The Phoenix Gem **

Warlord Trait: Fate's Messenger

Special Rules:

Spirit of Beil-Tan ***
Hijack ****
Flametender *****
Ancient Doom
Battle Focus
Fleet
Independent Character
Psyker (Mastery Level 4) [Generates from Runes of Fate, Pyromancy, Diviniation and Telepathy]

Notes:

* Ancient Rune Armour gives Elfric a 3++ invunerable save.

** One use only. Immediately before Elfric is removed as a casualty, place a large blast marker over him.
Each unit suffers a number of S4 AP 5 hits equal to number of models at least partially under the template.
If at least one unsaved wound is caused, Elfric remains in play with one wound left. If none are caused, he is removed.

*** Any friendly Aspect Warriors within 12" of Elfric have +1 WS and BS.

**** One use only. If Elfric or his unit destroy a vehicle, roll a 2d6. On a 7+, the vehicle becomes a Hijacked Vehicle.

WS: - (3 if Walker)
BS: 3
S: - (4 if Walker)
Armour:
S: 11
F: 10
R: 10
HP: 3
Unit Type: Same as Vehicle Hijacked
Special rules: Same as Vehicle Hijacked

***** Elfric automatically knows the Pyromancy Primaris. This does not prevent him from gaining the Primaris bonus from having all his powers generated from one discipline.

Background:
Spoiler:
Elfric was once just a normal Farseer of Beil-Tan, famed for his aptitude with machinery, from his time as a Bonesinger. However, during an attack on a Chaos temple constructed on a Maiden World, Elfric found the Phoenix Gem. This came in handy when the Daemon Prince the Cultists had summoned collapsed the roof on him. However, the Phoenix Gem resurrected Elfric, albeit after a few years. When this happened however, Elfric snapped. Now he is a madman, obsessed with the Phoenix Gem, and Psychic might. He leads a bloody quest of genocide against those he feels have wronged him in the past, be it rightly or wrongly. You can know if Elfric leads an army if the Aspect Warriors fight more strongly, either out of fear or respect, for the Lord of Lightning



Your Own Unique characters in 40K @ 2015/06/02 02:37:22


Post by: RaptorusRex


Colonel Bradtford, the Terror of Lionshead- 85 pts

Among the ranks of the Cadian Shock Troopers, the 124th Company is renowned for their high amount of well-trained marksmen and experience in guerilla warfare. But none of these men are more storied than their commander, Colonel Bradtford- whose reputation derives primarily from the Battle of Lionshead. When the Chaos Champion Auramagma attempted to invade the Forge World of Lionshead, it was a Great Company of the Space Wolves who responded- along with the 124th.

Bradtford lead from the front, leading the 124th's men in destroying enemy supply lines, taking out high-value targets and preventing the traitors from resting easy. The 124th seemed to strike from each and every direction, with Bradtford's unerring Long-Las fire covering them the entire way. By the time the battle was over, the traitors knew to fear the dark...

One Company Command Squad in your army may replace it's Company Commander with Colonel Bradtford.

Unit Type
Infantry (Character)

Unit Composition
1 (Unique)

Warlord Trait
-Aura of Discipline

Special Rules
-Independent Character
-Senior Officer
-Infiltrate

Wargear
-Flak Armor
-Camo Gear
-Frag Grenades
-Demolition Charge

Heirlooms of Conquest

-Purging Light

Built upon a Mars-pattern Long Las, Purging Light is Bradtford's personal weapon- sending beams of deadly laser light towards his target with almost unerring precision.

Range 25''
S 5
AP 4
Heavy 1, Sniper, Master-crafted

Stats
WS 4
BS 5
S 3
T 3
W 3
I 3
A 2
LD 9
SV 5+


Your Own Unique characters in 40K @ 2015/06/03 12:02:44


Post by: SisterSydney


I like the concept of a "cold sniper" Guard hero. 95 points is way too much for him as an upgrade to the standard CCS, though. And he needs more range on that custom long-las! Also Stealth, Split Fire, and maybe Move Through cover to reflect his fluff.


Your Own Unique characters in 40K @ 2015/06/03 13:01:07


Post by: Lord Blackscale


I would either give his custom long-las sniper, or make it S:5. Should be taking out charactors with it. Also the suggestions Sydney made would be good. Maybe:

-Purging Light

Built upon a Mars-pattern Long Las, Purging Light is Bradtford's personal weapon- sending beams of deadly laser light towards his target with almost unerring precision.

Range 30''
S 5
AP 4
Heavy 1, Precision Shots, Master-crafted

or

Range 30"
S X
AP 2
Heavy 1, Precision Shots, Master Crafted, Sniper

Or

Range 30"
S 3
AP 3
Heavy 2, Precision Shots, Master Crafted

It just seems to need a good boost for the points.


Your Own Unique characters in 40K @ 2015/06/03 13:26:07


Post by: mr. peasant


I second Lord Blackscale's of making it a custom long-las; though in my opinion, I'd make it a Hot-shot long-las; thereby giving it the stats below:

Range: 30", S: X, AP: 3, Type: Heavy 1, Sniper, Master-crafted


Also, I would like to suggest considering making it an upgrade to a PCS instead of CCS. This would make them more expendable and allow the player to be more aggressive in its deployment.


Your Own Unique characters in 40K @ 2015/06/03 15:02:11


Post by: VeteranVeteran


Chapter Master Jhon Lang of the Warriors Of Krieg

Spoiler:
Stats

WS:5
BS:6
A:4
S:5
W:3
I:8
L:11

(Let me know if i forgot one)

Spoiler:
Special Rules-

Fearless

Slow Advance- This model and any unit with him cannot run at all

Hatred Of - Thousand Sons

Preferred Enemy - C:SM

Equipment
FleshTerror (Power Sword AP6) Bolt Pistol, Artificer Armour, Melta Bombs.

Warlord Trait - Mass Assualt (All units assualting gain 2+ to their attack when Jhon is in your army)

Spoiler:
Backround


Chapter Master Jhon Lang was a Regimental Commander of the 221st Death Korps Of Krieg Regiment,
Having served in the Regiment since its founding days he quickly rose through the ranks in the 15 years in service.
Inquisitor Crutiz met privately with Jhon on matters ~Error Error~
Another 15 years later the Warriors Of Krieg were created from the 5,000 man regiment



Automatically Appended Next Post:
Librarian Martin

Backround

Librarian Martin is the the head Librarian of the Warriors Of Krieg chapter. When fighting against Ahriman He was severely wounded in the right hand, in the end Ahriman was defeated and retreated to a unknown location, to this day Martin has had his hand made into a Augmetic as a reminder of his vow to kill the Heretic once and for all.[/spoiler]

Stats (Let me know if hes to OP)

WS-6
BS-5
S-7
Mastery Level- 4
I-8
L-11
T-6
2++

Wargear

Force Axe - AP 5

Storm Shield

Hurricane Bolter AP 6

Melta Bombs

Terminator Armour

Special Rules

Fearless

Mass Assault - All models within 12 inches of Martin gain 2+ attack when charging

Slow and Purposeful

(Let me know for anything else


Your Own Unique characters in 40K @ 2015/06/05 15:30:58


Post by: KranfordTButcher


Well it looks like I finally found the right place to post the Dirty Dozen, Gongaga, and the Entropic Eleven. I'll start with the Dozen.

You see, my brothers got the idea for these guys after we saw some special rules for Colonel Shaeffer and his Last Chancers. The idea of an elite team of soldiers operating on their own and destroying entire armies was rather appealing to us, and thus, back around 2001, my brothers started making our own teams of super-elite soldiers meant to take on entire armies and win. Thus, these guys were made back in the days of 3rd and 4th edition, so their rules are heavily out-dated, but still, I felt like I should post them.

The Dirty Dozen were imperials that had committed some rather bizarre crimes, but, like the Last Chancers, their skill was such that they were much too valuable to execute. The result is that they are frequently sent on potential suicide missions. We have such things here as a psychic vindicaire assassin, a commissar that gives even Kharn the Betrayer the heebie-jeebies, a fireproof space marine, and a weapons team that fires a tactical nuke and summons swarms of giant rabbits to maul people. Shall I post these guys then? I will provide a short explanation of each, and then give a complete rundown of their stats, weapons, gear, and special abilities. The key thing to remember about these guys is that if you use them, it's just these dozen against an entire army.

The Entropic Eleven, meanwhile, are the chaos counterpart, and feature such gems as a Khorne berzerker that follows Khorne's martial facet instead of bloodlust, a noise marine that turns units into mosh pits, and a Tzeenchian Word Bearer that imbued his lascannon. That should give you a good idea of just what sort of shenanigans this group is involved with.

And finally, there's Gongaga, the Broiler of Planets, who is not so much a who as he's more of a what. Namely, he is wildfire incarnate, a literal force of nature that burns everything in front, around, or behind him with his flamethrower, the Roaster of Worlds. His most dreaded ability however, is the ability to kill a model with a stare that could freeze beer. Don't ask me how the spirit of wildfire has an icy stare, I'm not the one that made it. XD

Anywho, shall I post these guys? If I do, it will be three or four at a time, behind spoiler tags so as to not clog up the board. If/when they are posted, feel free to comment on them.

EDIT- the reason for asking whether I should post the lot of them or not is because of just how many posts I'll be pumping out. Anywhere from six to eight, depending on how many characters I put in per post, and each one has a full profile and rules.


Your Own Unique characters in 40K @ 2015/06/06 01:52:40


Post by: SisterSydney


Post away! Spoiler tags are your friend. I've gotten 33 units and a bunch of wargear items in one post that way.

Also, @ Veteran Veteran: Mastery Level four, on a human? Yes, you're right, that is a bit much.


Your Own Unique characters in 40K @ 2015/06/06 03:13:58


Post by: KranfordTButcher


Hmm, now that you mention it, I might be able to get the entire Dozen in that way, plus Gongaga. So without further ado, here is the Dirty Dozen. One thing to remember about these guys as you read them is that if they are on the tabletop, then it is just the twelve of them and their transport vs an entire army. It could potentially play out like one of those action movies from the 80's. The other thing to remember is that these guys were written back in 3rd and 4th edition, and their rules reflect that.


First up, we have Zambesi Jack. He was relegated to the Dirty Dozen after he took part thwarting a chaos infiltration. He was put there in case he fell to chaos. His stats are as follows.
Spoiler:
Zambesi Jack
Ws-7 BS-5 S-5 T-5 W-3 I-6 A-3 Ld-10 Sv- 3+, 3+ (invulnerable)

Weapons
Master-Crafted Power Weapon
Needle Pistol- Range 24" Strength-* AP-2 Assault 1 (Always wounds on a 2+, functions like a Dark Eldar Stinger)
Vortex Grenades- Range 12" S-* AP-* Assault 1 small blast (If grenade hits, place small blast on top of target unit. Models in the blast are instantly killed on a 4+, no saves allowed. Vehicles sustain D3 penetrating hits. The blast scatters 1d6 inches the following turn and d6 turns after.

Special Rules
Invisible- Zambesi Jack cannot be attacked at all unless he's in base contact with an enemy unit. His shadowy form gives him a 3+ invulnerable save.

Backstab- Zambesi Jack may backstab the first enemy unit he attacks in close combat. If he hits, the hit is at double strength.
Next up, we have HBC, or Hot-Bread-Cut, a heavy bolter-toting space marine that joined the Dirty Dozen to come along for the ride. He wears black artificer armor with his initials on one of the shoulder pads.
Spoiler:
HBC
Ws-7 Bs-5 S-5 T-5 W-4 I-6 A-3 Ld-10 Sv-2+

Weapons
Heavy Bolter

Wargear
Artificer Armor
Bionics
Frag Grenades
Loading Speed Regulator- Allows HBC to kick his heavy bolter into high gear, changing its profile to the following- R- 12" S-5 AP-4 Heavy 6

Special Rules
And They Shall Know No Fear

Fireproof- HBC is immune to any and all fire-based weapons and attacks, including but not limited to flamers, scorchas, burnas, and inferno cannons.

Steady Hand- HBC may move and fire his heavy bolter in the same turn, provided he hasn't kicked it into high gear.

Calm Under Fire- HBC cannot be pinned and ignores the effects of frag grenades when defending in CC. In addition, any enemy unit charging into close combat with HBC must resolve six heavy bolter hits before they reach him, provided HBC has not moved in the previous turn.

Fighting Retreat- If HBC is forced to fall back from CC, he may fire his heavy bolter at the unit which forced him to retreat.
Next, we have Clint Eastwood, yes that Clint Eastwood. Like HBC, he's just along for the ride.
Spoiler:
Clint Eastwood
Ws-5 Bs-5 S-5 T-4 W-3 I-5 A-3 Ld-10 Sv- 3+,4+ (Invulnerable)

Weapons
Master-Crafted Power Weapon
Extremely Dangerous Pistol (Range- 24", Strength 7, AP 2, Assault 3, counts as a pistol in close combat)

Wargear
Heavy Armor (3+ armor save)
Frag Grenades

Special Rules
Cold yet lusty eyes: Enemy units charging into close combat with Clint Eastwood lose all attacks for charging and extra close combat weapons. Furthermore, if Eastwood inflicts any casualties on them in close combat, they must immediately fall back.

Close Combat Master: Enemy units suffer -1 to hit Eastwood in close combat, while he gains +1 to hit them. He may also reroll his first round of close combat misses.

Greatness: Clint Eastwood receives a 4+ invulnerable save. Also, if he is reduced to zero wounds in some way, he gets a 3+ save against death. If this save is made, he continues fighting. If he fails, he is removed as a casualty.
Next up, is Techmarine Metallus Lucullus Cicero Funkhauser IV, or MLCF. He was assigned to the Dirty Dozen after he upgraded a crusader-pattern land raider with alien technology and a nitro booster. In this case, the alien tech was a wave serpent energy field.
Spoiler:
Techmarine Metallus Lucullus Cicero Funkhauser IV
Ws-4 Bs-4 S-4 T-4 W-2 I-5 A-3 Ld-9 Sv-3+, Absorption Field
Weapons
Master-crafted Plasma pistol
Master-crafted Power axe

Wargear
Servo-Arm
Signum
Frag grenades
Melta bombs
Absorption Field (Confers a 4+ invulnerable save. However, when it has aborbed (ie passed against) 5 attacks, whether shooting or close combat, it becomes a 3+ invulnerable save. After absorbing 10 more attacks, it becomes a 2+ invulnerable. If the 2+ invulnerable is ever failed, however, it resets to a 4+ invulnerable save, and so the cycle continues.

Special Rules
And They Shall Know no Fear

Master of the Servo-Arm: MLCF hits on a 3+ with the servo-arm instead of a 4+, and repairs immobilized vehicles on a 4+ instead of a 6. In addition, on a to-wound roll of 6 for the servo-arm, the enemy model is killed outright, no saves allowed.
And now the land raider cruader he tinkered with...
Spoiler:
Land Raider Crusader

Bs- 5
Front, side, and rear armor is 14
Type: Tank
Weapons: multi-melta, twin-linked assault cannons, 2 hurricane bolters, pintle-mounted storm bolter.
Vehicle Upgrades: Searchlight, Frag Assault Launchers, Nitro Booster, Energy Field, Nullifier Field.
Special Rules
Energy Field- This works just like a wave serpent field. (Ie all ranged attacks on the front and side of the land raider higher than strength 8 count as 8.

Nullifier Field- Any model, friend or foe, within 12" of the land raider cannot be affected by psychic abilities. Additionally, demons that come into range of the nullifier field must pass a leadership test or be destroyed.

Nitro Booster- Once per game, the land raider crusader may move up to 24" in the movement phase instead of 12". If it does so, it may not fire any weapons or unload troops that turn.
Now, next up, we have one of the two people there to keep the rest of the Dozen in line, namely Commissar Adler. My elder brother got the idea for one of his particular rules after running the normal commissar against a squad of Khorne Berzerkers and killed about 8 with no wounds in return.
Spoiler:
Commissar Adler
Ws 6, Bs 4, S3(6), T4, W4, I5, A4, Ld10, Sv 4+, Absorption Field.

Weapons
Master-crafted dueling pistol (R-12", S-5, AP-4, Pistol)
Iron Fist (Counts as a power fist. However Adler strikes with his normal initiative when using the iron fist.)
Saber (Close Combat Weapon, allows Adler to deflect one enemy attack per assault phase, treating it as a miss instead.)

Wargear
Carapace armor
Frag Grenades
Melta Bombs
Absorption field (as MLCF above)

Special Rules
Eagle Eye- An army which includes Commissar Adler will always go first. In addition, the entire army gets a free shot at enemy units infiltrating or deep striking in range and line of sight of their weapons.

Khorne's Bane- Khorne Berzerkers (and any other unit bearing the mark of Khorne for that matter) are not fearless when fighting Commissar Adler in close combat. Additionally, Khorne Berzerkers, Khorne daemons, Khornate chaos lords, chaos marines bearing the mark of khorne, and Kharn the Betrayer suffer a -2 penalty to leadership when fighting an army that includes Commissar Adler.
And now, Chaplain Vesuvius, the other guy that keeps the Dozen in line. His faith in the Emperor is so strong that it manifests in ways that probably make the Sisters of Battle blush. I mean, how often can you bring people back from the dead? So without further ado, here's the Chaplain.
Spoiler:
Chaplain Vesuvius
Ws-6, Bs-5, S-4, T-4, W-3, I-6, A-5, Ld-10, Sv-2+, 4+ (invulnerable)

Weapons
Master-crafted storm bolter
Master-crafted crozius arcanum

Wargear
Terminator Armor
Rosarius
Purity Seals

Special Rules
And They Shall Know no Fear

Heroic- Friendly models within 12" of Chaplain Vesuvius add +1 to their attacks.

Terrifying- Enemy models automatically suffer -1 leadership when fighting an army which includes Chaplain Vesuvius. Enemy units within 12" suffer -2 to leadership, while those within 6" suffer -3. Finally, enemy units with models in base-contact suffer -4 leadership and must take a leadership check each turn or fall back.

Prayers of the Faithful (originally Priest Spells)- Vesuvius is allowed to use these once per turn, and only one prayer may be used at a time. They are used in the shooting phase and do not require a psychic test.
-Cure wounds: roll 3d6. On a 4+, Chaplain Vesuvius may restore 1 wound to a friendly model within base contact. Multiple models may be healed in this manner, although not beyond their original total of wounds.

-True Resurrection: Name one friendly model that has just died in this turn or the last, and roll a d6. On a 3+, the model returns to life with full wounds within 6" of Chaplain Vesuvius. This power may be used on your turn or your opponent's.

-Purge Psycher- This functions exactly like Mind War in the eldar codex, but it only affects psychers and units with the sorcerer ability.
This next guy is Azathoth, the Master Assassin. He is feared by many, and was placed with the Dirty Dozen due to hiding his psychic nature when he was in the assassin temple. He combines the skills of a vindicaire assassin with a highly-capable psycher, and is a truly frightening foe to face.
Spoiler:
Azathoth, Master Assassin
Ws-8 Bs-5 S-4 T-4 W-4 I-7 A-4 Ld-10 Sv-3+(invulnerable)
Weapons
-Heavy Exitus Rifle (R-48" Strength-X Armor Piercing-2 Heavy 1)- Always wounds on a 3+, strength 2d6 (10 max) against vehicles.
-Master-Crafted Force Axe-

Wargear
-Frag Grenades
-Melta Bombs
-Vindicaire bullets
-Shadow Armor (Grants Azathoth a 3+ Invulnerable save. In addition, anyone wishing to shoot at Azathoth must first check to see if they can spot him using modified night fighting rules (2d6x3 inches)

Psycher Powers (No test required)
-Mind War- As per Eldar codex.
-Smite- As Space Marine codex
-Displacement- This power is used in the assault phase, and displaces Azathoth's image to somewhere that he is not. As a result, after using this power, on the next enemy turn, any attacks aimed at Azathoth, be they ranged or close combat, will only score hits on a roll of 6.
-Dominate- As Mind War, except that for every point that Azathoth wins by, the enemy character is possessed (under your control) for one turn.
-Disintegrate- Nominate one enemy model within 24," then roll 1d6. If you roll higher than the opposing model's toughness, or if you roll a 6 no matter what their toughness is, that model is instantly slain outright, no armor or cover saves allowed. Vehicles are glanced on a 4 and penetrated on a 5+.
-Lightning Bolt- All models within an 18" straight line starting at (but not with) Azathoth take one automatic Strength 5 AP 5 hit.

Special Rules
-Marksmanship
-Fearless
Next up, we have Arthur O'Bower, an aspiring inquisitor that was placed in the Dozen due to his powerful battle rages that happen, referred to as him breaking his band. He is meant to be a melee bruiser who can turn into a total juggernaut if you roll a 6 at the exact right time, as you shall see below in his profile.
Spoiler:
Arthur O'Bower
Ws-6 Bs-5 S-5 T-4 W-4 I-6 A-4 Ld-10 Sv-3+, 4+(invulnerable)

Weapons
-Master-Crafted Bolt Pistol
-Chainsword of the Mighty (Master-Crafted power weapon that re-rolls first round of failed to-wound rolls, also acts as an Eldar Biting Blade)

Wargear
-Heavy Armor (3+ armor save)
-Rosarius
-Frag Grenades
-Melta Bombs

Special Rules
-Fearless
-Break Band- At the beginning of each round of close combat that Arthur O'Bower is a part of, roll 1d6. On a 6, Arthur O'Bower has broken his band! Double his strength, toughness, and attacks for the rest of the close combat. The effects wear off at the end of close combat, unless Arthur O'Bower makes a sweeping advance into another enemy unit.
Alrighty, we're two-thirds of the way through, so here's Lieutenant Breckenridge, an Imperial Guard Lieutenant that was assigned to the Dirty Dozen for suspicions of alien taint that arose after he replaced his right hand with an eldar one to enable him to use an ancient Eldar sword. His fighting style was also characteristically un-Imperial, emphasizing a great investment in speed.
Spoiler:
Lieutenant Breckenridge
Ws-5 Bs-4 S-3(4) T-3 W-2 I-8 A-4 Ld-9 Sv-4+, 4+(Invulnerable)

Weapons
-Heavy Autopistol (Range-12" Strength-4, Armor Piercing-6, Pistol)
-Silver Blade (Master-Crafted Power Weapon, adds 1 to Lt. Breckenridge's strength)

Wargear
-Frag Grenades
-Melta Bombs
-Carapace Armor

Special Rules
-Disciplined: Lieutenant Breckenridge has the benefit of the "And They Shall Know no Fear" special rule and will never fall back off the table.

-Flying Leap: Lt. Breckenridge may use this power once per assault phase, after charging but before rolling to hit. Breckenridge may leap out of base contact of whatever enemy model(s) he is fighting and into base contact with another enemy model within 6 inches.

-Incredible Speed: Lt. Breckenridge has enhanced his already incredible reflexes to the point that they are easily on par with the operatives from the Officio Assassinorium. His reflexes thus grant him a 4+ invulnerable save, and he may only be hit on a 6 in close combat. In addition, he gains +d6 attacks for charging and has a 3d6 pursuit and fallback move.
Now, we progress to probably the strangest pair of the Dirty Dozen, Scott and John. Their crimes are preaching about how Gongaga, a being of wildfire incarnate, would come to roast everybody. Plus, their strange abilities made people think they were unsanctioned psychers. The two of them act as a weapons team, with scott carrying the bazooka, and john carrying his ammunition.
Spoiler:
Scott
Ws4- Bs-5 S-3 T-3 W-2 I-4 A-2 Ld-9 Sv-4+, 4+(invulnerable)

Weapons
-Missile Launcher (For missile payloads, see special rules)
-Laspistol
-Master-Crafted power sword

Wargear
-Sigil of Invictus (This sigil marks that the bearer is not going to be laid low by outside circumstances so easily. In the case of Scott, it confers a 4+ invulnerable save and prevents him from being killed outright, whether it's by wraithcannons, Abaddon's daemon sword, attacks that are at twice his toughness, and so on. They are treated as dealing one wound instead.)
-Carapace Armor
-Frag Grenades

Special Rules
-I'll get you for that! (Those that afflict Scott with harm have a strange tendency to meet a nasty end not long afterwards. When Scott is slain, set him down on his side. The unit that slew him takes D6 automatic wounds, with no armor saves allowed. Furthermore, any enemy units coming within 12" of his body takes another D6 wounds with no armor saves.)

-Can I call 'em or what? (Scott shows remarkable precision and insight with how to aim and call down artillery strikes and deep strikes. To represent this, any army he accompanies does not have to roll scatter dice for weapons that typically use scatter dice, nor are scatter dice rolled for deep striking units.

-Rocket Payloads- Scott's missile launcher fires the standard frag and krak missiles, but may also load choke gas missiles. The stats are as follows: R- 48" S-X AP-X Heavy 1 5" blast. Units that are caught in the blast of a choke gas missile must roll a leadership test or fall back. Additionally, once per game, Scott may chamber up and fire a guided tactical nuclear rocket. The stats are as follows: R-48", S-10, AP-1, Heavy 1 5" blast, 2d6 for armor penetration against vehicles. As the missile is guided, the enemy that Scott is firing at does not have to be in his line of sight.
Now, here comes John, and his unusual connection to rabbits.
Spoiler:
John
John
Ws-5 Bs-4 S-4 T-3 W-3 I-4 A-3 Ld-9 Sv-4+, 4+ (invulnerable)

Weapons
-Fratrix-pattern assault laser (R- 24" S-5 AP-4 Assault 3)
-Laspistol
-Master-crafted power sword

Wargear
-Carapace Armor
-Frag Grenades
-Sigil of Invictus

Special Rules
-Ammo Bearer- John is Scott's ammo bearer, and as such always stays within at least 2" of him.

-Speed-loading- John has drilled the routine for reloading Scott's missile launcher into his head to the point that he practically has it down to an art form. After firing the first missile that round, John may choose to, instead of firing his weapons or summoning rabbits, to rapidly reload Scott's missile launcher. When he does, roll a d6. On a 4 or more, he is able to swiftly pop a fresh missile onto the launcher, allowing Scott to fire another rocket immediately. After this second shot, another speed-load may be attempted, but it will only succeed on a 5+. If that one succeeds, then the next speed-load attempt that turn only passes on a 6. No more speed loads may be attempted that turn if an attempt fails.

-Inconspicuous- John is an easy person to overlook, rarely, if ever, drawing attention to himself. To represent this, any unit attempting to shoot at John must first roll to see if they can spot him, using night fighting rules (2d6x3 inches).

-Synapse Creature- When rabbits are within 6" of John, they become fearless.

-Rabbits!- John has a strange connection with rabbits, and has manifested the ability of summoning abnormally large ones with rapid frequency. Once per turn in the shooting phase, if he has not fired, speed-loaded Scott's missile launcher, or is in the middle of a close combat, he may roll three dice. On a 1-2, nothing happens, while on a 3-4, a brown rabbit is summoned, and a 5-6 summons a white rabbit. If he rolls triple 4's, 5's, or 6's, then he creates an especially powerful manifestation of rabbit-kind, the Great Rabbit Kubulux. He may have no more than five rabbits on the board at a time, not including Kubulux. If rabbits are summoned, place an ordnance blast marker around John and place the rabbits within its radius. The stats for the rabbits and Kubulux are below

Brown Rabbit
Ws-3 Bs-0 S-3 T-4 W-3 I-3 A-2 Ld-7 Sv-5+ (I)
Special Rules
-Invulnerable- These rabbits are a manifestation partly of John's connection to rabbits, and to reflect their decidedly abnormal origins, they are a bit harder to kill than mundane creatures. To represent this, they have invulnerable saves.

White Rabbit
Ws-4 Bs-0 S-4 T-3 W-2 I-4 A-3 Ld-7 Sv-5+ (I)
Special Rules
-Invulnerable- These rabbits are a manifestation partly of John's connection to rabbits, and to reflect their decidedly abnormal origins, they are a bit harder to kill than mundane creatures. To represent this, they have invulnerable saves.

Kubulux the Great Rabbit
Ws-6 Bs-0 S-6 T-6 W-4 I-5 A-3 Ld-10 Sv-4+ (I)

Special Rules
-Invulnerable- Kubulux, in addition to his abnormal origins, is of tremendous size and vigor. This in turn grants him an invulnerable save

-Monstrous Creature- Kubulux is a mighty rabbit that towers over even a space marine terminator, and possessing enough strength to tear the sides off a tank with little effort. To represent this, Kubulux is therefore a monstrous creature, and thusly ignores armor saves in close combat and rolls 2d6 for armor penetration in close combat against vehicles.

-Synapse Creature- All rabbits within 6" of Kubulux are fearless, automatically following the directives of the Great Rabbit without hesitation, and passing any morale and pinning tests that they might have to take.

-Escape- If Kubulux is reduced to 0 wounds, roll 3d6. If any of them roll a 4+, then Kubulux is removed from play but may be re-summoned later. If none of the dice roll a 4 or more, then Kubulux is gone and may no longer be summoned for that battle.
And finally, we have the most powerful, and easily the most dangerous, member of the Dirty Dozen: C.S. Lewis. His crimes include refusal to worship the God-Emperor of Man, and the unsanctioned use of artifacts. We got the idea for his armor save after noting how some weapons and abilities had an armor piercing value of 1, but nobody had a 1+ armor save. We decided to have some fun and change that... So without further ado, here he is...
Spoiler:
C.S. Lewis
Ws- 10 Bs-6 S4(8) T-5 W-6 I-7 A-4(8) Ld-11 Sv-1+, 4+(I)

Weapons
-Master-Crafted Storm Bolter

-Black Blade of Storms (Master-Crafted power weapon, this grants +4 strength and attacks to CS Lewis, and confers to him 4 special powers that may be used once per game. No more than one power may be used per turn, and are used in the shooting phase instead of shooting.)
(Lethal Bolt-Pick one enemy model or vehicle. That model or vehicle takes a single Strength 10 hit, no saves of any kind allowed. Vehicles take the hit against their rear armor.)
(Lightning Storm- All enemy units on the board take 2d6 Strength 6 AP4 hits, while enemy vehicles suffer 1d6 glancing hits. All infantry so affected automatically test for pinning, regardless of being fearless or not. Fearless units will automatically leave their pinned status on the opponent's next move phase, however.)
(Blinding Flash-All enemy units and vehicles suffer -2 to hit C.S. Lewis in ranged or close combat on their next turn.)
(Thunderclap- All enemy vehicles suffer a crew stunned result on the vehicle damage table, while all enemy infantry units cannot shoot on their next turn, and if they move, have to roll dice to determine movement as if they were in difficult terrain.)

Wargear
-Armor of Light (Terminator armor, confers a 1+ armor save and a 4+ invulnerable save. Additionally, Chaos, Chaos Daemons, Dark Eldar, Necrons, and Tyranids suffer -1 to hit C.S. Lewis in ranged or close combat.)

Special Rules
-Inspiring- All friendly models gain +1 to their leadership scores and may re-roll failed morale checks.

-Fearless

-Holy Smite- C.S. Lewis may use this power in the shooting phase instead of shooting.
Its stats are as follows: R- 24" S-* AP-d6 Assault 4. Strength is equal to C.S. Lewis's wounds.

-And They Shall Know no Fear
And there you have it: the most powerful penal squad ever assembled.

We probably have room another one of the loony creations of my brothers. This time it's Gongaga, the Broiler of Planets. Gongaga, to put it simply, is a literal force of nature personified. In this case, it's wildfire. He is represented on the tabletop by a catachan jungle fighter toting a flamethrower, wearing a bandanna, and throwing a stare that could probably freeze beer. Yes, the spirit of wildfire has an icy stare. Don't ask me how, but he does. Anyways, here are his stats.
Spoiler:
Gongaga, Broiler of Planets
Ws-10 Bs-6 S-7 T-8 W-6 I-9 A-6 Ld-10 Sv-Special

Weapons
Roaster of Worlds- This eldritch flamethrower is how Gongaga spreads his fiery will across the planet. It consumes anything it touches in flames that match the flares of the stars themselves.

Its stats are as follows: R-Flame Template S-9 AP-1 Assault 1, 2d6 for armor penetration against vehicles.

Icy Stare- The other, and just as greatly-feared power of Gongaga is his power to kill with a stare. It only works on single models, however, and may never be used against vehicles.
It's stats are as follows: R-Line of Sight, S-*, AP-1, Heavy 1. The Icy Stare always wounds on a 4+. Any models wounded by it are instantly killed. (Originally he had no saves of any kind allowed against it. I dropped that because let's face it; instantly killing something with no saves of any kind from any range on the board is OP, even for a force of nature.)

Wargear
Sigil of Invictus- This works much like Scott and John's sigils, granting him immunity to all forms of instant death, instead suffering a single wound. Unlike theirs though, his does not grant a 4+ invulnerable save.

Frag Grenades

Bandanna- The bandanna Gongaga wears is the source of his protection, and what, along with his unnatural toughness, helps stave off most injuries. As a result, instead of rolling an armor or invulnerable save against wounds, Gongaga instead takes an unmodified leadership test. If the test is passed, then his bandanna shields him from harm and he shrugs off the damage.

Special Rules
Monstrous Creature- Gongaga is merely a force of nature in the shape of a man, and as such is able to exert incredible strength. To represent this, he ignores armor saves in close combat, and rolls 2d6 when rolling for armor penetration against vehicles.

Unearthly Speed- Being a supernatural entity of great power, Gongaga is not bound by the mortal limits of physical exertion, and is able to run at much greater speeds than mortal foes of similar size. To represent this, Gongaga may move 12" in the movement phase and has a 12" charging distance in the assault phase. Furthermore, he does not have to roll when crossing through difficult terrain, and rolls 3d6 for determining pursuit and fall-back distance.
And there you have it. A penal squad, a souped-up land raider, and a force of nature. The next time I post, I will have their chaos space marine counterparts, the Entropic Eleven. Feel free to comment on these guys. I always enjoy a good chat.



Your Own Unique characters in 40K @ 2015/06/10 22:16:41


Post by: KranfordTButcher


Well, I thought I'd wait to see if anybody had any comments for the Dirty Dozen and Gongaga before popping out the Entropic Eleven. Quite a spot of time has passed without comment, so I'll pop the Eleven down now. And sorry in advance if I'm committing a faux pas by doing this.

Well it's time to post the Dirty Dozen's Chaos Space Marine counterpart, the Entropic Eleven.

Originally, they were simply the Terrible Ten, before I added a slaaneshi member, a noise marine to be exact, to their number. The group is comprised of eleven unique soldiers and a heavily souped-up land raider. At present, the makeup includes five Khornate marines, one Nurglite, two undivided, two Tzeenchian, and one Slaaneshi.

Okay, so first up, we have Hermann DiBergi, the noise marine that cranked things up to eleven in more ways than one. One of his special rules reflects that aspect of him, as you'll soon see. He's primarily a ranged combatant, but if people get close to him? Well, things are gonna get messy...
Spoiler:
Hermann DiBergi
Ws-5 Bs-4 S-5 T-4(5) W-3 I-6 A-3 Ld-10 Sv-2+,5+ (Invulnerable)

Equipment- Sonic Blaster, power sword, doom siren.

Wargear and Gifts- Mark of Slaanesh*, Daemonic strength*, Daemonic resilience*, Daemonic Armor, Demonic Aura, Frag grenades, Krak grenades (* means bonus applied already)

Special Rules

The Power of Rock- When DiBergi is within 18 inches or less of an enemy squad, he may choose to do this instead of firing his sonic blaster. If he does, then he starts rocking out with his sonic equipment, causing nearby enemies to potentially turn into mosh pits with guns. He may only target one unit at a time with this ability, and may not move in the assault phase if he has rocked out in the shooting phase. When a squad is targeted, it takes a leadership test. If they pass, then they are able to shake off the power of DiBergi’s heavy metal. If they fail, though, the unit immediately turns into a mosh pit, with several fights breaking out among the unit. Essentially, the unit has all of its models attack each other in close combat. The effected squad also cannot move or fire that turn, regardless of whether it is fearless or not. This has no effect on imperial guard squads with commissars attached, Sisters of Battle, tyranids in the range of a synapse creature, or necrons; any chaos or orks on the receiving end of this take a -4 penalty on their check, as they are especially susceptible to the Power of Rock. The unit that has been moshing must roll a leadership test on their next turn, with all associated penalties, or continue moshing. Any units approaching DiBergi while he is rocking out must also roll leadership if they get within 18” of him, or also start moshing. If he is successfully wounded in either ranged or close combat, his concentration is interrupted and all moshers come to their senses, although they may not shoot that turn or charge.

Up to Eleven- Once per game, DiBergi can supercharge his sonic blaster to nigh-impossible levels, nearly ripping the area to shreds with massive sonic vibrations. He must declare that he is cranking his blaster up to eleven before the shot is taken, and if it misses, then the attempt is wasted. The stats are as follows.

Range-36 inches, Strength-11 (yes, 11), AP value-1, Type- Heavy 1-5" Blast

If DiBergi rolls a 1 to hit with his cranked-up sonic blast, then it has backfired horrendously, and the blast is centered on him instead, likely with messy consequences.
Next up is one of the less complicated folks, a Khornate Word Bearers Chaos Lord named Widow Maker. He is best described as a walking blender in close combat. Here's his stats.
Spoiler:
Widow Maker
Ws-6 Bs-5 S-6 T-5(6) W-4 I-6 A-4 Ld-10 Sv-2+, 4+(I)


Weapons

Axe of Khorne

Upgraded Plasma Pistol- Range- 12” Strength 8, AP 1, Pistol, does not overheat, Master-crafted.

Gifts of Chaos & Wargear

Daemonic Armor, Daemonic Essence, strength, & toughness (all applied), Collar of Khorne, Daemonic Rune, Frag Grenades, Melta Bombs, Mark of Khorne (bonus applied), Spikey Bits, Rage of Khorne (+d3 attacks for charging instead of +1), Feel No Pain (May make a check against wounds that get through his armor. On a 4+, the wound is ignored. May not be taken against weapons that cause instant death or close combat weapons that allow no save)

Chaos Field- This is a swirling field of chaotic energies that protect the bearer, giving him a 4+ invulnerable save.

Special Rules

Heightened Rage- Widowmaker is known for his ferocious battle rages, often rivaling that of Kharn. Due to this, he rolls +d6 attacks for charging instead of +D3, and his feel no pain save works on a 3+ instead of 4+.

Bull Rush- At the start of your assault phase, if Widowmaker is in close combat, you may have him perform a bull rush attack, wherein he picks a model within 4” of himself and charges towards him in a straight line, dealing a strength 6 hit to all models in that line between him and the target model. Since he is not using his Axe of Khorne during his charge through the ranks, normal armor saves apply. Once he reaches his target, he may attack as normal.Only one bull rush attack may be done per close combat, though if a sweeping advance is performed into an enemy unit, Widow Maker may do a bull rush the next turn, assuming the combat is still going.
And next up, we have The Gunman, an obliterator. He maintains the role of heavy ranged support, but with a bit more mobility than usual, courtesy of Boltgun Bob, the team's mechanic.
Spoiler:
The Gunman
Ws-4 Bs-5 S-6 T-5(6) W-4 I-3 A-3 Ld-10 Sv-2+,5+(I)

Weapons

Obliterator body weapons- Lascannon, Autocannon, Heavy Bolter, Plasma Cannon, Multi-Melta, Assault Cannon, heavy flamer, Chain Fist

Wargear

Daemonic Strength, Resilience, & Essence (all applied)

Daemonic Aura

Daemonic Armor

Special Rules

Additional Body Weapons- The Gunman is an obliterator that has committed quite a few weapon designs to memory, and is thusly able to manifest them from the list in his weapons profile. As with standard obliterators, he may change what he is equipped with in each phase, so he could open fire with a heavy flamer in the shooting phase, and then morph on a pair of chain fists in the assault phase. In addition, all ranged weapons he morphs on count as twin-linked. If he morphs on a chain fist, it is assumed to be a pair, gaining an extra attack (and already factored into his stats profile.)

Fearless

Slow and Purposeful- The Gunman is huge and ponderous. He advances in a methodical manner, laying down a steady stream of fire from his body weapons. As such, he always counts as stationary, even if he has moved. However, his lack of impetus when charging means he gains no bonus attacks for doing so.

Advanced servo-motors- These were integrated into the Gunman’s armor by Boltgun Bob, taking care of the more major problems associated with the Gunman’s ponderous gait. As such, while he still counts as in difficult terrain at all times, he rolls 3d6 when determining his move distance. He is also able to strike in close combat using his normal initiative. He still may not perform a sweeping advance however.
Next up to bat is Boltgun Bob, the mechanic of the bunch and de-facto leader. Not because he's the strongest, but because he's the most level-headed. It would seem that sanity, relatively speaking anyways, has its advantages. It also doesn't hurt when you're the one that keeps everyone's equipment up and running. Anyways, his model is a Night Lords chaos marine sporting a double-rig of bolters. This guy's rules were difficult to write up, and his repairs rule was altered after I learned that editions had moved on to include structure points, so his ruleset reads a bit... odd.
Spoiler:
Boltgun Bob
Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-3 Ld-10 Sv-2+, 3+(I)

Weapons

-2 master-crafted bolters (modified, range 24", strength 5, AP 5, assault 2)
-Master-crafted bolt pistol
-Master-crafted power axe

Wargear/Gifts

-Ancient Artificer Armor (Applies a 2+ armor save)
-Force field (A 3+ invulnerable save is granted to Boltgun Bob and his grease monkeys)
-Heavy melta bombs (strength 10+2d6 on vehicles, if a vehicle is penetrated, consult the ordinance damage table)
-Mark of Chaos Undivided

Special Rules

Mechanical Genius- Boltgun Bob was a former senior technician for the Night Lords chaos marines. His advanced technical knowledge allows him to repair nearly anything short of something that has been utterly annihilated. In order to do repairs, he must be within base contact of the vehicle, and may not fire or assault that turn, though he may defend himself in an assault. While he is repairing, roll 1d6 and consult the repair table. Wrecked vehicles may be repaired, but not destroyed or annihilated ones, and neither can walkers or skimmers. If Boltgun Bob has repaired a wrecked vehicle, take him and his grease monkeys off of the table, as they are crewing the newly-repaired piece of machinery. If the vehicle is destroyed again, the whole crew survives. In the case of a catastrophic explosion, each person gets to roll with Boltgun Bob’s 3+ invulnerable save. (Note: since Boltgun Bob and his grease monkeys are protected by power armor, any vehicle they repair that was formerly open-topped does not count as such while they are driving it.) The repair table is below.

1- A catastrophic failure. Boltgun Bob has an accident and detonates the vehicle. Everyone within 1d6 inches takes an automatic wound with saves allowed. The vehicle also now counts as destroyed instead of wrecked or damaged.
2- Domino Failure- subtract 1 from the result the next time Boltgun Bob tries to repair the vehicle
3- Progress- Add 1 to the result next time Boltgun Bob attempts to repair the same vehicle.
4- Vehicle is no longer Immobilized (If vehicle is not immobilized, then a weapon is repaired). If neither is the case, then a structure point is healed.
5- Weapon mount repaired (if no weapons are destroyed, then immobilized result is repaired instead. If neither is the case, then a structure point is healed.
6- Vehicle is fully repaired (Ie, as if it had never taken any damage in the first place.)

Gunfighter- Boltgun Bob has a recoil-control system built into each of his bolters, allowing him to fire each with one hand at the same time with accuracy. Why yes, this means he can fire four shots at any targets in range.

Hellfire Penetrator munitions- Boltgun Bob uses unique ammunition that he developed himself; it allows for increased armor penetration and lethality. To represent this, no hits made with his boltguns will ever have a to-wound roll of worse than 4+, regardless of relative strength and toughness values.

Grease Monkeys- Boltgun Bob is always accompanied by these three assisting marines. Their stats are below.

Plasma Gun Pete, Melta Gun Murphy, Flamer Frank- Boltgun Bob's Grease Monkeys
Ws-4 Bs-4 S-4 T-4 W-2 I-4 A-4 Ld-10 Sv-3+,5+(I)

Weapons- Each of the Grease Monkeys have a bolt pistol and Close Combat weapon. In addition, Melta Gun Murphy is armed with a melta gun, Plasma Gun Pete has a plasma gun, and Flamer Frank is armed with a heavy flamer.

Wargear- Daemonic Aura, Frag Grenades, Melta Bombs, in addition, Flamer Frank carries a heavy demolitions charge that may be used once per game:
(R-12”, S-10, AP-1, Ordnance 1)

Special Rules
Assistants- These three are Boltgun Bob’s grease monkeys, and as such carry spare parts, tools, and power packs for him whenever they are on the battlefield. As such, they may never stray more than two inches from him. In addition, each Grease Monkey adds 1 to the result on Boltgun Bob’s repair rolls. As long as Boltgun Bob is alive, they may use the 3+ invulnerable save from his force field. If he should somehow kick the bucket before they do, they will be forced to rely on their daemonic aura saves if their power armor cannot help them.

Thunderous Belch- Once per game, Plasma Gun Pete may unleash an earth-shaking belch from his mouth with the following stats: R- Flame template, S-1d6+4, AP 4, Assault 1

Melta Sweep- Meltagun Murphy sports upgraded power cells on his melta gun. This makes him able to hold down the trigger and sweep the weapon like a flamethrower. If he does so, his melta gun has the following stats: R-Flame Template, S-8, AP-1, Assault 1.
Okay, so that takes care of those three, but wait, there's more! One final thing before we move on to the next entry, and that is the Entropic Eleven's Land Raider. As befits a mechanic, Boltgun Bob has more or less gone nuts with outfitting it, incorporating an all manner of nasty toys onto it. So without further ado, here's their ride. Of special note is what DiBergi is able to do in conjunction with this thing thanks to the warp amp...
Spoiler:
The Entropic Eleven's Chaos Land Raider

Bs-5, Front Armor-14, Side Armor-14, Rear Armor-14

Crew- Chaos Space Marines

Weapons- Two Twin-Linked Lascannons, Twin-linked Heavy Bolters, Demolisher Cannon, Havoc Missile Launcher

Upgrades- Blasphemous Rune (A hand giving the finger), Warp Amp, Extra Armor, Searchlight, Smoke Launchers

Special Rules

Energy Field- An energy field generator that was salvaged off of a Wave Serpent transport, this protects the Land Raider from especially unpleasant attacks. Attacks against the front and side arcs of the vehicle count as strength 8 if their strength is more than 8.

Crystal Targeting Matrix- This is an elder targeting system that replaced the targeting systems inside the land raider. This allows the land raider to shoot in its movement phase, allowing it to move, shoot, and then finish its move, though the standard restrictions for weapons fire while moving apply.

Rock Amp- If Hermann DiBergi is within shooting range of the land raider with his sonic blaster, he can use the warp amp on the land raider to boost the noise and extend the range, adding the range of the warp amp’s effects to the range of his sonic blaster. If he does this, then the warp amp’s standard effects are nullified for the turn, or the duration of DiBergi’s rocking out if he is using the Power of Rock. If the land raider or DiBergi leave the range of his sonic blaster, these effects are cancelled and the standard effects resume.

Transport- The Land Raider is capable of carrying all members of the Entropic Eleven within its compartment.
Whew. That guy and the Lord of the Arcane have to be the two most complicated guys on this group. This next guy we got the idea for after my brother posed a Khorne Berzerker in such a manner that he was diving sideways through the air with a double rig of bolt pistols. Thus was born Matrix Man, the Eccentric Purple Khorne Berzerker. He's a bit like Lt Breckenridge on the Dirty Dozen, in that he's the annoying avoidance melee tank.
Spoiler:
Matrix Man
Ws-6 Bs-5 S-5 T-4(5) W-3 I-8 A-4 Ld-10 Sv-3+, 4+(I)

Weapons
2 Master-crafted bolt pistols
1 Master-Crafted Khornate Chain-Axe

Wargear & Gifts
Frag Grenades
Melta Bombs
Mark of Khorne
Daemonic Strength and Resilience (applied)

Special Rules

Bullet Time- Matrix Man sees everything in “bullet-time,” and is thusly able to dodge almost anything sent his way. To represent this, any and all ranged attacks that hit him must roll to wound against his initiative (they attack in his general direction, but he evades at the last second). His toughness is still used to determine whether he can be instant-killed or swallowed whole. His reflexes also prevent him from being hit in close combat except on a to-hit roll of 6, along with a 4+ dodge save that can be taken against any non-flame template weapons, as well as C’tan attacks and Necron Warscythes.

Speedy- Matrix Man has a 9” move in the movement and assault phases, and a 3d6 pursuit and fall back move. He also ignores difficult terrain.

Eccentric- Matrix Man is a highly-unusual Khorne Berzerker, worshiping only the martial prowess aspect of Khorne, and thus is not prone to the usual psychotic rages typical of his brethren. As such, he is not subject to the effects of the “blood frenzy” granted by the Mark of Khorne.
So this next guy is supposed to be, close-combat-wise, the big cheese of the bunch. A Khorne terminator with some nasty artifacts that carry the Blood God's blessing, and a souped-up suit of terminator armor and combi-melta. So without further ado, here's Jothax.
Spoiler:
Jothax, Mildly-Irate Khorne Terminator
Ws-9 Bs-6 S-6(10) T-5(6) W-5 I-6 A-5 Ld-10 Sv-Special

Weapons
Khorne’s chains of wrath (counts as two chainfists, strikes with normal initiative, during each round of close combat, declare whether it ignores armor saves or invulnerable saves, as the chain blades shift and warp to blow through either armor or whatever other defenses the enemy may have.)

Enhanced Combi-Melta (Melta stats- R- 18” S-8 AP 1, Assault 1, has no limits on its usage)

Wargear

The Blood God’s Raiment of Rage- This special suit of terminator armor has been bathed in the ocean of blood at the base of Khorne’s throne of skulls, granting it many powerful properties to the faithful of Khorne that wears it. In the case of Jothax, it makes it so that any wound he takes is rolled against his leadership, with passed tests indicating a negated wound. The save is armor and invulnerable.

Daemonic Rune, Daemonic Essence (applied), Daemonic Strength (applied), daemonic resilience (applied), Spikey bits, Feel No Pain, Rage of Khorne, Collar of Khorne, Mark of Khorne (Applied)

Special Rules

Khorne’s Favor- Khorne has bestowed great favor on Jothax, who is one of his mightiest champions, possibly on par with Kharn himself. This favor is in the form of Jothax being healed by pain. Whenever his ‘Feel no pain’ save is made, Jothax draws energy from the warp and gains a wound (up to his starting 5). Of special note is that this also works against the life-draining attacks of the C’tan.

Enhanced Servo-Motors- Jothax’s armor had its servo-motors and wiring upgraded by Boltgun Bob. This allows him to chase after fleeing opponents with bursts of speed that one normally would not find in a suit of terminator armor. This allows Jothax to roll 2d6” for pursuit distance when an enemy unit falls back, and if possible, he may also do a sweeping advance into other enemy units.

Melta-Sweep- The upgraded power cells on Jothax’s combi-melta allows him to hold down the melta trigger for much longer than one normally would be able to, allowing him to sweep the weapon in an arc in front of him, likely vaporizing anybody stupid enough to be there at the time. If Jothax fires his melta-gun, he may do so with the following profile. R- Flamer Template, Strength-8, AP-1, Assault 1.
Note that if he sweeps the combi-melta, he may not roll 2d6 for armor penetration at half-range, as the melta's blast does not stay in one place long enough to effectively melt through the vehicle armor.
Okay, so that takes care of this lovely gent. Next up is Moses, a chaos marine that is super-sneaky and surprisingly agile with his power fist. Jothax got a free pass on the initiative thing due to his chainfist being a relic of Khorne, but Moses? His is all reflex.
Spoiler:
Moses, Sneaky Night Lords Chaos Marine
Ws-6 Bs-4 S-5(10) T-5(6) W-3 I-7 A-4 Ld-10 Sv-2+,4+(I)

Weapons
Master-Crafted Power Fist
Master-Crafted Bolt Pistol (silenced)


Wargear & Gifts
Daemonic Armor, Daemonic Resilience, Strength, & Essence (all applied), Daemonic Rune, Mark of Khorne (bonus applied), Tainted Rosarius (4+ invulnerable save), Feel No Pain

Special Rules

Agile- Moses uses his normal initiative in close combat when striking with his power fist, due to his incredible reflexes.

Silent Killer- When killing an opponent in close combat, Moses will only raise the alarm on a roll of 6 due to how stealthy he is, even when using something as unsubtle as a power fist.

Head smash- Moses has taken up a habit of going right for the kill with his power fist, often aiming to squeeze someone’s head until it pops like a rotten tomato. To represent this, when he inflicts a wound in close combat, if the to-wound roll was 5 or more, treat the result as inflicting instant death if a save cannot be made against it (invulnerable save naturally. After all, that power fist will blow through just about any armor).

Bull Rush- At the start of your assault phase, if Moses is in close combat, you may have him perform a bull rush attack, wherein he picks a model within 4” of himself and charges towards him in a straight line, dealing a strength 5 hit to all models in that line between him and the target model. Since he is not using his power fist during his charge through the ranks, normal armor saves apply. Once he reaches his target, he may attack as normal. Only one bull rush attack may be done per close combat, though if a sweeping advance is performed into an enemy unit, Moses may do a bull rush the next turn, assuming the combat is still going.

Sneaky- Moses has a bad habit of creeping up on people and smashing their heads in at the worst possible moment, whether it be after a sentry just showed a picture of his kitten, or a couple of folks are smoking a cigarette after a quickie in the bushes. Basically, he is very very sneaky. To represent this, units attempting to shoot at Moses must roll to see if they can spot him using night fighting rules. If night fight rules are already in effect, then the spotting distance roll will be halved after the results are determined. Furthermore, he counts as being in cover when he's charged, as he'll frequently slink off to the side, only to spring up behind those that dared to charge at him.
Alrighty, next we come to another chaos lord, this one being a Nurgle-worshipper named Zeus. As befits a servant of Nurgle, Zeus is one tough goon to put down, and has a nasty tendency to give things far worse than a run-of-the-mill VD to the enemy around him. He's so repulsive, in fact, that Boltgun Bob had to install a special negative pressure system into his armor so that he kept all the plagues and diseases inside to himself! Charming character, ain't he?
Spoiler:
Zeus, Nurgle-Worshipping Chaos Lord
Ws-6 Bs-5 S-5 T-5(6) W-5 I-5 A-3 Ld-10 Sv-2+,4+(I)

Weapons

Upgraded Plasma Pistol (as Widow Maker’s)

Festering Axe of Nurgle (As plague sword, but also causes 2 wounds per hit instead of 1)

Wargear & Gifts

Tainted Rosarius (A rosarius that has been corrupted to Chaos, this grants the wearer a 4+ invulnerable save),

Sorcerer (Doom Bolt)

Nurgle’s Rot, Spikey Bits, Daemonic Strength, Toughness, & Essence (all applied), Daemonic Armor, Blight Grenades, Frag Grenades

Special Rules

Nurgle’s Favor- Zeus is one of the greatest champions of Father Nurgle, and bears some of the Lord of Decay’s most powerful blessings. To represent this, no weapon may wound him on any less than a result of 5 or more on the to-wound rolls. Weapons that always wound on a certain number, such as agonizers and sniper rifles always wounding on a 4+, ignore this.

Pressurized Miasma of Plague- Zeus's armor was modified by Boltgun Bob to exploit the workings of negative pressure, keeping the many plagues Zeus holds within the armor and away from the rest of the Entropic Eleven. He does, however, have control of the vents, and will frequently reverse their flow to target the enemy. As a result, only enemy units need to roll for Nurgle’s Rot when Zeus nears them. Furthermore, he may unleash the plagues in the shooting phase instead of shooting by reversing the pressure on his armor vents, blasting those around or in front of him with a horrific miasma of plagued air. If he is using a directional blast, then the stats are as follows: R-Flame Template, S-*, AP-4, Assault 1. The plague blast always wounds on a 3+. If he is using the omni-directional blast, then place the ordnance blast marker over Zeus. All models completely or partially-covered by the template are wounded on a 3+ with an AP value of 4. Due to its corrosive nature, this attack will still affect things such as the Necrons.
Okay, so this next guy is a replacement I cooked up a while back. Originally, his place was taken up by a dreadnought that did not fire frenzy or blood rage, and ignored shaken and stunned results on the vehicle damage table. Well, I realized it was a bit silly to have a dreadnought like that along, especially considering the Land Raider they were riding around in. So I came up with a chaos raptor instead. Normally, they can't have the Mark of Khorne, but since when have I let normality get in the way of making these nuts? So without further ado, here's Bloodwing.
Spoiler:
Bloodwing, Airborne Champion of Khorne
Ws-6 Bs-5 S-5 T-4(5) W-3 I-6 A-4 Ld-10 Sv-2+, Shroud of Blood

Weapons
Master-Crafted Plasma Pistol

Wrath Axe (As Axe of Khorne, but when rolling to wound against models with more than 1 wound, a to-wound roll of 6 will inflict another wound as well. It will also never have to roll higher than a 4+ to cause a wound.)

Wargear & Gifts
Daemonic Armor, Daemonic Strength*, Daemonic Resilience*, Daemonic Visage, Daemonic Flight, Mark of Khorne*, Collar of Khorne, Rage of Khorne, Feel No Pain, Spiky Bits, Frag Grenades, Melta Bombs

Special Rules
Jetpack mastery- Bloodwing has mastered the use of his jump pack, often using it to aid in his charges into the enemy line. As such, in addition to the normal benefits of the daemonic flight gift, he also has a 12” assault move.

Goomba Stomp- Bloodwing is noted for charging into a battle by using his jump pack to take him up to a great height before firing the jets, slamming into the ground and crushing those he lands on under the weight of his armor and the force of his impact. To represent this, when Bloodwing does a charge, he may declare a goomba stomp. This may not be used on vehicles. When the goomba stomp is declared, place a small blast marker on the unit, provided the marker is within 12” of Bloodwing. All models under the template are automatically hit by a single strength 10 hit, while partially-covered models suffer the hit on a 4+. Due to the sheer weight and force put behind this maneuver, armor saves are not allowed.

Shroud of Blood- Bloodwing is often shrouded in a miasma of blood, obscuring his form and making him difficult to target, granting him a 4+ invulnerable save. Whenever he slays a foe in close combat, their blood is pulled from their body and joins the cloud surrounding him, thickening it. After slaying fifteen models in close combat, the save converts into a 3+. After slaying another 15 models, it converts into a 2+. If the 2+ save fails, it resets back to a 4+ invulnerable save, and thus continuing the cycle.
Next up is Anubis Blacksun, the sniper of the group. Originally known as Lascannon Man when I couldn't think of a better name for him. He was originally a Nurgle marine before I got my mitts on the 4th edition Chaos codex. We then changed him to a Tzeenchian and had some fun with it, deciding that he had imbued his lascannon with some special warp trickery. What resulted is, well... terrifying, and possibly utterly gamebreaking if used right.
Spoiler:
Anubis Blacksun, Tzeenchian Word Bearers Sniper
Ws-5 Bs-5 S-5 T-4(5) W-3 I-5 A-3 Ld-10 Sv-2+, 4+(I)

Weapons
Lascannon with night-vision scope (Ignores night-shoot rules)
Bolt Pistol w/Inferno shells
Master-crafted Force sword of warp focus

Wargear & Gifts
Daemonic Armor, Tainted Rosarius (4+ invulnerable save), Mark of Tzeench, Daemonic Strength, Resilience, & Essence (all appied), Talisman of Tzeench

Psycher Powers
Lightning Storm (range 36” Strength 1d6+2, AP 1d6, Heavy 1 5” blast)

Displacement (The user is only hit on a 6 in ranged and close combat. This power is used in the assault phase and lasts until the next one on your turn.)

Special Rules
Marksman- Anubis is able to pick out individual targets among squads, as he lines up his target in the crosshairs rather than firing in the general direction.

Steady- Anubis has had millennia of experience of moving while firing with his lascannon. This allows him to line up his targets with ease, enabling him to fire after moving. This does not apply to special shots, as he has to take time to charge it up to higher-than-normal levels, and cannot do so on the move.

Special shots-Anubis is able to crank up the charge on his lascannon bolts, resulting in one of two things. He either fires an overcharged shot or a “chain-fire” shot. The overcharge bolt has the following stats- Range- 60 Inches, Strength 10, Armor Piercing 1, Heavy 1 blast, 2d6 for armor penetration rolls on vehicles.

Chain-fire shots have the following stats- Range- 60 inches, Strength 10, Armor Piercing 1, heavy 1. When a chain-fire shot wounds its target, it “chains” over to the nearest model in the squad. Each time the shot “chains,” it is at -1 strength to the previous shot. If the shot fails to wound at any time or penetrate armor, the chain shot ends.

After performing either special shot, Anubis may not fire his lascannon on the next turn, as he needs extra time for the weapon to recharge. He may still move, assault, and fire his bolt pistol or use his psychic powers.
And now, we have the last guy, a sorcerer by the name of the Lord of the Arcane, and hoo boy does he have some tricks up his sleeve. If he and Ahriman were to get in a scuffle, I dare say I'd put my money on this guy.
Spoiler:
The Lord of the Arcane, Master of Forbidden Sorcery
Ws-7 Bs-5 S-6 T-4(6) W-4 I-5 A-4 Ld-10 Sv-2+, 4+(I)

Weapons
Bolt pistol w/inferno bolts

Sword of Chaos (Warp-focused bedlam sword, +1 strength and toughness)

Wargear & Gifts
Chaos Field, Daemonic Armor, Daemonic Essence, Daemonic Strength, Daemonic Resilience (all applied), Mark of Tzeench, Talisman of Tzeench, Daemonic Rune, Eye of Tzeench

Psychic Powers
Flames of Tzeench (range 48” S-9, AP-2, Heavy 1)

Magic Missile (range 24” S 3, AP 5, Assault 5, never misses, no cover saves allowed)

Fireball (Range 36” S 6, AP 4, Heavy 1 5” blast)

Dominate (Pick a model within 18 inches. Have that model and the Lord of the Arcane roll 2d6 and add their leadership value to the result. If the Lord of the Arcane wins, then the losing model is put under his control for the amount of turns equal to how much the Lord of the Arcane won by.)

Warp Vortex -Pick a point within 24 Inches. After rolling a scatter die, place the ordinance blast marker where it indicates. Anything underneath, with partially-covered models being hit on a 4+, are killed instantly, with no armor or cover saves allowed. Vehicles that are hit sustain d3 penetrating hits. On the next turn, roll a scatter die and move it in the direction and distance indicated, and after checking for dead models or hit vehicles, roll 1d6. On a 4+ the vortex persists and continues its rampage, but on a 3 or less, it withers away and the warp breach shuts itself. The next turn, it persists on a 5+, and a 6 after that, finally withering away on the turn after. (So it will move three times at the most.) The Lord of the Arcane may only use this ability once per game.

Special Rules
Combat Casting- The Lord of the Arcane is a psycher with over ten thousand years of practice channeling the arcane and eldritch energies of the warp, enabling him to rapidly fire one power after another. When using a major psychic power, roll a d6. On a 4+, he may use another major power that turn, even the one he had just used. Another combat cast check can be made after this power, but will only work on a 5+. The combat casting check after that, should the 5+ roll succeed, will only pass on a 6, and no more combat casting checks may be made after that one. If a combat casting check is failed, then the Lord of the Arcane may not use any more major psychic powers for that turn.

Warp Sight- The Lord of the Arcane tracks beings by more than just normal sight. He is able to see the enemy by channeling the warp into showing the light of their souls. This results in him ignoring the night fighting rules when targeting any units except for Tau and Necrons (due to them having little to no warp presence).

Summon Dragon- Once per game, the Lord of the Arcane may rip a major breach in the warp and coalesce the energy in the form of a powerful dragon. He promptly leaps onto the thing in order to wreck shop. Its stats and rules will be at the bottom of this document. All of the Lord of the Arcane’s special rules apply to the dragon as well.
Now, the rules for the aformentioned dragon.
Spoiler:
Warp Dragon, Summoned Beast of the Warp
Ws-9 Bs-6 S-9 T-7 W-6 I-7 A-6 Ld-11 Sv-2+, 4+(I)

Weapons
Teeth & Claws (Extra attack already factored in)
Warpfire Breath (R- Flame Template, S-8, AP-3, Assault 1)

Special Rules

Mount- As soon as the dragon is summoned, The Lord of the Arcane jumps onto it and takes it into the sky. Thus, all of The Lord of the Arcane’s special rules apply to the Warp Dragon as well. If the Warp Dragon is killed, then the Lord of the Arcane climbs off the corpse and absorbs its evaporating essence. To represent this, when the warp dragon dies, place the Lord of the Arcane where he died, but restored to full wounds if he had lost any before the summons happened. The Lord of the Arcane is free to use his psychic powers while mounted on the dragon, but with the usual restrictions of doing them in the shooting phase instead of shooting, whether it's his bolt pistol or the dragon's breath.

Fearless

Wings- The Warp Dragon may move up to 12” in the movement phase, and has a charge distance of 12” as well. In addition, its sheer size allows it to ignore checks for when it lands in difficult terrain. It also has a 3d6” pursuit and fall back move.

Terrifying: The Warp Dragon is a horrifying creature of great power that has never been seen before by any warrior of the 41st Millennium. As such, enemy units facing it in close combat suffer a -3 to leadership. In addition, the combined presence of the dragon and the Lord of the Arcane makes the dragon count as 20 models when resolving close combat.

Monstrous Creature

Daemon- The Warp Dragon is a creature borne of the Warp, and as such is vulnerable to the same weapons that prove effective against the creatures of Chaos, including but not limited to: Daemonhammers, psycannons, and the Codex of True Names.
And so at long last, I'm done with these loonies. Read, enjoy, discuss, have a good laugh while examining these guys, and remember: if these guys are on the table, they are all the guys you have, while the other one has an entire army at their call. All in all, it makes for an entertaining fight.


Your Own Unique characters in 40K @ 2015/06/12 20:55:07


Post by: RaptorusRex


Isomelean Vhalerian, Chief Librarian of the Flesh Eaters

The Flesh Eaters are not only a dying chapter, but one nearly devoid of Librarians to guide their forces through the ever-shifting tides of the Warp. The training of new Librarians and the protection of the chapter from the soul-rending forces of the Immaterium falls to their Chief Librarian- one Isomelean Vhalerian. Luckily for the chapter, Vhalerian can reliably counted upon- being not one of the most powerful psykers, but of the ones who has mastered the power given to him.

On the battlefield, Vhalerian channels forth the spirits of the long-past IX Legion to augment his own psychic power. Constructs of blood splash into the foe with devastating force and pressure, launched from his hands. Blasts of golden light descend upon the enemy, slicing them to ribbons.


Unit Type
Infantry (Character)

Unit Composition
1 (Unique)

Special Rules
-And They Shall Know No Fear
-Furious Charge
-Independent Character
-Psyker (Mastery Level 2)


Psyker: Vhalerian always know the Blood Dragon psychic power. In addition, he may generate a additional power from the Sanguinary and Biomancy disciplines.

Blood Dragon...Warp Charge 2

Summoning forth a massive dragon-shaped construct of boiling blood, Vhalerian sends it flying into the enemy's ranks with a single unspoken word of power. The mere presence of this construct sends a wave of chilling terror into the heart of the foe, breaking any resolve they may have.

Blood Dragon is a focused witchfire power with a range of 36'''. The Target must take a Fear test with a -2 modifier to leadership; if said test is failed, the target loses a single Wound with no saves of any kind allowed.

Wargear
-Terminator Armour
-Force Sword
-Storm Shield
-Psychic Hood

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


Your Own Unique characters in 40K @ 2015/06/16 10:27:29


Post by: master of ordinance


Major Grauler ----------------------- 85 points

Growing up as a ward of the lord of the Reichsberg fortress, overlooking the plain of bones the young Elise Grauler grew hardened to the horrors of war at an early age. Shrieking spectres, mobs of undead and worse things where frequently fought off by the army of the keep. Elise joined up at the age of 12, old enough to begin training with the militia and to learn the basics of combat. It was here she would have stayed if it where not for her exceptional talents and her knack for finding secrets which eventually drew the attention of the Secret Service to her.
Elise was recruited at the age of 15 in to the training of the Secret Service and by the age of 16 was a fully trained junior in the organisation. After a series of brutal missions and impressive results Elise began her rise in the ranks, going from Private to Corporal, Sargent and eventually reaching Lieutenant within the next two years of service. Eventually she was assigned to off world missions, taking small units and leading them on deadly raids before reporting back to her base. Elise, now Lieutenant Grauler, had gained the reputation for getting the job done no matter what and along with this a reputation amongst the armies of Khantonia as a brutal and ruthless leader whom was quite happy to sacrifice men and women to get her job done.
On her 18 birthday Elise was promoted to Captain and a year later she reached the rank of Major. As a gift to celebrate her old lord sent Elise a powerful pistol, created by the finest weapon smiths. The number of missions she has been sent on has grown, as has her reputation amongst the army and Secret Service. Now, aged 20 Major Elise Grauler leads constant and continuous raids against vital objectives controlled by the enemies of Khantonia.

Unlike most officers of her rank Elise has no command. Instead she has free reign to select the forces she chooses and pull them from wherever she likes in order to complete her mission. Whilst this does seem odd it allows Elise the flexibility she requires to complete her missions in the most efficient ways possible.

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

Wargear:

Archeotech pistol - R 12" S 6 AP 3 Pistol1

CCW

Carapace Armour

Augmitter and Null gear - Enemy units may not arrive from Deepstrike within 12" of this model by any means including Droppod Assault. If an enemy unit Deepstrikes and scatters to within 12" of this model then they are automatically placed back in reserves and may come in in a subsequent turn. Droppod Assault units that scatter within 12" of this model are placed back in reserve and may arrive next turn. They still count against the Droppod count.
Major Grauler and any unit she joins Deny The Witch on a 5+

Frag and Krak Grenades

Camo Gear


Special Rules:

Secret Mission - Before the game begins secretly select one enemy unit, vehicle, character or monstrous creature and write it down. If you manage to kill this target then you gain an additional victory point. If it is still alive/not destroyed/not wiped out by the end of the game then your opponent gains the victory point.

Stand Fast! - friendly units within 12" of Major Grauler are stubborn.

Stubborn

Summary Execution

Disciplined Volleys - a unit joined by Major Elise Grauler hit on a 5+ when overwatching.


Your Own Unique characters in 40K @ 2015/06/30 03:26:34


Post by: RaptorusRex


Captain Vladimir Tyrin- HQ, 135 points

Having led the beleaguered Flesh Tearers chapter since the death of their previous Captain, Nicholas Diocletian at the hands of the Tau, Tyrin ascended from the rank of Sergeant of the 1st Company's infamous "Jaws of Death" Tactical Squad Mortis. This storied squad broke through the Host of Engels's final redoubt during the Battle of Golgothix, tearing into the cultists within with a hail of chainsword strikes- turning the walls of the redoubt red.

In battle, Tyrin is a singularly powerful force- ripping through enemy lines with a single swing of his mighty Eviscerator, Jaws of Baal.


Unit Type
Infantry (Character)

Unit Composition
1 (Unique)

Wargear
-Power Armor
-Hand Flamer
-Frag Grenades

Relic of Baal

Jaws of Baal

A ridiculously large Eviscerator, the Jaws of Baal are rumored to have been wielded by the first High Warden of the Blood Angels, a rather large man by Space Marine standards. A blow from the Jaws sends the foe flying, making up for it's lack of a Power Field. In Tyrin's hands, it becomes a tornado of blows that impact with such force as to make the ground shake.

Range -
S 5
AP 3
Melee, Two-Handed, Concussive, Shred

Special Rules
-Fearless
-Furious Charge
-Rage
-Independent Character

-Jaws of Death: An army which includes Vladimir Tyrin may take a single Vanguard Veteran squad armed entirely with Bolt Pistols and Chainswords as a Fast Attack choice.

Warlord Trait
Red Rampage

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


Your Own Unique characters in 40K @ 2015/07/18 20:07:30


Post by: saithor


Don't know if this is necro-posting or not, but here is my submission. I don't know if the points are right, this is my first home-brew, and my first character for my WIP home-brew Codex: Steel Legion

Colonel Gunther Raddick
The 119th Mechanized of the Armaggeddon Steel Legion is under the command of the aggressive Colonel Gunther Raddick. Raddick was conscripted for the defense of Armaggeddon in the second war, and has risen from the ranks, reaching the rank of colonel and commanding the 119th in the third war. Raddick has an affinity for armored warfare, and has used his regiment time and time again to break up larger Ork formations, either distracting them with fast-probing raids or with hammer blows applied precisely where they’re needed to break up the chaotic Orks into much smaller and easier to fight groups. His finest hour came when his regiment with the support of several other units including three companies of super heavies engaged an Ork force numbering in the tens of thousands in men and with close to sixty Stompas in the ash wastes of Armageddon Secundus. Raddick used his force to his best advantage, drawing groups of Orks out of position and massacring them. Finally the Orks sent their entire group at Raddick in a massive attack, and the two forces fought each other into a standstill, with Raddick leading repeated mass charges of armor into the rk lines, during which he engaged with the Ork Warboos. The Warboss almost killed him, but concentrated fire from half a dozen chimeras distracted him long enough for Raddick to shove his Power Sword through the Warbosses eye and kill him. That combined with the arrival of four regiments that had arrived in the Orks rear as part of the Imperium force, crushed the Orks.
Colonel Gunther Raddick
Colonel Raddick is a 70 pt upgrade for your CCS. The CCS still has the normal options that it would normally have

Stats and Rules
WS 4 BS 4 S 3 T 3 I 4 A 2 W 3 Ld 9 Sv 5+/5++
Wargear 
Refractor Field
Flak Armor
Power Sword
Refractor Field


Heirlooms of Conquest
Deathmark: Before his conscription into the Steel Legion Colonel Raddick was a dabbler in chemistry, and in the field applied his expertise using the toxic environment of Armaggeddon to modify an Autogun. Unfortunately the ammo is extremely hard to make and requires hand craftsmanship which is extremely hazardous, so Deathmark remains the only one of it’s kind. It’s nickname was given to it from members of the 119th because if Raddick hits someone with it, that person is not going to live.

R 30” S 2 AP 2 Assault 3, Fleshbane, Precision Shot, Master-Crafted

Warlord Trait
Mechanized Assault
The 119th has been fighting mechanized warfare throughout both of the wars of Armaggeddon and campaigns on other world to the point that they have become experts of firing out of moving vehicles.
Once per Game drink your turn all non-heavy vehicles you control can move at cruising speed and can fire all weapons at full BS. Any passengers embarked in them can fire at full BS


Special Rules
Voice of Command
Senior Officer
Armored Commander: Colonel Raddick is an expert in fighting with a mechanized regiment, and he precisely arranges units under his direct control.

Any vehicle in Colonel Raddick’s Army can take a vox for 5pts. Any vehicle with a vox can receive orders from Colonel Raddick as if they were an infantry unit, and also get all the benefits of having a vox.

Full-Mechanized Army: The 119th is designed to be a fully mobile force, and it’s often said that the 119th spends more time on duty sitting down than walking.

Any troops choice in Colonel Raddick’s Army must take a Chimera as a Dedeicated Transport, and are allowed to even if they normally are not. So must Colonel Raddick’s squad


Your Own Unique characters in 40K @ 2015/07/20 12:49:20


Post by: Lord Blackscale


A very cool character, and not over the top at all. I would have to say that his points seems a little low. Comparing him to Pask, another armour commander, his benefits out-weigh the others. Pask is a 70 point character, so I think 80 points, and maybe even 90 would still be worth using this guy. Being able to give tanks infantry orders, and the increase speed to nearly all vehicles are both huge. And giving Vendettas and Valkyries orders is a huge plus. Thre twin linked lascanons with ignores cover would destroy most transports and light hover tanks. Goodbye Dark Eldar. lol


Your Own Unique characters in 40K @ 2015/07/20 12:58:28


Post by: master of ordinance


 Lord Blackscale wrote:
A very cool character, and not over the top at all. I would have to say that his points seems a little low. Comparing him to Pask, another armour commander, his benefits out-weigh the others. Pask is a 70 point character, so I think 80 points, and maybe even 90 would still be worth using this guy. Being able to give tanks infantry orders, and the increase speed to nearly all vehicles are both huge. And giving Vendettas and Valkyries orders is a huge plus. Thre twin linked lascanons with ignores cover would destroy most transports and light hover tanks. Goodbye Dark Eldar. lol


Pask is also utterly crap outside of a Punisher, and even then he is debatable


Your Own Unique characters in 40K @ 2015/07/20 13:31:52


Post by: Lord Blackscale


Which is why I would price the above character above Prask. But there are some others, you pehaps being one, that are better at comparing points cost than I.


Your Own Unique characters in 40K @ 2015/07/20 17:42:09


Post by: Longshadow7


Sorcerer Lord Valathrex, Master of the Void Walkers Legion. 250 Points

Ws. Bs. S. T. W. I. A. Ld. Sv
6. 6. 4. 4. 4. 5. 3. 10. 3+

Head Quaters Unit

Unit type: Infintry (Character), Unique
Special Rules: Indepentdent Character, Psyker, Mastery Level 4, Void Walking, Eternal Warrior, Champion of Chaos, It Will Not Die, Fearless
Wargear: Aura of Dark Glory, Mark of Tzeentch, Power Armour, Frag & Krak Grenades, Darkfire Projector, Claw of the Void

Darkfire Projector: This ancient bolt pistol from the time before the Heresy has been the personal side arm of the Master of the Void Cult, a small group of the Alpha Legion. This bolt pistol has been blessed by Tzeentch for the bearer is one of his most favored mortal servants.
Range. Str. Ap. type
Template. 4. 5. Pistol, Specialist

Claw of the Void: The Masters of the Void Walkers legion had discovered in their time roaming Warp Space, an unsauly growth of Obsidion-like crystals growing along their ships. These cystals were harvested from the ships and used for the consteuction of weapons for the legion. Then they dicovered that these crystal synchronized well with those of psychic power, the more powerfull the weilder, the more efficient the weapon was. When Valathrex aquired such a weapon, the Obsidian cyrstals turned color to that of the deepest purple, thus cementing his place as Master of the Void Walkers.
Range. Str. Ap. type
Melee. User. 3. Specialist, Shred, Force

Voidwalking: Valathrex made decide to Voidwalk instead of normally casting psychic powers during each of your psychic phases. If you decide to use Voidwalking, Valathrex does not count his psychic mastery level for the purposes of determing how many warp charge dice you have. Instead keep his four dice to the side for his own personal use. You may spend Valathrex's warp charge dice to activate any number of the following abilities as long as the total amount the cost of the abilities in warp charges does not exceed how many warp charges Valathrex generates.

Name. Cost. Ability
Void Speed. 1-2 warp charges. If one warp charged is used for this power, Valathrex gains the jump infintry unit type, and +2 to his attacks and initiative values until the beginning of your next psychic phase. If two warp charges were use for this power, in addition gaining the benifit of spending one warp charge, any unit that Valatrex joins or is with, gains the jump infintry unit type and does not incur the -2 inch penalty to charging through difficult terrain until the beginning of your next psychic phase.

Void Armour. 2-3 warp charges. If two warp charges were spent on this power, until the begining of your next psychic phase, Valathrex rerolls all faild saving throws. If three warp charges were spent on this power, in addition to gaining the benifit of spending two warp charges for this power, any unit that Valathrex joins has Feel No Pain (5+) and Relentless until the beggining of your next psychic phase.

Void Sorcery. 4 Warp charges. At the begining of your next psychic phase, count Valathrex's psychic mastery level as 6 instead of 4, for the purposes of Voidwalking, replace "instead keep his four dice to the side for his personal use" to "instead keep his six dice to the side for his personal use". At the end of any psychic phase in which Valathrex uses Void Sorcery, roll a D6. If the result is a 3 or higher, there is no adverse effects of the powers of the void. On the result of a 1 or 2, Valathrex suffers one wound without any saving throws, Feel No Pain, or Lokk Out Sir! Rolls.

Void Empowered. 6 Warp charges. Unti your next psychic phase, Valathrex gains the maximum benifits of Void Speed and Void Armour. In addition, Valathrex and his unit gain the Fleet special rule, +2 to their Strength and Toughness or thei armour save improves by 1 ( so if you have a 3+ armour save, it becomes a 2+ armour save). At the end of all player turns that Void Empowered is active, each model in any unit that includes Valathrex must take a Power Within Test. A Power Within Test is a test a test that requires each model to roll three dice. If the result of the three dice is equal to or lower than that model's combined Leadership and Strength values, the model has been able to keep their power in check. If the result is higher than the modle's combined Leadership and Strength values, the model is removed from play (treat it as if a Destroyer Weapon rolled a 6 on the Destroyer Weapon Table.) Valathrex may choose to reroll any number of the dice for a Power Within Test because he is more accustomed to the powers of the void.

Warlord Trait
The Void Cometh and Can Taketh Away
Valathrex and his unit is never deployed on the table during normal deployment. After Infiltrators have been setup, and after Scouts have redeployed, you may choose to have Valathrex and his unit deploy anywhere on the board that is more than 12 inches away from an enemy unit. This ability applies to any vehicle that Valathrex is embarked on. Also, at the beginning of any phase, Valathrex and his unit, in addition to any vehicle he is embarked upon, can choose to be removed from the board and set into Ongoing Reserves, this can not be done if Valathrex and or his unit are engaged in close combat. When Valathrex and his unit arrive form ongoing Reserves from this warlorad trait, they can be set up anywhere on the board outside of 12 inches away from an enemy unit. Valathrex and his unit may charge the turn that they arrive from Ongoing Reserves. At the end of the game, roll a die for each of the following: Valathrex, any units
So this is my ideal 40k character for my Void Walkers Legion of Chaos Space Marines.


So this is my ideal 40k character for my Void Walkers Legion of chaos space marines.


Your Own Unique characters in 40K @ 2015/07/20 21:09:38


Post by: saithor


 Lord Blackscale wrote:
A very cool character, and not over the top at all. I would have to say that his points seems a little low. Comparing him to Pask, another armour commander, his benefits out-weigh the others. Pask is a 70 point character, so I think 80 points, and maybe even 90 would still be worth using this guy. Being able to give tanks infantry orders, and the increase speed to nearly all vehicles are both huge. And giving Vendettas and Valkyries orders is a huge plus. Thre twin linked lascanons with ignores cover would destroy most transports and light hover tanks. Goodbye Dark Eldar. lol


Thanks, I'll adjust the points cost a little, and get some of his friends on this thread as well. I may make the Armoured Commander ground vehicles only as it matches with the fluff more, but at 80 pts he would be worth it, especially considering you need 5pt voxes anc chimeras for all of your troops madatory. But thanks for the feedback


Your Own Unique characters in 40K @ 2015/07/21 00:48:21


Post by: RaptorusRex


Gorlek, the Axe of Khorne- 145 pts

Having been born on a Feral World lorded over by a World Eaters Warband, Gorlek's meteoric rise to the position of space-faring Champion is surprising to say the least. The World Eaters were in no way good stewards - occasionally going on orgiastic hunts for the world's various creatures, using his homeworld's inhabitants as bait. Gorlek was a mere smith of better-than average build, tasked with forging On the day that Gorlek was to lure in a Cold One, he snapped- charging towards the massive lizard-beast in a fit of blind fury. The result- a blood-splattered Gorlek escaping into the forest and a wounded Cold One.

After that day, Gorlek and the inhabitants of his world rose against the World Eaters, storming their fortress- drowning them in bodies, as Gorlek and the Chaos Lord fought on the battlements- with the Chaos Lord haughtily doffing his armor to fight what he perceived as a inferior. This would be his first and last mistake, with Gorlek relieving him of his Power Axe and putting to better use.

Now leading a Crusade against the outer fringes of the Imperium, he rides atop his mighty Steed of Brass, Torgham. The entirety of the Flesh Eaters 1st Company's has been deployed to deal with him and his forces, but the fate of a number of worlds still hangs in the balance.

And Gorlek's time is coming, for the world of Turisas contains a large hidden cache of Dark Age-era weaponry beneath it's surface. Weapons harnessing and weaving space-time themselves, all for the taking. If he can capture it and hold it from the Imperium, the sector is his...


Unit Type
Cavalry (Character)

Unit Composition
1 (Unique)

Wargear

-Hell-plate

Thousands of interlinked plates of cursed thermoplas laden with runes of Khorne, Hell-Plate provides sufficient protection against small arms. However, it's real attribute comes forth in the form of a field that effectively denies sorcery.

Hell-Plate grants a +3 armor save. In addition, a model with Hell-Plate has a +1 to all Deny the Witch rolls.

-Bolt Pistol

-Power Axe

Artefacts of Chaos

-Torgham

The Brass Steed is a construct supposedly formed in the very depths of Khorne's realm- a growling monstrosity of brass fangs and claws that heeds every command Gorlek puts out. It's brass hide leaks the ruddy fires of the Brass Lord's great bone-forges, scorching the earth it walks upon.

A model with Torgham gains the Cavalry unit type and the Crusader special rule.

Stats
BS 2
WS 4
S 4
T 3
W 2
I 4
A 2
LD 8
SV 3+


Special Rules
-Mark of Khorne


-Fear

-Aura of the Sorcer-Breaker

Gorlek's foremost mutation is the presence of an aura that bends and snaps sorcerous weaves with ease, and it's presence is not merely limited to him. Those around him will find themselves bestowed with a similar aura. This miasma extends across his entire army, preventing those with psychic gifts from doing much in the grand scheme of things.

Units with the Mark of Khorne special rule within 12'' inches of a model with this rule gain a +2 to any Deny the Witch rolls. In addition, units within 5'' with a model with an Icon of Wrath gain this special rule.





Your Own Unique characters in 40K @ 2015/07/28 01:43:09


Post by: hellsing


My attempt at an Ork Weirdboy character, trying to fill the void that Old Zogwort left.

Wortface "Da Unkillable (205 Points)"

The exact origins of the Weirdboy Wortface are unknown. The Orks under his command claim that he descended from deep space in the form of a shooting star sent by Gork and Mork themselves, eventually crashing on a Snakebite infested planet. Most Imperial scholars believe he was first encountered during Zagdakka's Weirdwaaagh! on Columnus, where a Commisar claimed he tore apart a Imperial Knight through sheer psychic might. Since then Wortface and his retinue have been traveling in their psychic-propelled space hulk Psyko Star, assaulting various Imperial outposts with psychic barrages and energy.
Wortface is unpredictable in combat. It is not uncommon for him to spew a psychic power never before seen by the Orks and enemy alike, and for him to forget how he did it after the battle. He also (somewhat) keeps his wits intact in a fight, whereas other Weirdboys are merely gibbering messes.
As his nickname "Da Unkillable" might suggest, he usually turns up again after supposedly deadly encounters. He has been reported to "die" on multiple occasions. The first was after taking a Salamander Captain's power sword to the chest, next was after getting blown apart by a Helbrute's multi-melta, and then after getting stomped on by one of his own gargants. After every death, he would simply reappear months later at the helm of another Waaagh! Most believe he somehow transfers his psychic essence shortly after death, extending his life. Other Orks apparently believe this too, saying Gork and Mork don't want one of their favored champions to go just yet and they keeping stuffing his soul in another Ork's body.
Wortface often publicly discredits Ghazghkull Thraka, once infamously saying "Unless he's firin' bolts out his eyes, he ain't to prophet ta me! Only un' of us Weirdboyz can be da Prophet of Gork an' Mork!" This has obviously led to some bad blood, to the point where Ghazghkull sent several Kommando squads after him. Any survivors Ghazghkull would find were mumbling incoherently, speaking of green fire and lighting, and an ugly wart-covered face staring right at them.
It is also believed that Wortface was a Squig beer drinking buddy with Old Zogwort. These two have a friendly rivalry with each other, though when they encounter each other this can often lead to spectacular battles. They often leave the surface of a planet scared, sometimes in the pattern of an Ork skull.

WS4 BS2 S4 T5 W3 I3 A4 Ld8 Sv3+/4++
Mob Rule, Furious Charge, Independant Character, Psyker (ML3), Waaagh! Energy, Spazzoid, Da Unkillable, Psyko Powah!

-Wargear: Blinky Staff
-Can only roll your Psychic powers from the Power of the Waaagh! discipline (see Psyko Powah!)

Spazzoid: Whenever Wortface generates more than 2 Warp Charges due to Waaagh! Energy, every model within 3" of him must take a Strength 2 hit with no armor or cover saves allowed.
Da Unkillable: If Wortface is removed as a casualty, you may pick one friendly Ork character within 18" of where he died at the end of the current phase. This character immediately becomes a Psyker (ML1) and only knows the Power of the Waaagh! Primaris. If Wortface is your Warlord and uses this rule, your opponent does not get Slay the Warlord and the character you nominate becomes your Warlord along with whatever Warlord Trait Wortface previously had. If Wortface's unit dies but he survives through this method, the opponent does not get any Victory Points for killing that unit, including First Blood. Once this character dies, he cannot possess another character. If there is no friendly Ork characters when Wortface dies, then remove him as a casualty and proceed as normal. Wortface cannot possess a friendly Independent Character.
Psyko Powah!:At the beginning of every friendly Psychic Phase, the player can choose to temporarily exchange one of Wortface's powers for another. If you choose to do this, pick a one of the listed Psychic Disciplines and roll for a power as normal, but you cannot choose to exchange it for the Primaris on the table. Wortface switches this power out for his old one at the end of the phase and the process begins anew next Psychic Phase. Wortface cannot gain Psychic Focus however, so he only knows 3 powers from the Power of the Waaagh! Discipline.
1. Biomancy
2. Divination
3. Piromancy
4. Telekinesis
5. Telepathy
6. * Santic Deamonolgy
*Wortface still Perils on any doubles when he selects a power from Deamonolgy as normal.

Blinky Staff
This staff emits a raw psychic energy so potent that it'll melt the flesh off of anyone who cannot handle it's power. On the tip of the staff is the skull of a White Scars Librarian who Wortface decapitated when he sped towards him at full speed, thinking Wortface was down and unknowingly went in for the kill. The skull of the unlucky Librarian lights up in a green flash whenever Wortface gets riled up.
As a side note, the staff always reappears in Wortface's hands whenever he reappears after supposedly dying. How he finds it again, no one is certain
Range -" S+2 AP3 Melee, Two-Handed, Blind, Force


Automatically Appended Next Post:
 RaptorusRex wrote:
Gorlek, the Axe of Khorne- 145 pts

Having been born on a Feral World lorded over by a World Eaters Warband, Gorlek's meteoric rise to the position of space-faring Champion is surprising to say the least. Now leading a Crusade against the outer fringes of the Imperium, he rides atop his mighty Steed of Brass, Torgham. The entirety of the Flesh Eaters 1st Company has been deployed to deal with him and his forces, but the fate of a number of worlds still hangs in the balance.

And Gorlek's time is coming, for the world of Turisas contains a large hidden cache of Dark Age-era weaponry beneath it's surface. Weapons harnessing and weaving space-time themselves, all for the taking. If he can capture it and hold it from the Imperium, the sector is his...


Unit Type
Cavalry (Character)

Unit Composition
1 (Unique)

Wargear

-Hell-plate

Thousands of interlinked plates of cursed thermoplas laden with runes of Khorne, Hell-Plate provides sufficient protection against small arms. However, it's real attribute comes forth in the form of a field that effectively denies sorcery.

Hell-Plate grants a +3 armor save. In addition, a model with Hell-Plate has a +1 to all Deny the Witch rolls.

-Bolt Pistol

-Power Axe

Artefacts of Chaos

-Torgham

The Brass Steed is a construct supposedly formed in the very depths of Khorne's realm- a growling monstrosity of brass fangs and claws that heeds every command Gorlek puts out.

A model with Torgham gains the Cavalry unit type and the Crusader special rule.

Stats
BS 2
WS 4
S 4
T 3
W 2
I 4
A 2
LD 8
SV 3+


Special Rules
-Mark of Khorne


-Fear

-Aura of the Sorcer-Breaker

Gorlek's foremost mutation is the presence of an aura that bends and snaps sorcerous weaves with ease, and it's presence is not merely limited to him. Those around him will find themselves bestowed with a similar aura. This miasma extends across his entire army, preventing those with psychic gifts from doing much in the grand scheme of things.

Units with the Mark of Khorne special rule within 12'' inches of a model with this rule gain a +2 to any Deny the Witch rolls. In addition, units within 5'' with a model with an Icon of Wrath gain this special rule.




I like it! Flesh out the backstory a little more and you've got a pretty good character!


Your Own Unique characters in 40K @ 2015/07/29 04:42:40


Post by: Kuroko1985


I honestly never made my own rule for my characters (as that may want me to play them as such...and possibly they be broken in a rules sense).

But here are my characters thus far:

Master Cavalier Grandius Aegiscoat
- Escorted by the Honour Guard: The Golden Rondel

Seer Jotun

Venerable Ancient Onmar (contemptor)

Dominion (my lucky pred)

The Cradle of Haven (my new spartan tank named after the capital world of the sector in my fluff)

Honoured Sister Aelia <--- One I made up during one of my make fluff sessions in my head


Your Own Unique characters in 40K @ 2015/07/29 07:10:35


Post by: Selym


I feel you misunderstand the premise of this thread.


Your Own Unique characters in 40K @ 2015/08/11 18:33:26


Post by: master of ordinance


Kuroko1985 wrote:
I honestly never made my own rule for my characters (as that may want me to play them as such...and possibly they be broken in a rules sense).

But here are my characters thus far:

Master Cavalier Grandius Aegiscoat
- Escorted by the Honour Guard: The Golden Rondel

Seer Jotun

Venerable Ancient Onmar (contemptor)

Dominion (my lucky pred)

The Cradle of Haven (my new spartan tank named after the capital world of the sector in my fluff)

Honoured Sister Aelia <--- One I made up during one of my make fluff sessions in my head


Have you written any rules for them?


Your Own Unique characters in 40K @ 2015/08/12 06:44:13


Post by: casvalremdeikun


Captain Vicente Borrero - Crimson Fists 3rd Company Captain - 160 pts
WS6 BS5 S4 T4 W3 I5 A3 Sv2+

Unit Type: Infantry(Character)

Unit Composition: 1(Unique)

Wargear:
Bolt Pistol
Master-crafted power fist
Frag grenades
Frak grenades
Iron halo

Warlord Trait: Die-hard Defenders (Counter Attack and Stubborn)

Special Rules:
And They Shall Know No Fear
Chapter Tactics (Imperial Fists)
Independent Character

Hammer Blow: At the start of any Assault phase, Borrero's controlling player may opt to lower his Attack characteristic to 1, but in doing so then ignores the Unwieldy special rule for his power fist for that phase. Note that this still means he receives two attacks on the Charge and +1 attack from the Counter Attack special rule if he is selected as the Warlord.

[I]A member of Captain Drakken's command squad, Sergeant Borrero was not deployed during the Battle of Badlanding, and was one of the few marines of the Company to remain following the disastrous campaign. As the command squad was not deployed to protect Drakken, Borrero feels personally responsible for the late captain's death as he could have covered Drakken's exit. The surviving marines of the 3rd Company were attached to the 2nd Company to aid in the defense of New Rynn City. Following Pedro Kantor's eventual break of the siege, Sergeant Borrero was elevated to the rank of Captain, as he was the highest ranking member of the 3rd Company. Tasked with returning the 3rd Company back to strength, progress has been very slow. Though at less than half strength, the 3rd Company still fights on as fierce as can be. Able to channel his anger and guilt over his previous superior's death into a crushing blow, Captain Borrero charges into battle at the 3rd Company's point.


Your Own Unique characters in 40K @ 2015/10/07 10:51:09


Post by: Ffyllotek


My proposed character: necron HQ on tomb blade. I see ancient Egyptains as being strong on the rapid attack from chariot theme and don't know why we don't have a necron tomb blade HQ choice.

Ffyllotek the Swift(HQ choice) 135.
WS 5 BS 5 S5 T5 W3 I4 A3 LD10 Sv3+/4++
Jetbike, Independant Character, Unique
Wargear: Twin Linked Gauss Blasters, Warscythe,
Special Rules: Phaeron of the Chariots, Fearless, Hit and Run.
Warlord Trait: Eternal Madness.

Optional Wargear:

May take either a nebuscope +2 pts or a Shadowloom +1 pt.
May take shield vanes +5 pts.
May take items from the Melee Weapons, Ranged Weapons, Technoarcana and/or Artifacts of the Aeons lists.

Phaeron of the Chariots: Whilst attached to a unit of tomb blades that deployed with at least five tomblade models, each model in the unit gains the following special rules: fearless, scout, fleet, hit and run.



Your Own Unique characters in 40K @ 2015/10/07 11:40:39


Post by: Lithlandis Stormcrow


I will get the lore for him when I get home. In the meantime, can anyone advise a cost for him?

Ramsus Kahran, Chapter Master of the Dark Hounds

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

Wargear:
Artificer Armour;
Storm Shield;
Plasma Pistol;
Frag Grenades;
Krak Grenades;

Chapter Relics:

The Huntsman's Blade:
The Huntsman's Blade is a Blade of Caliban (+1S AP3) with the Instant Death Special Rule.

Special Rules:
Deathwing;
Grim Resolve;
Adamantium Will;
Independent Character;
Rites of Battle.

Warlord Traits: The Hunt


Your Own Unique characters in 40K @ 2015/10/08 20:22:48


Post by: rowboatjellyfanxiii


Ultramarines 3rd Company Captain Fabian 155 pts
WS 6
BS 5
S 4
T 4
W 3
A 4
I 5
Ld 10
Sv 2+/4++

MAY TAKE: Space Marine Bike for 20pts giving him T5 and TL Bolters.

Warlord Trait:
Skorcha Scars: When Captain Fabian or any unit within 12" of him is hit with any type of Flamer template weapon or weapon with the Melta USR, Fabian and affected units are T6 for that sub-phase.

Special Rules
ATSKNF
Independent Character
Eternal Warrior
Furious Charge
Stubborn
PE: Chaos Space Marines

Wargear
Master Crafted Bolt Pistol with Assault 2
Hand of Dominion
Panoply of the Crusader
Iron Halo

HAND OF DOMINION
Range -
Str 8
AP 2
Type: Unwieldy Strikedown Concussive


Fabian is a veteran of Black Reach where he had his Panoply relic melted into his very flesh by over 60 Skorchas, so far, nobody has seen Fabian's face since. To commemorate his survival and Victory, he was presented the Hand Of Dominion, a weapon crafted by Guilliman himself.


Your Own Unique characters in 40K @ 2015/10/09 19:44:22


Post by: Survivor19


Ok, here is an attempt on Szarekh (based on http://www.dakkadakka.com/dakkaforum/posts/list/598806.page#6910124)

Szarekh, The Last of Silent Kings
Spoiler:
WS5 BS- S5 T5 W3 I4 A- LD10 SV2+
Unit Type: Character (unique, Infantry)

Wargear: None
Special Rules: Independent Character, Reanimation Protocols, Fearless, Adamantium Will, Pinnacle of Biotransference, Triarch, Echo of Betrayal, Foreboding of Doom, Word of Silent King, Master of Space, Master of Time, Conqueror of Heavens, Court of Triarch, The Lament
Cost: 300

Echo of Betrayal
An army that includes Szarekh can never include C'Tan shards of any kind or Tesseract Vaults

Foreboding of Doom
Szarekh better than anyone understands the nature of the evil that are Tyranids. Army including Szarekh cannot ally with Tyranids/

Conqueror of Heavens
Szarekh lead his people, or what was left of them, to victory in the greatest war the galaxy saw. He has forgotten more about the war that some races ever knew.
Szarekh can choose any 5 Warlord traints from Codex: Necrons or Warhammer 40k rulebook.

Triarch
Szarekh is master of all Triarch Praetorians. Ones in his retinue are the most elite of those ancient warriors.
All Triarch Praetorian units in the army including Szarekh have Zealot special rule and may reroll failed Reanimation protocol rolls.

Word of Silent King
When the Silent King speaks, all listen
Select an allied army before deployment. Their level of alliance becomes Battle Brothers

Master of Space
Necrontyr mastery over space makes distinctions between left and right, up and down ultimately meaningless
While Szarekh has not been removed from the game as a casualty, all deep-striking units in his army reduce their scatter by 6''. Once per game before the reserve rolls are made controlling player can change his side of the battlefield (note: if there are several sides, all are changed at once, maintaining symmetry with regards to center of the table)

Master of Time
Necrontyr mastery over time allows them to direct its flow, making it flow for them and stand for their enemies
While Szarekh has not been removed from the game as a casualty, in the beginning of game turn select a friendly unit. This unit, for the game turn, has +5 to initiative, doubles the number of shots it makes in the shooting phase, automatically passes dangerous and difficult terrain tests, can move to maximum possible distance in all of its movements without rolling dice, has no penalty for disordered charges and charging into difficult/dangerous terrain, rerolls failed To Hit rolls in the combat phase and failed Reanimation Protocol rolls.

Pinnacle of biotransference
Szarekh's body is the greatest work of artifice among all bodies of necrons. To represent it, he has 3++ invulnerable save

Court of Triarch
Even after his command protocols were disbanded, Szarekh's authority is recognized by Necrons, even proud Phaerons.
Szarekh must be part of special unit, consisting of 2-5 Necron Overlords. None of them may leave that unit. However, they can all join or leave other units all together.

The Lament
Szarekh never makes shooting or close combat attacks. If he is removed as a casualty, the opponent recieves 5 victory points.


With this, i was aiming for something different and game-breaking


Your Own Unique characters in 40K @ 2015/11/23 20:52:37


Post by: Valkyrie


Based on a Chapter Master I've been building.

Champion Master Agamemnon.

WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv3+

Weapons
Aurora Armour
Emeralite Blade
Bolt Pistol
Storm Shield
Iron Halo
Frag and Krak Grenades

Aurora Armour: Counts as Power Armour that grants the user Fear. In addition once per game the bearer may make a shooting attack with the following profile.
Range: 12", S4 Ap5, Assault D6, Blind
Every enemy unit within range is affected by this attack, but roll for number of hits per unit.

Emeralite Blade: Fashioned from a colossal gemstone found within the heart of an extinct Tomb World, Agamemnon's blade retains the razor sharp edge despite all geological analysis of such material deducing it should shatter in an instant.
S: User, Ap2, Melee, Wither

Wither: An enemy model wounded but not killed by this weapon suffers a -1 WS penalty lasting for the remainder of the game. This is cumulative across multiple assault phases.

Special Rules
In Progress

So what would you rate this guy at the moment? I'm thinking somewhere around the 200 point mark, as while he could hold his own in a challenge, he lacks a 2+ save any any decent ranged attack besides the one-shot Aurora Armour.


Your Own Unique characters in 40K @ 2015/11/23 21:00:27


Post by: BaconUprising


I feel as though he needs some force multiplier rules to buff him up abit then ajust the points accordingly. Right now I'm unsure what role he fulfils. His weapon suggests he's a challenge character but with that stat line power armour and no EW he isn't going to last long vs many of the cc big boys. His one shot armour is kinda cool but not really that effective. I can see why you'd use it for fluff reasons but it doesn't really fit with the rest of his rules or the things he should be taking on with his ap 2 sword.


Your Own Unique characters in 40K @ 2015/11/23 21:39:34


Post by: raverrn


 Valkyrie wrote:
Champion Master Agamemnon.


Does he not have an Orbital Bombardment?

Seems solid otherwise.


Your Own Unique characters in 40K @ 2015/12/20 06:34:37


Post by: thiege mounce


Markadous 250pts
Ws4 bs5 s3 t3 w4 i4 a2 ld11 sv3+
Plasma claw r12 s7 ap2
Plasma claw sx2 ap2 unwieldy
Warp blade user ap5 mastercrafted
Psyker lv3 false marks of khorne,nurgle,slannesh and tzeentch
Move through cover small takes half a space in vehicles
False prayer roll a die for each chaos god on a 5+ you gain a stat buff but on a roll of one you suffer d3 strength 3 hits for each 1 rolled false marks mean you can reroll false prayers but the hits are s4
Markadous was a ratman spell famillier for a chaos lord of slannesh one day while summoning demons markadous escaped into the warp where he met drago and he trained him to be a psyker and demon slayer. Now he fools chaos into thinking he is a follower and uses their power for good.