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2011/04/09 16:22:07
Subject: Create your special characters! and give feedback on others.
Wargear: Artificier Armor, Storm Bolter, Fafnir, Iron Halo
Fafnir: Fafnir was made from the STC template of an ancient battle blade found and restored by techpriests whom Sigurd Saved many years, it is a massive Claymore with a powerful field generator which not only increases it's cutting ability but also decreases it's felt weight.
Fafnir is a Master crafted Power sword which bestows +1 Str, +1 Initiative, and +1 WS These have already been included and marked in Sigurds profile. In addition sigurd can attempt a single 'coup de grace' attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at a Strength of 6 and causes Instant Death, regardless of the wounded model's Toughness.
Special Rules: And they shall know no fear, Independant character, Master of the first company
Master of the first company: Dragon lords in an army led by Sigurd may take Dragon lords as troops units.
Odin Kriegspiel 250
WS: 6
BS: 5
S:5
T:5
W: 4
I: 4
A:5
LD: 10
SV: 3+
Wargear: Power armor, Fists of the high dragon, Hammer of might, Armor of titan.
Armor Of titan: so vast did Odins growth explode when his pituitary glands were fixed, that no longer could he fit in the standard power armor and for many missions odin fought through the worst in nothing more than his scout armor until a campaign which to this day is shrouded in mystey. Not much is nown about this mission but afterward the Iron dragons and mars became close , it was in this that the mars techpriests began giving favors to captains of the iron dragons that either showed them great trust, or saved their lives. Odin was no different, a special suit of armor, adapted from those worn by the adeptus custodes was made for him. It confers a 3+ save and a 4+ invuln save
Fists of the high dragon: As slow as a brute as odin as he is, he still prefers to be as fast as he can, as such he refused to use such weapons as powerfists, instead he uses gauntlets made for him of pure adamantium, light, and yet strong, with, a short katar on each.
The fists of the high dragon are Twin close combat weapons, which grant the rending special rule to his attacks.
Hammer of might: given to him by the techpreists for use against larger targets than he, the Hammer of might is a gigantic thunderhammer, a copy of those used by the custodes.
the hammer of might counts as a thunder hammer, and in addition adds +1 to rolls on the vehicle damage chart and may re roll wounds against monstrous creatures.
special rules: And they shall know no fear, independant character, feel no pain.
In addition odin may take a retinue of up to ten valkyries
Odins valkyries 20 points per model, maximum of ten
WS: 5
BS: 4
S:3
T:3
W:1
I: 3
A: 2
LD: 9
SV: 2+
Wargear: Artificier armor, Power weapon, Storm bolter
This message was edited 4 times. Last update was at 2011/04/09 18:11:35
I really want a Mordian Iron Guard special character...
Lieutenant-Colonel (name here) - /100pts
WS-4
BS-4
S-3
T-3
W-3
I-3
A-3
LD-9
SV-4+
Wargear: Carapace Armour, Master Crafted Bolt Pistol, Chainsword of (insert name here), refractor field, frag grenades.
-Chainsword of (insert name here): This special chainsword is made of PURE AWESOMENESS and grants the bearer the rending special rule in close combat.
Special Rules: Senior Officer, Drill and Discipline
-Senior Officer: Has a command radius of 18" and can issue up to three orders per turn. (has access to all the orders in the IG codex)
-Drill and Discipline: All infantry squads (combined or seperate; veterans are not included) count their lasguns as Assault 2 within 12" of Lieutenant-Colonel (name here).
So...yeah. I need a special character that matches the appearance of the Mordian senior officer model. I figure making lasguns assault weapons fits the Mordians disciplined firing lines up to any range. Part of me feels this should be in the proposed rules section as well.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
2011/04/09 17:01:16
Subject: Create your special characters! and give feedback on others.
WS-5 BS-5 S-4 T-4 W-2 I-6 A-4 Ld-9 Sv-3+ Points-220 Wargear- Jester's blade:This weapon was recovered from an Eldar Harlequin during a fight with a Dark Eldar kabal. Counts as a power weapon that grants the bearer +1 srength. Plasma pistol Digital weapons Melta bombs Iron halo Power armour (included in profile)
Special rules: 2 steps ahead-One troops choice in the army gains the Infiltrate USR Planning ahead-May re-roll the dice for seizing the initiative Fast shot-When an enemy charges Wynter or his unit he may attempt a shooting attack. The player must first pass an I test. If successful treat the shooting attack as a normal shooting attack. Hard to fight-Doesn't count as an Independent character for targetting with CC attacks. Wounds caused by shooting or other attacks may be allocated on him a normal. (This does let Telion and others hit him) IC And they shall know no fear
This message was edited 1 time. Last update was at 2011/04/09 17:02:57
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/09 17:36:41
Subject: Re:Create your special characters! and give feedback on others.
Special Rules: psyker level 3, And they shall know no fear, Independant character. Master of the thrid company
Master of the third company: Scout Squads in an army that includes Myrddin have +1BS
Psychic Powers: The Shifting, Lightning blast, Annihilation of anthros.
The shifting: Myrddin is able to shift his form and even flicker out of time for a brief period
This power is used at the start of the players assault phase, if successful, myrddin gainst +1str, +1 initiative, +1ws, and +2 attacks, and all successfull rolls to hit against myrddin must be re-rolled. the effects of this power last until the start of the next turn.
Lightning Blast: Myrrdin calls forth a ball of lightning capable of striking with emmense power.
This is a psychic shooting attack with the profile below
Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.
This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+3" of Myrddin (friend and foe, excluding myrddin), are removed from play, myrddin then takes a single 10 ap - hit. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.
Automatically Appended Next Post: Hrothgar, captain of the second company 185
WS:4
BS:4
S:4
T:4
W:3
I:5
A:3+D3
LD: 8
Sv: 2+
Wargear: Terminator armor, Jaws of the celestial bear, Storm botler
Jaws of the celestial bear: These are a matched pair of power axes. They confer +2A instead of the usual +1A for having 2 CCW's
Special Rules: Fearless, Independent character, Drunken rage, Master of the second company.
Drunken Rage: such is the way of the berserker that they give in to absolute blood lust in battle, often at the expense of skill, percision, or even basic thought. Hrothgars attacks charatersitic is 3 +d3A. In addition, he follows the rules for the Rage USR.
Master of the second Company: Berserkers in an army led by Hrothgar are counted as troops units.
This message was edited 4 times. Last update was at 2011/04/09 18:10:36
Corasies Hellsing, Chapter Master of the Hellsing Crusaders
WS:6
BS:5
S:5
T:5
W:4
I:6
A:5
LD:10
Sv: 2+
Wargear: Armour of Renasies, Stalker Pattern bolter, Blade of Hellsing
Armour of Renasies: This suit of Artifer Armour was bestowed upon him from the senior techpriest of the Hellsing Crusaders chapter planet Renasies, this suit of armour allows him to re-roll on failed armour saves
Blade of Hellsing: This is a master-crafted power sword that allows him to attempt a single 'coup de grace' attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at a Strength of 6 and causes Instant Death, regardless of the wounded model's Toughness.
Stalker Pattern bolter: this bolter is of the same pattern that Sergeant Telion of the Ultramarines carries and has the following profile:
Range: 36" Strength: 4 AP: 5 Type: Heavy 2, Rending, Pinning
Special Rules: And They Shall Know No Fear, Combat Tactics, Eye of Vengeance, God of War, Surprise Attack!, Charge of the Crusaders.
Charge of the Crusaders: Allows Corasies Hellsing and the squad he accompanies to re-roll failed attempts to wound in close combat.
Space Marines Rules!! Become a Battle Brother! Join the Hellsing Crusaders in their purge of Xenos and everything not nice.
http://www.dakkadakka.com/dakkaforum/posts/list/0/367631.page
2011/04/10 12:27:39
Subject: Re:Create your special characters! and give feedback on others.
Equipment: Powersword, Demolition Charge, Plasma Pistol
Falcon Glove: A Power fist gifted to the Lord Commissar by the weapon smiths of a Cultist infested, whom he destroyed, it is of a rare gold colored substance, found only on the planet of the weapon smiths, and has the head of an eagle pertruding from the center of the fist to the knuckles. This is a power fist wielded by Commissar Humps that strikes at initiative 3 in close combat, and rolls 2 D6 when rolling for armor penetration.
Improved Refractor Field A Refractor Field the lord commissar had improved by other then normal means, it improves his invulnerable to 4+.
Special Rules: Summurary Execution, Aura of Discipline, Stubborn
EAT IT: When in Combat with either a monstourous creature or a walker, the Lord Commissar may choose to use up his demolition charge by climbing onto the enemy and maintaing his grip with his falcon claw, jamming his demolition charge into the creatures mouth, a view port, ETC. Place the blast template right over the opponent, if the Commissar and his men are hit, so be it, such is the price of glory.
CHARGE: If the Lord Commissar is part of a platoon squad with at least 20+ men, he may issue the order for a Charge against the enemy line. Take a morale test, if it is failed, retake it with Summurary execution, if it is passed roll 3 D6, remove the lowest and then move as many inches as the other two dice add up to, the unit may not shoot(unless they have assault weapons/pistols) but can assault.
Blank:Humps is a Blank, he is the bane of psykers everywhere and has been known to hang around his own psykers when he's looking for a good laugh. If a psychic power is being cast against him (and any unit he is a part of), or within 6" of him and is successful, the psyker must re roll his test at -3 LD, and must take a perils of the warp on a 9 or better.
This message was edited 3 times. Last update was at 2011/04/10 14:13:24
1,500
2011/04/10 14:22:30
Subject: Create your special characters! and give feedback on others.
@Commisar Von Humps
He is a touch overpowered/undercosted don't you think?
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/10 14:34:30
Subject: Create your special characters! and give feedback on others.
purplefood wrote:@Commisar Von Humps
He is a touch overpowered/undercosted don't you think?
Of course !If i were to actually play him, i would absolutely take stuff away, probably Eat it, and the demolition charge all together. And the Blank rule applies to my own psykers as well. I was trying to go for a Commissar Cain sorta character, my friends and i played a game yesterday with our own custom special characters, and it was a blast. A Chaos Daemon Prince of khorne, with a daemon weapon that doubles his strength is scary...But Humps survived, lol.
1,500
2011/04/10 14:50:02
Subject: Create your special characters! and give feedback on others.
Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops and may select valkyries (but not vendettas) as dedicated transports.
Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.
Coup de Main: Duran orders all reinforcements in at once for the rapid strike. The order is taken his own leadership. if successful in the following turn you may add 1 or subtract 1 from your reserve rolls.
Hit that target: Duran orders the unit to strom the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.
@ Commisar Von Humps
The eat it rule is glorious
This message was edited 2 times. Last update was at 2011/04/10 14:53:02
We're watching you... scum.
2011/04/10 15:26:10
Subject: Re:Create your special characters! and give feedback on others.
yeah eat it is nice but I'd change it so it's over the commissar himself and give him some from of invulnerable save. or at least over a creature in base contact
Richard lionheart, captain of the fourth company. 200 points
Wargear: power armor, Shield of avalon,Josephines Mercy
Shield of Avalon: A relic dating back to the formation of the chapter, it is a storm shield blessed by the emperor himself, in additon it also confers the eternal warrior to richard.
Special Rules: And they shall know no fear, I shall not yield, independant character, Master of the fourth company
I shall not yield: Such is the stauch adherance to the imperial cult of the tytanians that, they will never give up, never yeild, or faulter. They train fervently outside of combat to take the worst punishment a marine can bear. They practice nearly constant self mortification, even in the heart of battle, as to cleanse their soul. any model with this special rule is granted the stubborn, feel no pain, and preferred enemy: daemons, USR's.
Master of the fourth company: Knights of josephine are troops in an army led by richard
Composition: 5-20 Berserkers
Type: Infantry
Wargear: Two Power Weapons, Power armor
Special Rules:Fearless, Drunken Rage (bonus already included in profile)
Options:
-Any model may replace one or both of thier power weapons with the following
-power fist 5pts
-Thunder hammer 10pts
-Strom Bolter 3pts
Dragon lords 40 point per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
LD:8
Sv:2+
Composition:5 to 10
Type:Infantry
Wargear: Relic Blade, Artificier armor, storm bolter
Special Rules: and they shall know no fear
Options: Any dragon lord may replace their Relic blade with
- thunderhammer 15 pts per model
For every five models in the unit one Dragon lord may replace his storm bolter with
- Assault Cannon for 30 points per model.
- Multi-melta for 10 points per model
- heavy falmer for 5pts per model
Knights of Josephine 30 points per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:1
LD:10
Sv: 3+
Composition:5-10 Knights
Type: Infantry
Wargear: Power weapon, power armor, combat shield
Special Rules: I shall not yield, ATSKNF Options: One knight may upgrade its combat shield do a storm shield for 25 points.
This message was edited 3 times. Last update was at 2011/04/10 15:43:48
Calnor Alrnia the Grand Templar A Legend Among the Storm Crusaders Calnor Alrnia is the Grand Templar of the Storm Crusaders. His services in the Imperium date back over 8 centuries. His first years of a Space Marine Showed a promising young Neophyte with the honor of a Warrior, he's ambitions to be the best, and to one day save humanity grown even more closer. Calnor Alrnia was once part of the Alpha Squadron along with Val and Malick. And the three of them are now brothers in arms and Leaders of the Chapter. As a Grand Templar Calnor Alrnia is the embodiment of the Chapter. Calnor is proud, taciturn, intelligent, a natural leader. He is fearless as a warrior and his swordsmanship is only matched by the Black Templar's High Marshal. Calnor is also bearer of two relics of the chapter. The Talnris, a sword of an ever burning spirit and the Angel Armor, the self repairing armor and the spirit of the chapter. Truly Calnor is a legend, as he has taken slew of enemies. Killing of a Daemon Prince in the Griminar System, Assassination of a Chaos Lord, Killing of a Dark Eldar Lord, and even banishing over 200 demons in his time in the Storm Crusaders, this is but a small fraction of acts he has done. As the missions of his time in the Alpha Squadron are still shrouded in Mystery. But Calnor Alrnia Bears a secret that all of the Members of the Chapter Council hold as a burden. To speak of it would mean death. And those outside of the Council would meet their death because of this secret. WSBS S T W I A LdSv 6 5 4 4 4 6 3 10 +2 ++4 Points 235 Special Rules And they shall know no fear, Independent Character, Combat Tactics, Orbital Bombardment, Feel No Pain.
Chapter Tactics If you include Calnor Alrnia then all your army lose the Combat Tactics special rule. Instead, all Power weapons count as master-crafted, and all plasma cannons, plasma guns and all Elite and HQ unit's Bolters count as twin linked. OR (if no one likes this one) If you include Calnor Alrnia then all your army lose the Combat Tactics special rule for Furious Charge.
*Twisting Fates- If your army includes Calnor Alrnia, you may take Honor Guard as Elites in your army. And all Sternguard are scoring units.
*The Sword Master- Calnor is deadly in combat espically with the blade. He may reroll all failed attempts to wound. (no reroll-rerolls!) OR
Wargear Eagle Helm (iron halo). Armor of the Crusader (artficer armor). Jump Pack. Melta Bomb, Frag and Krak Grenades. Astartes Launcher, Combi-Melta, Hell Fire Rounds, Sword of the Grand Templar (relic blade)
Malnar WSBS S T W I A LdSv 6 5 5 5 4 7 4 10 +3 ++4 Special Rules Master Pysker,And they shall know no fear, Independent Character, Combat Tactics, Fearless, Eternal Warrior,
*The Arch Templar- All Storm Crusaders are all considered fearless if Malnar is played.
Equipment Slayer Sword- If Malnar Faces a Monstrous Creature he gains +2 to Strength against them. Force Weapon of Asherian- The Legendary halbried of Asherian Himself is imbued with the power of pyschic abilities of the former head Arch Templar, You may reroll (only once per a power) a pyschic test or to hit with a pyschic power. Power Armor, Bolt Pistol, Blessing's of The Emperor- This blessing grants a shield around all that Malnar joins, Malnar gains a +4 invulnerable Save and his squad gains a +5 invulnerable. Points 350
Alpha Squadron Alpha Squadron is organized into 5 man squads. Each squad is given a specefic funtiction as such each squad must peform tasks assigned too them by a specific Grand Guardian. Each Alpha Squad is moblizied in different compainies and are given certain weapons for their jobs. Each Squad is also given a specific name and Target of interest. Each member that survives the Alpha Squadron Trials become captains after the trails are completed. There are 30 squads in total. But only 20 are active at one time. The 10 other squads are kept with the Grand Templars. Each Alpha Squadron Leader is also given a specific duty in the chapter. And are also told of the secrets of the chapter. Many Librarians are joint into Alpha Squads as acting as seers and powerful aids against demons. Librarians are joint to these squads for extended periods. Each squad member when he joins the Alpha Squadron Abandons all names and titles until the trails are finished. But the most famous Alpha Squads is the Squad Calnor Alrnia, Malick Tori, Val Yoal, Mortis "Wolf", Garane Oron, and Talick Tori, are one of the most legendary squads of the alpha squadron. The Alpha Squadron are by the strangest of all the orgainzations of the Storm Crusaders. As they appear as if out of nowhere on battlefields with no warning, they appear and then they disappear after the battle was won, returning into a vessels that even the Imperium worries is not all human made. The Alpha Squadron is organized into certain aspects each representing different parts of the teachings of the Codex Ignantus. The Chapter Council of the Storm Crusaders ensures the outmost loyalty from this sect. IT is even believed the Alpha Squadron targets other chapter marines that are perceived a threat. Though this has never been proofed.
WSBS S T W I A LDSV Alpha Leader 5 5 4 4 1 4 2 10 3+ Legionarie 4 5 4 4 1 4 2 10 3+ (uses legion of the Damned basically but with some buffs) Special Rules Fearless, Slow and Purposeful.
Unyielding Assassins of the Dark. The Alpha Squadron wear armor that protect them against even the most powerful weaponry. This armor is handed down to each generation of the Alpha Squadron. Their Saving throw is also invulnerable
Strike Experts All Alpha Squadron squads always start the game in reserve and always arrive by Deep Strike, even in missions that do not normally use these rules. The Alpha Squadron is feared for its timely arrival at the best moment possible for all of the members who they save. You may re-roll the deepstrike scatter dice.
Equipment Power Leg Enhancements - Power Leg Enhancements are used by Alpha Squadron Members to be able to go through cover/doors/walls/barracides/etc. For purposes of game they gain Move through Cover, and may replace their Strike Experts ability for the Scouts Special rule. Riot Shields- Riot Shields are used to be able to avoid heavy gunfire. +1 Toughness to all who are equipped with Riot Shields. This is ability is ignored when facing a Monstrous Creature. Points 125 Options 1 Alpha Leader and 4 Legionaries
May be Equipped with Special Issue Ammunition for 10 points.
The Alpha Leader Replace his Bolt Pisto/Boltgun with Chainsword Free PowerWeapon or Lightning Claw +10 Plasma Pistol or Relic Blade +15 Power Fist or a ThunderHammer or a DaemonHammer +25
All Squad Members may take Riot Shields +5 Each
All Squad Members may take Leg Enhancements for Free
One Legonarie May be Replaced with a Libarain but he is only allowed 1 pyschic power +60 points One may replace his boltgun with a...... flamer, meltagun, heavy bolter, a multimelta, or a missile launcher +5 a plasma gun, plasma cannon, or heavy flamer +10 A Lascannon +15
Chapter Councilor The Storm Crusaders are unlike any other chapter in that they are lead by a council and a Grand Templar this way the Chapter is not controlled only by one man. Each Councilor is a God amongst men, his words can inspire entire regiments or fellow Astrates to bring their full power to bare. Each Councilor brings to bare respect amongst many chapters and awe among his fellow astrates. He is often seeked for advise on the battlefield and they usually fight in the thickest with their dreadful guardians, The Dusk Knights. The Councilors are often tactical leaders and often leave it to other Captains to learn from the field. Each Councilor also has an important job within the chapter, each one controls 5 companies. For a Total of 7 councilors are active at one time within the Storm Crusaders Chapter. "We are the Knights of Asherian and we are your doom!" Follows Chapter Master Rules. Chapter Councilors are +25 more expensive and gain +1 BS and +1 Wound may be upgraded with Pyker For 50+ (Is treated as Epistolary and may take 2 pyschic powers.) May also take if upgraded to Chapter Councilor, Weapon of the Crusaders (ETC.) +2 to Strength +1 Initiative. +25 (may not be taken when upgraded to pysker.)
This message was edited 2 times. Last update was at 2011/04/10 19:35:23
From whom are unforgiven we bring the mercy of war.
2011/04/10 16:06:11
Subject: Create your special characters! and give feedback on others.
purplefood wrote:@Commisar Von Humps
He is a touch overpowered/undercosted don't you think?
Of course !If i were to actually play him, i would absolutely take stuff away, probably Eat it, and the demolition charge all together. And the Blank rule applies to my own psykers as well. I was trying to go for a Commissar Cain sorta character, my friends and i played a game yesterday with our own custom special characters, and it was a blast. A Chaos Daemon Prince of khorne, with a daemon weapon that doubles his strength is scary...But Humps survived, lol.
Fair enough
I think the eat it rule is probably fine...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/10 16:16:42
Subject: Create your special characters! and give feedback on others.
Lieutenant Occam was a sorry, washed up man. He was not allowed to join his favorite Space Marine legion, the Crimson Fists. This all changed at the invasion of Rynn's world. As a PDF soldier, he could watch in awe at the spectacle of what he could have been, a Crimson Fist. Towards the end of the war, it became apparent that the Orks would lose and Rynn's world would become boring once more. Ina drunken stupor, Occam stumbled towards the Fortress Monastery, cursing the Fists and their mothers. All this changed when the missile hit. Occum had his legs torn off and became pinned winder a slap of pycrete the size of a Chimera. He would have died if not for the stumbling of the "Butcha" Throatsnik, a infamous Dok who was obsessed with "Umies". Throatsnik had a brilliant idea. If he could take the genius of a human, and put it in the body of an Ork, he would create an unstoppable fighting machine! Gathering his Grots, he ordered them to find the nearest dead Nob and bring him to Throatsnik. 20 minutes later, the grots returned. The Nob was missing the side of his head, and parts of his arms. "Perfekt! Getz me miez skalpal!" The surgery took more than 12 hours, but Throatsnik had done it. There was a human brain in an Ork body. He would never get the chance to savor it, though, as the newly-reincarnated Nob shoved a grot so far down the Dok's throat that it died in the foot. Occam was dead, and Okkum was born. Now a warboss, Okkum is a master tactician (He knows about the "Udder sidez" of the enemy, not just the front) and has a spot in his heart for Crimson Fists. Literally. Due to the unstableness of the transplant, the Space Marine organs were the only strong enough to support the amount of thinking going on in Okkum's mind. He scours the galaxy with his faithful "Blood Punchas", a satire of the Fists, searching for the hearts of Space Marines, so that he may contine Waaagh! Okkum for years to come.
Okkum may take 1 unit of Kommandos as a troop choice
Wargear:
Mega Armor, Twin lined big shoota, Dat Hangey Thing, Okkum's Razah, Jumpah Kables
Dat Hangey Thing: Stolen from a deceased Chaplain, Okkum noticed that it gives him a forcefield to protect him from the most lethal blows. It also looks very shiny. Dat Hangey Thing confers a 4+ Invul. save to Okkum.
Okkum's Razah: Looted from a Venerable Dreadnought of the Crimson Fists, Okkum has retro-fitted it onto his Mega Armor, with great results. As Okkum says, "The fastest way is alwayz da easiest way." Okkum's Razah is a Power Klaw that rolls 2d6 for armor pen.
Jumpah Kables: Due to the massive power needed to power the armor, a mek has outfitted Okkum with a battery that is very unstable. This negates the affect of Slow and Purposeful on Okkum. At the beginning of the movement phase, roll a d6. On a 6, this battery overcharges, zapping Okkum, but momentarily increasing his speed. Okkum gains Fleet for the remainder of the turn, but takes one wound, no armor saves allowed. All models within base contact also take one wound, saves allowed.- this battery's got juice. After this turn, Okkum's Razah become a normal close combat weapon, striking at initiative 1.
Special rules:
Furious charge, Kunnin taktics, Mob rule, Impromptu surgery
Kunnin tactics: As the only one in the Waaagh! with enough brains to realize that running headfirst into a fireline is not a good idea, Okkum has many strategies employed.
Okkum may select one Troop, Elite, or Heavy Support (No vehicles) without a dedicated transport to gain Infiltrate or Scout.
Impromptu surgery: As his heart starts to give way, Okkum needs another- fast. If Okkum did not kill any enemy units in the turn, roll a D6. On a 1-4, Okkum's heart stays stable- for now. On a 5-6, Okkum's heart fails. Any unit he is with suffers 2 wounds, no armor saves allowed, as Okkum rips the hearts out of 2 unlucky Orks to save his life.
KAPTAIN ZOGMEK
Zogmek was a excellent Kommando kaptian, one of the best in Waaagh! Okkum. Sneaking around and murdering was his specialty, and with his power klaw, could take down tanks is one fell swoop. Unfortunatly, fighting a Venerable Dreadnaught of the Crimson Fists, he was severly damaged when he was, well, ripped from crotch to shoulder. Wtih the cry of "That waz ma grot killin hand!", Zogmek ripped the body out of the holy machine.
Zogmek was much to valuable to die, however, and was placed into the relic. The entire operation took days, and they couldn't seem to get the fused head of the Space Marine out of the machine. Zogmek became a kaptain once more, but of a different squad. Somehow, the Kommando learned how to sneak a Dreadnaught into enemy territory. Teaching this to his Grots, he petitioned a Mek to create Kans for them.
Watching the Dred Kaptain and his mob slink through the terrain is like watching a Rainbow during a Hurricane. Once you get past the beauty, it's a massive, destructive force that will kill any in their paths.
Dred Kaptian Zogmek
Zogmek is an upgrade to a Killa Kan squad. He is 150 points.
WS:4 BS:2 S:6 Front Av: 13 Side Av: 12 Rear Av: 12
Wargear: Da Ancient Dred, Massive Shoota, DCCW, Armor Plates
Special Rules: Dred Kaptian
Da Ancient Dred: Stealing an ancient war machine has it's benefits. Any model that successfully causes the Dred to suffer a Vehicle- Destroyed, or a Vehicle- Explodes! the Dred must re-roll the result. This result is final.
Massive Shoota: This was once an assault cannon. Now, with the help of the Meks, it's even more Killy.
Massive Shoota: S:5 Ap:5 Assault 5, Rending
Dred Kaptain: As a former Kommando, Zogmek knows his way around sneaking. Zogmek bestows Stealth, Deep Strike, or Scout to a squad.
THE BLADE OF OKKUM
Scouring the galaxy, Okkum has found many a men willing to sign on to his Blood Punchas. Oddly enough, many have been human. Some former Guardsmen, some PDF, some Aribite, and some rogue Inquisitors. Many have turned out to be blanks, and are essential to the Waaagh!. The fiercest of the warriors become "Blades", the highest rank a human can Achieve.
30 points Per Model 5-10 models per squad. Elites choice.
WS: 4 BS: 4 S: 3 T: 4 W: 2 I: 4 A: 2 Sv: 3+
Special Rules: Second Lease on Life, Bloodlust, Waaagh!
Second Lease on life: As all the humans have been thoughtfully tested by the Doks and have survived this trauma, they have become tougher, stronger, and much more agile. The squad moves 1 extra inch per turn if not in a transport.
Bloodlust: The warriors have become more addicted to the thrill of killing than fighting, and it shows. For every 5 models that the squad kills, add 1 attack to the profile of each member of the squad. I.E. The unit kills 10 enemies, add 2 attacks.
Wargear: Powah Armah, Overcompensation, The Nulls
Powah Armah: Stolen from a dead space marine, this armor has been modified to put an ork glyph over a spot where the Space marine Hearts should be...
This confers a 3+ save to the wearer.
Overcompensation: As humans living among the fiercest warrior race, these men must bring big, or go home. As it happens, they bring big, with weapons that a normal human would have trouble lifting. These weapons are treated as either a power weapon or a power fist, and are 2 handed.
The Nulls: These are humans designed for taking down enemy psykers, as they are near immune to psychic attacks. Any psychic attack directed at the squad is nullified on a 2+. Additionally, any psycher within 6 inches of the Null loses one attack and one initiative, as just being near the Null causes the psycher to writhe in agony.
This message was edited 7 times. Last update was at 2011/04/10 16:26:02
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats.
2011/04/10 16:34:34
Subject: Create your special characters! and give feedback on others.
gendoikari87 wrote:Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.
This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+3" of Myrddin (friend and foe, excluding myrddin), are removed from play, myrddin then takes a single 10 ap - hit. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.
A bit OP in my opinion. There are no restrictions on what he can target... theoretically, he could instantly wipe out Land Raiders, Baneblades, C'tan, Titans, enemy HQs, etc.
At least base the ability around a Toughness test or something.
Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops and may select valkyries (but not vendettas) as dedicated transports.
Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.
Coup de Main: Duran orders all reinforcements in at once for the rapid strike. The order is taken his own leadership. if successful in the following turn you may add 1 or subtract 1 from your reserve rolls.
Hit that target: Duran orders the unit to strom the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.
This guy might need to be toned down a little IMO... he just does too much. He can slaughter MEQs at range (especially with BS5, Hit and Run, Assault and AP 3, carapace armour and a demo charge), makes Reserves more reliable, can take an army of infiltrators/deep strikers with BS4 plasmaguns/meltas, can theoretically take up to 18 Valkyries, can move troops at an incredible rate, and can hold his own in melee (WS5, I4, power weapon, melta bombs, etc).
EmilCrane wrote:@ Commisar Von Humps
The eat it rule is glorious
Agreed.
Cerebrium wrote:Man the garrions!: All friendly models who can draw a line of sight to Warsmith Vaubane gain +1 to any cover save.
Break down their walls!: All enemy models who can draw a line of sight to Warsmith Vaubane suffer -1 to any cover save.
Sorry, but this seems almost game-breaking. Maybe make it an AoE power that only affects allies or enemies, but not both? I like the concept though.
Chowderhead wrote:- SNIP -
I love EVERYTHING within this post. The backstories are awesome...
This message was edited 1 time. Last update was at 2011/04/10 17:14:05
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/04/10 17:12:05
Subject: Re:Create your special characters! and give feedback on others.
My brother and I recently decided to liven our 40k games up by creating custom special characters to lead our armies (IG and Tyranids respectively).
We set ourselves a couple of guidelines in doing so:
- The character's entry must be based on an existing HQ choice (not a Special Character), and yet be creative (ie, no clichéd Mary Sues, silent badasses, benevolent/malevolent extremes, etc).
- Any custom special rules must fit the character's backstory (so no ruling purely for advantage).
- The character must be fairly-priced (both of us have to reach a unanimous decision).
- The character must not be OP (ie, powerful enough in some way to suck the fun out of a game, such as a Nidzilla that even Heavy Bolters can't wound).
- Both characters will have the "Preferred Enemy" USR against the opponent player's army, as our forces fight a lot as part of their fluff, and we want to represent that rivalry on the tabletop.
Anyway, here's mine. I'll admit that he isn't the most original character, but I hope he doesn't come off as completely generic:
- Field-Major Lexus Decker, the Hero of Bahr -
Character's Backstory and Rules:
Spoiler:
- Field-Major Decker
Of all the fighting men and women that make up the 14th Xanderian Infantry Regiment, Field-Major Lexus Decker is perhaps the most revered and admired; a hard, weathered man, forged by the searing heat, black deserts and lethal wildlife of his home world, Xanderia.
He first rose to prominence during the siege of Bahr Primaris, a small but important mining planet under threat from an impending Tyranid invasion by rogue, outlying elements of Hive Fleet Leviathan. Already regarded by his superiors as a relatively competent, if untested commander, Decker (then a Captain) was deployed along with the rest of the 14th to Bahr's only settlement: the industrial city of Taniir. There they hoped to reinforce the existing PDF garrison, and hold any Tyranid invaders at bay until reinforcements from a nearby Naval battle group could arrive.
Though able to deploy successfully before any Tyranid organisms could make landfall, Xanderian commanders and planetary authorities were later left stunned when the true magnitude of the enemy force they faced was finally revealed. Millions upon millions of creatures had descended to the planet's surface, choking the skies with mycetic spores, and blotting out the light from their sun. Troops on the ground were gripped by terror, invaded on a scale that they had never been prepared for, let alone able to repel.
Tacticians calculated that available ammunition would run out before the fifth day, that defences and emplacements were inadequate, that food, water and medical supplies were insufficient, and that ultimately the garrison could not hold until reinforcements arrived.
With no hope of victory for the defenders of Bahr Primaris, all seemed lost. Many deserted or fled the city into the surrounding deserts and wastelands, only to be slaughtered by lictors or other vile alien vanguards. Others, civilian men, women and children alike, formed makeshift militias and made ready to defend their homes to the last. All were sure that they, along with the planet, were doomed.
It was then that Bravo Company began its famous march from Taniir; a last-ditch gambit conceived by Decker and supported by the regiment and it's senior officers, to manoeuvre around the approaching force and attack it from the rear, destroying whichever foul hive-consciousness commanded the assault.
With all Imperial orbital craft driven away by the Tyranid fleet, no air support able to function within the spore-clouds tainting the air, and without transport vehicles that could be relied upon to traverse the fierce sands of Bahr, most considered it a suicide mission, a suicide march. Kilometres untold into a barren desert occupied by millions of vicious alien monstrosities, out of communications range, without any form of vehicular support whatsoever. Many argued that no such feat was possible, and that to attempt the offensive would be a major waste of what little manpower they had at their disposal. Ultimately however, it was decided that the march would go ahead, in the hope that if successful, the Tyranid siege might fail.
A force of over two-hundred men led by Captain Decker set out from Taniir, farewelled by citizens on the streets, and equipped with generous provisions of food and water for the journey ahead.
Less than two days later, the city was besieged.
Defences on all fronts held out for three days.
On the fourth day, Taniir's Northern outer walls were breached, and fierce fighting erupted throughout the outlying streets and suburbs of the city.
By sunrise on the fifth day, almost half a million of Taniir's defenders lay dead.
Those still alive fought a desperate, city-wide retreat through twisted roads and burning buildings towards a walled-in fall-back position within Taniir's centre districts. Soldiers at the front held the terrifying enemy at bay with their last reserves of promethium, and requisitioned emergency danger-close artillery barrages to stem the overwhelming tide of alien flesh, hoping to buy time for others to reach the inner defences.
By nightfall, non-energy based ammunition reserves within the inner city walls were expended. Unable to recharge their lasguns rapidly enough to effectively repel the constant assault, many resorted to prayer. Others to suicide. Some of the more ingenuous threw flaming sacra bottles at the Tyranid hordes instead, dropped mines, primed artillery shells and improvised bombs into their midst, or poured fuel, oil, and other flammable liquids onto those too large or well-armoured to kill with lasguns or explosives alone. Men and women rotated to and from the walls, some sleeping or eating whilst others outside maintained the unrelenting defence. Meanwhile, children replenished weapon charges, and helped to carry the wounded away from the front, where overworked medics and civilian doctors extracted burrowing alien insects and treated horrific acid burns to the best of their ability. All had hoped for a miracle.
It was then that the hive-presence on Bahr had been suddenly extinguished, almost a hundred kilometres to the north.
Upon hearing the psychic death-cry of their leader, the besieging Tyranid hordes faltered, and began to lose cohesion. Confused and afraid, many aliens reverted to more primitive, instinctual behaviour, fleeing in panic, attacking one another and even feeding upon their own dead.
With the enemy forces in utter disarray, those inside the city took advantage of the reprieve, reinforcing barricades, helping the injured, and most importantly of all, recharging their weaponry. Strengthened by new resolve and a fierce determination to succeed and survive, the few troops and civilians remaining within Taniir pushed the enemy away from the inner walls, and managed to clear the immediate city area of xeno corpses.
After Imperial officials aboard the supercarrier Pride of Altan and its battle group arrived in orbit over Bahr Primaris, and eventually managed to drive off the large number of Tyranid vessels above the planet, they were amazed to discover that the garrison at Taniir still held. Communicating with the Astropaths aboard the Imperial fleet, ground commanders managed to coordinate, organise and carry out a mass landing of almost fifty-thousand Imperial troops, who then set about the task of exterminating every living alien upon the planet's surface. Attack ships strafed the city with barrages of gunfire and gouts of flame, systematically purging the outer streets of any alien organisms that remained there.
Beyond the city's walls were almost a million scattered Tyranid survivors, an enormous host of glistening, swarming alien bodies that stretched on for almost fifty kilometres across the sand. Targeted orbital bombardments from above annihilated their ranks, killing hundreds of thousands in a matter of minutes. Dozens of Guard regiments followed up the attack, sweeping across the desert towards the city, supported by armoured vehicles and gunships.
Over the course of the next twelve hours, the Tyranid hordes, broken and panicked, were slowly destroyed. Further bombardments and the massive infantry offensive into their ranks left them powerless to fight back, and by sunset, Taniir was declared safe once more.
Of the city's original population of five million, only one-and-a-half million survived the slaughter.
A day after the siege ended, a series of aerial transports were deployed to the approximate designated location of Bravo Company, guided by advanced sensory equipment aboard the orbiting battleship Darian's Revelation.
Once found, they were transported to the safety of Taniir, and welcomed as heroes by the soldiers and civilians within the city.
Over two-hundred had left. Forty returned, those missing lost to the desert, or killed in combat against whatever horrific monstrosity had led the Tyranid armies. None who fought the creature ever spoke of it to others, and were forever changed by their ordeal.
Decker, perhaps the most changed of all, was immediately declared a Hero of Bahr, decorated with the highest honours the planet had to offer, and was promoted to Major for his role in breaking the siege (although at his own request, he was permitted to remain the field-commander of Bravo Company). As a further gesture of thanks on behalf of Taniir's grateful citizens, a committee of the city's most skilled weaponsmiths presented Decker with a unique las-rifle, custom tailored for his use alone, and crafted with the finest workmanship and materials the mining settlement of Taniir had to offer.
As a result of their stoic actions on Bahr, the 14th Xanderian Infantry Regiment have become famous within Xanderian military culture. Even amongst their fellow sand-dwelling brethren, the 14th "Desert Rifles" are notoriously skilled at conducting operations within desert theatres of war.
To this very day, Field-Major Decker remains in command of Bravo Company, or the "Fighting Sandmen". Those under his command often refer to themselves as "Decker's Lot", or simply as "Sandmen", prestigious titles that they wear with pride and distinction.
Decker himself is a reserved, but quietly-intense man, a solemn officer who leads by example, and who isn't afraid to get stuck into the thick of a fight alongside his troops. He cares about preserving the men and women under his command, as any good officer does, but knows from experience that each must be expendable, that sacrifices are often necessary in order to achieve overall victory, and that ultimately a costly or even pyrrhic victory is still a victory. He shares this bleak mentality openly with those around him, and although many find his frank outlook on warfare confronting or unnerving, all accept the reality of life within the company, trust him implicitly for his honest nature, and are unquestioningly loyal to their legendary commander.
Where many officers would rely on discipline and order to carry their charges in battle, Decker instead believes in the power of ideas, and encourages free, independent thought within his ranks. He promotes those with initiative, leadership and resourcefulness, eschewing to a large degree the traditional values of blind and submissive obedience. Above all other disciplines he emphasises decisiveness and patience, preferring a steady, methodical and careful approach over the rushed and often costly tactics all too typical of his peers.
Because of this, Bravo Company (and to a certain degree, the 14th Xanderian Infantry Regiment as a whole) is a dynamic and often unpredictable force on the battlefield.
Forever scarred by his experiences on Bahr Primaris, Field-Major Decker has vowed to keep Xanderia safe from Tyranid infestation, and along with the rest of the 14th Desert Rifles, his Fighting Sandmen are often deployed to arid battlefields across their sub-sector as part of the Imperium's endless campaign against the outlying forces of Hive Fleet Leviathan.
All amongst the regiment are already veterans of such warfare on Xanderia, where monstrous lizards and insidious creatures rule the Black Wastes, and most of the Surviving Forty still serve under Decker's command. With such a wealth of experience at their disposal, the Field-Major and his Fighting Sandmen are invaluable to their commanders, and will never relent in their war against the Tyranid threat.
Under Decker's leadership, they will fight and die for the safety of their beloved home planet... until either the Company is wiped out, or the Tyranid invaders are.
Spoiler:
One Company Command Squad may replace it's Company Commander with Field-Major Decker.
------ Experienced Officer: Decker may issue up to three orders per turn, and has a command radius of 12". He can issue the Bring it Down!, Fire on my Target!, Get Back in the Fight!, Incoming! and Move! Move! Move! orders, as well as the following unique order:
- Advance!: At Decker's command his troops press onwards, carefully and methodically, maintaining fire on enemy positions to cover their movement.
If successfully issued, for the duration of the controlling player's shooting phase any models within the ordered unit that choose to fire a Rapid-Fire weapon count as having been stationary in the previous Movement phase (for shooting purposes only), and their weapons count as Pinning.
------ Sworn Enemy of the Hive Mind: Both Decker and his Company Command Squad have the Preferred Enemy special rule (Tyranids).
------ Advocate of Independent Thought: Any non-vehicle units within Decker's company that are led by a requisite "Leader" model (either a Platoon Commander, Sergeant, Veteran Sergeant, Storm Trooper Sergeant, Rough Rider Sergeant, special character* that has replaced one such model, or of course, Decker himself) may always re-roll a single die when taking Morale tests (whether successful or not).
Additionally, any such unit within Decker's company that is issued an order (by any officer within Decker's company) may choose to undergo an Initiative test in lieu of a standard Leadership test (using the Initiative value of their Leader model).
Note that choosing to undergo an Initiative test prevents the rolling of Incompetent Command or Inspired Tactics die results.
Squads that lose their Leader may not use the above abilities, although these rules still apply should Decker be killed.
* These rules may never apply to the following special characters:
------ Lateral Thinker: Whilst Decker is alive, any D6 test to determine whether an Outflanking, non-vehicle unit (or Infantry Platoon) from within Decker's company may enter from reserve can be re-rolled (whether successful or not).
------ Of Unshakeable Mettle: Field-Major Decker is a truly inspiring figure on the battlefield, rousing his men to courageous deeds from the frontlines, and imbuing those around him with a steady, determined resolve to succeed, whatever the odds.
All friendly units within 6" of Decker gain the Stubborn USR.
His Bodyguards:
Spoiler:
- The Black Guards
A Company Command Squad that includes Field-Major Decker may replace any existing Bodyguard with a Black Guard.
Hailing from a unique, elite regiment of only one-hundred soldiers, Black Guards are impeccably-trained, superbly-equipped Xanderian troops assigned only to the most important high-ranking field officers. Tasked with both assisting their assignment in combat and protecting him or her with their own bodies if necessary, the professional dedication and fearsome skills possessed by Black Guards have turned the tide of many a pitched battle.
Gifted to Decker by a committee of senior Bahrian weaponsmiths in recognition of his actions during the siege of Taniir, this unusual weapon is a work of impeccable craftsmanship, light, powerful and unfalteringly reliable in the field. Of special note is the carbine's bayonet: crafted from an incredibly strong metal alloy exclusive to the forges of Bahr Primaris, it's leading edge and tip are astoundingly sharp, and the long, curved blade is mounted in a way that allows the weapon to double as a lethal two-handed sabre or spear when fighting hand-to-hand with an opponent.
It has served Decker well, and his skills with the remarkable weapon are the stuff of legend within the 14th Xanderian Infantry Regiment.
Range... 24"
Str........ 4
AP......... -
Type...... Heavy 3 or Assault 2*
*Close combat attacks with this weapon count as Rending.
Underslung Grenade Launcher:
Mounted beneath a rifle's forestock, an Underslung Grenade Launcher allows it's user to address a wide variety of battlefield threats at a moment's notice. Though rare, wealthy worlds such as Xanderia have access to small caches of such weaponry.
NOTE: Though similar in principle to an SM Auxiliary Grenade Launcher, an Underslung Grenade Launcher may NOT be fired in tandem with another weapon. Though listed as a separate weapon, for all intents and purposes it counts as an upgrade that enables the weapon it's mounted on to use the following firing modes in addition to it's default profile:
NOTE: Most of you guys are 40k veterans, and I'd really appreciate some feedback on the fluff and rules, especially suggestions about potential points costs and balancing issues.
This message was edited 4 times. Last update was at 2011/04/11 19:42:06
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/04/10 17:22:17
Subject: Re:Create your special characters! and give feedback on others.
...
I really think that people who are making CSM special charachters really need to pay attention. s8 at initiative is what makes Abadon special, nobody else can do it save MCs and Vehicles. I really don't understand why everybody thinks s8 at initiative is a good idea...
Avalon- Farseer of Altansar
When Altansar emerged from the Eye of Terror, it is no suprise that some of its Farseers possessed immense power. While other eldar regard these psychers with great suspicion. How, after all, could these Eldar have survived so long in the warp uncorrupted? The Eldar of Altansar have demonstrated their continued hatred for the Great Enemy.
Avalon is the Head Farseer of the Craftworld. His already great potential augmented further by his time spent in the warp energies of the Eye of Terror. Avalon specializes in destruction. On the battlefield, he sacrafices the support role traditionally associated with Farseers for raw psychic might.
Points: 160
ws: 5, bs: 5, s:3, t:3, wounds: 3, I:5, A:1, Ld: 10, Sv: - (4++)
Wargear: Rune Armor, Witch blade, Shuri Pistol, Spirit Stones, Runes of Warding, Runes of Witnessing
Powers: Doom, Mind War, Eldritch Storm
Special Rules: Psychic Onslaught, Fury of the Eye, Sanctity of Body
Fury of the Eye: Avalon may not be as polished a psycher as Eldrad was, but his fury built up over his imprisonment in the Eye of Terror as made him extremely powerful. He is able to focus his mind to launch repeated powerful psychic attacks against his foes.
Avalon may cast an additional psychic shooting attack, this attack must be made against the same unit previously shot at, and cannot be the same power.
Psychic Onslaught: Avalon has an especially fearsome and destructive warp presence, enemies who try to nullify Avalon's attacks are met with a swift debilitating mental blast.
If an opposing model attempts to block Avalon's psychic power (through a psychic hood, or runic weapon, etc) and fails, the opposing model immediately suffers a Perils of the Warp Attack. This power does not work against rules that modify leadership, or the psychic test itself.
Sanctity of Body: Avalon's time in the Eye of Terror, and countless battles and skrimishes with demons therein, have given him a keen understanding of how those warp entities function. He is immune to the effects of any attack which would transform him into a different model (old Zogwart, Gift of Chaos)
Master Exectuioner Asagrim Woden, Chapter Master of the Gallowsmen
Rise to Power
Woden began as a member of the Citygaurd, working his way up to the rank of Sanctifier. Although his martial prowess was flawless, it was his skills as a leader that made him stick out from his brothers. It wasn't long before Sigfried Hildolfr, the chapter master before him, appointed him as the Sanctifier of his personal honour gaurd.
During a particularly large chaotic incursion, Hildolfr and his honour gaurd were dispatched to destroy a daemon prince. Although chaotic incursions were normal operations for the Gallowsmen, this one was one of the largest in Petrefax's history. Hildolfr and his men were to strike at its heart and swiftly behead it. However, it wasn't long before most of the honour gaurd was slain, and all that remained were Hildolfr and Woden. The two fought valiantly, but even that was not enough to defeat the beast. The Prince struck Woden, the wound deep enough to make him drop his sword and fall to his knees. But before the Daemon could inflict the finishing blow, Hildolfr jumped in front of Woden and blocked the blow that would have ended his life.
Hildolfr urged Woden to return to his feet, but to no avail, the Daemon's poisons had worked its way into his system, and not even the blessed blood of his progeny could stop it. And before long, the Daemon's strength proved too much for Hildolfr, and his gaurd was broken and he was slain.
Enraged by the death of his master, through shear force of will, Woden managed to move his broken body. Rising to his feet and taking the blade of Hildolfr, now glowing brightly, he made a single blow against the Daemon Prince. Howling madly, the blade hit home, and the Daemon began to lose its material form.
But before it would fade away entirely, it cast a curse upon Woden...
From that day on, Woden would end up being the Gallowsmen's Master Executioner. However, it came at a dreadful price. Although unable to kill him, the Daemon's cursed poisons would pump through Woden's veins until the day he died. It constantly drains the life force from him, and although in due time he has learned to control the debilitating effect to some degree, it still has not left him. When not in battle, Woden rarely ever moves or speaks. When he must speak, he may only manage a quiet whisper. Woden must conserve all of his energy, for his body ages at an incredible rate. He must save what time he has for when he is most needed.
But when the time for battle comes, Sanctifier Haephestos will enter the Chapter Master's chamber, and awaken him from his catatonic state. Woden will slowly rise from his throne and place his withered frame within his hallowed armour, and take up his sword--the sword of his fallen master. When Asagrim Woden is on the battlefield, he is truely a terrible sight to behold. As he slays his foes, his rage only becomes greater and his strength more devestating. Any sign of his frailty is lost. At his best, Woden is truely a warrior without match, and all who oppose him are cleaved in two in the name of the Emperor. However, it is only a matter of time before the incredible debilitating pain of his curse returns, and Woden must return to his chamber.
Although Woden is commonly regarded as one of the greatest Chapter Masters the Gallowsmen have ever had, with his tactical expertise and combat prowess being invaluable, he privately holds a deep sense of guilt for his master, and a strong sense of inferiority. Had he been able to rise to his feet in the battle against the Daemon Prince, would things have been different? Although some may think that Woden has surpassed Hildolfr, to Woden he will always live in his shadow.
Hildolfr's Judgement
Hildolfr's Judgement, formally called the Executioner's Judgement, was the blade that Sigfried Hildolfr, former Master Executioner before Woden, carried into battle. The origins of the blade are largely unknown; in the vast markets of Petrefax, it is impossible to tell where it came from. The records that document the chapter's recovery of the blade have been lost as well. It wasn't until Hildolfr chose it from the chapter's vault that it even saw use.
The blade feeds on the souls of the dead. As those around it are slain, it becomes stronger. When engorged with souls, it glows brightly and howls wildly. In this state, the blade is even able to cleave a tank in two with little effort.
When Hildolfr died, his soul would feed the blade with the power that would ultimately defeat the daemon that killed him.
Upon his ascension to Master Executioner, Woden rechristened the blade as Hildolfr's Judgement.
Woden During the Fall
During the initial stages of the fall of Petrefax, Woden remained in his chamber. With the help of Sanctifier Haephestos, he commanded the Gallowsmen's efforts to return order to the planet. It wasn't until the Necrons awoke and the Gallowsmen were forced to retreat from the great tomb that Woden donned his armour and took up his sword for the last time.
For ten days, Woden would fight. And although is strength was immense and his skill flawless, each day his body would become more frail and his pain would become more intense. On the 7th day, one of his hearts would fail him, and on the 8th day, his left arm would be shattered. On the tenth day, he encountered Inquisotr Lord Luthor Geitz and a Greater Daemon of Khorne. He managed to hold off the beast, but with only one arm and his strength failing him, it was only a matter of time before he would fall.
Woden knew he was going to die, and he knew he was going to die here. In his final moment, he raised his blade and charged the beast. He made no attempt to gaurd himself, and was impaled by the beast. His blood, black with the poisons inside him, spattered the ground. But this was exactly as he planned it. As his life force was leaving him, it entered his blade, and with his final breath, he thrust the howling sword into the chest of the Daemon.
Realizing what had happened, Luthor Geitz took the moment granted by the fallen Chapter Master to banish the Daemon back to the warp. The extent of its defeat was so great that it would never be able to return for thousands of years.
Wargear: Artificer armour, jump pack, close combat weapon, iron halo, frag and krak grenades, Hildolfr's Judgement
Hildolfr's Judgement: Hildolfr’s Judgment is a power weapon that adds +1S for each enemy model Woden destroys in close combat (only models killed directly by Woden’s attacks count) for the rest of the game (for example, if Woden kills two enemy models in close combat, he then counts as having a strength value of 4(6)).
Special Rules: Independant Character, And They Shall Know No Fear, Judge of the Fallen, The Rites of Death
Judge of the Fallen: Every unsaved wound caused by Woden in close combat count as two wounds for combat resolution.
The Rites of Death: When Asagrim Woden wins combat, and all enemies have either been defeated or fled, after any consolidation and sweeping advance moves are made, you may place a Gallows Token anywhere in base contact with Woden (if there is no room to place a token, the token may not be placed at all). Any allied model within 6” of a Gallows Totem with line of sight to it gains the Furious Charge and Fearless universal special rules for the rest of the turn (so yes, a unit can begin their turn in range of a totem, move out of range, and still keep the bonuses until the end of the turn). Gallows Totems count as Locator Beacons (see the Space Marine codex). A single army may only have 5 Gallows Totems on the table at one time (in apocalypse games, ignore this limitation). If there are 5 Totems on the table already, and you are able place another, you must remove one Totem before you can place the new one. Only one Gallows Totem may be placed per combat, regardless of how many units were involved in the combat.
Wargear: Power armour, bolt pistol, jump pack, frag and krak grenades, iron halo, chapter banner, Obsidian Blade
Chapter Banner: All friendly units within 12" of the banner bearer re-roll failed Morale and Pinning Tests. In addition, all models in the same unit as the Chapter Banner have +1 Attack whilst the banner bearer is alive.
The Obsidian Blade: The Obsidian Blade is a power weapon. For each unsaved wound inflicted by the Obsidian Blade, Sanctifier Haephestos recovers 1 wound. Sanctifier Haephestos may not exceed his natural 3W.
Special Rules: Independant Character, And They Shall Know No Fear, Eternal Warrior, The Rites of Death, Sanctified Ritual, Tallyman of the Fallen
The Rites of Death: When Sanctifier Haephestos wins combat, and all enemies have either been defeated or fled, after any consolidation and sweeping advance moves are made, you may place a Gallows Token anywhere in base contact with Haephestos (if there is no room to place a token, the token may not be placed at all). Any allied model within 6” of a Gallows Totem with line of sight to it gains the Furious Charge and Fearless universal special rules for the rest of the turn (so yes, a unit can begin their turn in range of a totem, move out of range, and still keep the bonuses until the end of the turn). Gallows Totems count as Locator Beacons (see the Space Marine codex). A single army may only have 5 Gallows Totems on the table at one time (in apocalypse games, ignore this limitation). If there are 5 Totems on the table already, and you are able place another, you must remove one Totem before you can place the new one. Only one Gallows Totem may be placed per combat, regardless of how many units were involved in the combat.
Sanctified Ritual: Sanctifier Haephestos may choose to place a Gallows Token in lieu of shooting or running during his shooting phase. To do so, place the Token in base contact with Haephestos. If a Token cannot be placed in base contact with Haephestos, then you may not place it at all.
Tallyman of the Fallen: Count the number of Gallows Totems within 12” of Sanctifier Haephestos and consult the chart below. In addition to the normal bonus that a Totem within this area would give, it also grants the bonus below. These effects are cumulative.
2: Fleet of Foot
3: Preferred Enemy
4: All enemy units within 6” of a Gallows Totem have (-2) leadership
5: All enemy units within 6” of a Gallows Totem must take a morale check (as if they suffered over 25% casualties in the shooting phase) at the beginning of the movement phase or fall back. Enemy units in combat must instead take a leadership test, and if they fail it, they strike at WS 1 for the rest of the turn.
(for example, if there were 3 Gallows Totems within 12” of the Sanctifier and in his line of sight, both of those Totems would give any units Fleet of Foot and Preferred Enemy, in addition to the bonuses they normally give)
This message was edited 2 times. Last update was at 2011/04/11 03:06:18
2011/04/10 18:35:12
Subject: Re:Create your special characters! and give feedback on others.
The Arch-Arsonist of Charadon
The Arch-Arconist is a semi-mystical figure in the Loki sector, more a symbol that an actual Ork. An Arch-Arconist counts his victories not in the planets he's taken over, but the worlds he has burned to the ground. Each succeeding Ork Warlord takes the title, and with it it's persona, a psychodic pyromaniac with no goal other than to turn everything he touches to cinders. The most famous was Snagrod, a hulking monster who's Waaagh! on Rynn's World who nearly lead to the destruction of the Crimson Fist chapter. Although the Waaagh! was eventually fought off, Snagrod left his mark on Rynn's World, and in Ultima Segmentum. Over the years, the Imperium have sent several attacks on the Ork empire of Charadon, in the hope to keep a Waaagh! such as Snagron's from happening again, many led by the vigilant Ultramarines. But with the Tyranid hoard continuing it's rampage in Ultramar, the attacks are lessened and men are pulled away. Charadon is left unchecked and a Waaagh! is steadily growing, with it's sights on Ultramar. Another Adeptus Astartes chapter shall soon be under the Arch-Arsonist's belt.
Wargear: The Arch-Arsonist has Mega-Armour, Power Klaw, Stikkbombs, a Bosspole, a Cybork Body, a Twin-Linked Scorcha, and a Fireball Special
Fireball special: An unfortunate experiment in the research for a plasma scorcha has lead to a....plasma scorcha.
The Fireball Special has the following profile
R: Template* S6 AP4 Assault 1.
*To fire the Fireball Special, put the narrow end of the template within 6" of the weapon and the large end in no closer to the weapon as the narrow end
Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh!, Where There's Smoke..., Curse of the Arch-Arsonist.
Where There's Smoke...: Wherever the Arch-Arsonist is, fire is not far behind. If the Arch-Arsonist is not held in reserve on the first turn, all terrain is Dangerous Terrain to the enemy units.
Curse of the Arch-Arsonist: A Warboss has to be a little unhinged to be an Arch-Arsonist to begin with, and whether they're truly insane or just playing the part is anyone's guess. But on the battlefield they are a terror irregardless. On his turn, the player may have the Arch-Arsonist gain Rage for the rest of the battle, and gain 1d6 attack on the charge rather than the normal 1.
Da Big Burna: The Arch-Arsonist allows two Burna-boyz units to be taken as Troops choices
I rather like the Arch Arsonist, though I'd probably do a little with his Wargear. I'd think that, instead of a Power Klaw, 'ed have some sort of flame or burna-based weapon.
Perhaps a Kustom Mega Armour suit, where the PK is replaced by a 'eavy Burna, and the twin-linked Shoota is replaced by the Fireball Special? Or replace the TL Shoota with the TL Skorcha, and the Fireball is an upgrade? (Oh, and change the stats on the Fireball to Heavy 1. Mega Armour gives SnP, which gives Relentless)
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
2011/04/10 19:59:56
Subject: Create your special characters! and give feedback on others.
I'd drop the mega armour entirely (doesn't feel like something a burna would use), give him 'eavy armour and a cybork body instead (cover up all the burns, I guess), make the Firball Special AP3 (since the twin-linked skorcha would end up outperforming it every time otherwise), drop the powerklaw and make the Fireball Special count as a power weapon in close combat.
Then he'd really be some fantastic.
This message was edited 2 times. Last update was at 2011/04/10 20:01:05
2011/04/10 20:04:02
Subject: Create your special characters! and give feedback on others.
Wargear:
artificer armour
Storm bolter
frag,krak and psyk-out grenades
Iron halo
Anoited blade (C:GK)
Rules:
titan's herald (C:GK)
The perfect warrior (C:GK)
Independent character
The Aegis
Fearless
preferred enemy (daemons)
Psyker mastery 1
By the Honor of the Order:Nero may only join units of Purifiers.
Psychic powers:
hammerhand
heroic sacrifice
Through fire and Fury: When charging Nero MAY engulf his armour and Sword with the same cleansing flame his brothers use, the unit he charges suffers D3 power weapon strikes at strength 4.(before combat begins) and in the ensuing combat he reduces the enemies initiative by 1 as they blinded by the White light of the warriors Holy rage.
2011/04/10 21:46:46
Subject: Re:Create your special characters! and give feedback on others.
Waiting for my shill money from Spiral Arm Studios
here is my chapter's Chapter Master
Grand Master Rocan Selbus - 300 pts
The youngest Grand master the Grey Templars have ever had, taking the title at the relatively young age of 78 and after serving only 29 years as the Master of the Host of the 3rd company. Rocan, despite or prehaps because of his age, is one of the greatest Grand Masters the Templars have had. His exploits range from slaying the Deamon Prince Xethish as a Captain to saving the previous Grand Master from death at the hands of an Ork Warboss, although former Grand Master Tarthus died later from his injuries.
Wargear: Kaiserfaust, Starblade, Artificer Armor, Iron Halo
Kaiserfaust: Kaiserfaust is an ancient Power Fist, rumored to have been wielded by the first Grandmaster when the marines that were to found the Grey Templars were still part of the Imperial Fists. Regardless of its origin, the weapon has incredible power.
Kaiserfaust is a Powerfist that grants +1 on the vehicle damage chart.
Starblade: This ancient plasma weapon is of unknown origin, although it's destructive power can't be denied.
Starblade is fired in the shooting phase at the following profile
Range 24" Str7 Ap2, Assault 2, Gets Hot.
Special Rules: ATSKNF, Chapter Tactics, IC,
Stoic Resolve: Rocan Selbus is possessed of a grim determination born of both his experience and the blood of Rogal Dorn that flows through his and every Grey Templar's veins. Although, unlike their Progenitor chapter, a Grey Templar know when to cede the field and won't die a needless death.
So long as Rocan is alive, all friendly models on the table have the Stubborn special rule. In addition, Terminator, Assault Terminator, and Sternguard squads on the table have the Counter Attack special rule.
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
@Anvildude & Fafnir: Wargear was something I had a hard time deciding for the Arch-Arsonist. Particularly TL Burna vs TL Scorcha. I based his wargear on a model I found of him:
Perhaps I'll give him a Burna normal and the scorcha as an upgrade? Either way, I'm not planning to drop either the Power Klaw or the mega armor
This message was edited 1 time. Last update was at 2011/04/10 22:31:11