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Nemesor Tokahn of the Narkos Dynasty P=300 Type- Jump Infantry
WS 5 BS 5 S 5 T 5 W 3 I 2 A 3 Ld 10 Sv 3+/3++
Wargear Mindshackle Scarabs, Ghostwalk Mantel, Phase Shifter (invun included in profile), Voidstaff, Reality Thickener. [can take a res orb for the usual 30points]
Voidstaff: this is a double-headed warscythe that re-rolls hits & wounds, and has this shooting attack: R=12", S=7, AP=2, Spec=Assault 2, Rending
Reality Thickener: Causes enemies to strike at I1, regardless of any items of Wargear, Special rules etc
Special Rules Reanimation Protocols, Ever-Living, IC, Preffered Enemy (CSM), Triarch Favoured, Several steps Ahead.
Triarch Favoured: Due to being a favourite of the Triarch, there are always some Praetorians under his command. May have one unit of Triarch Praetorians as troops.
Several steps Ahead: Steals the Initiative on 4+, may reroll 2 reserve rolls per game.
Fluff
Spoiler:
Before Biotransferance, Tokahn was a hunter, the most respected hunter in his entire system. Several occaisions arose where his people would have starved if not for Tokahn's nack for catching something with a decent size. As a hunter, although respected, he was often shunned for his art. Being unable to socialise, he spent alot of his time at the conclave labs, taking the newest weaponry out for field testing, and always coming back with the goods. It was his evaluation that passed the Eldritch Lance as safe for usage in the combat environment. As he spent so much time at their labs, he got to know a fair few of the soon-to-be Crypteks. In return for his field-testing uses, the Crypteks forged him a Warscythe of awesome power, the Voidstaff.
Several centuries after the Awakening, Tokahn and what was left of his Dynasty (several thousand Immortals, two dozen Crypteks of varying harbingers, 300 Lychguards, 500 Canoptek Units and 150 vehicles) set off to aid the other Phaerons where they could, and to attempt to exterminate the scourge of the Chaos Space Marines. The most recent and most famous of these 'interventions' was recorded by a Salamanders Terminator during a battle with CSM.
And the above mentioned account by the Salamander
Spoiler:
The Heretics under the command of Abaddon were pushing at our lines. The continuous onslaught had whittled an entire company down to our captain, a dozen Tactical Marines, my Terminator Squad and two dreadnaugts. I and my Terminator-Brothers were in the thick of it, slashing and hacking the warped Chaos Marines as they charged us. We had each claimed at least 15 of the heretics but more just continued to run at us. Just as we took our first casualty, something happened. The air around the company turned black and we were all thrown a long way backwards. The darkness then dissappeared and to our amazment we saw a gunline of Necron Immortals. Those guns made quick work of what we failed to do. Once all the Chaos Marines were either running or dead, the Necron Overlord walked up towrds the remains of our company. "Don't follow us, and we won't kill you" With that, it turned and walked balk to its own force and prusued the fleeing heretics.
If you think he is undercosted please say so.
Automatically Appended Next Post:
Anvildude wrote:
Spoiler:
Well, let's see, it'd be 38 for a Nob, so let's split the difference and say 48. I'd say give 'im a second wound as well, since Koptas have extra- keep the 'orders' as-is, I suppose, too. Never dealt that much with IG, so I don't know how that works really. I think the 'Special Rule' should perhaps be a Wargear item, though. Call it "Radeeoz". Failure option sounds good. He seems kinda Wazdakka-y, though, and with all the special rules (and cheapening Bigbomms) I'd suggest bumping his points up to around 160 or so, even with the lower profile.
Anywhoo, all this talk of special Warbosses has gotten me interested in doing it myself. Here Goes!
Now youz Gitz lissin up, an' I'llz tell ya'll 'bout Durgrod Gutzdreg, da Tankbusta Boss!
Durgrod wuz spored on Armageddin, in da Great Waaagh!! wot Ghazkhull Thrakka called. 'e popped outta da blood an' da gore right unna wun'a dem Beakie Boxes, da wunz wot take'z a poundin' roight gud 'fore gettin' krumped. An' Durgrod, da 'ikkle runtlin' goez an' climbz izzelf up inter da gubbinz uv da Beakie Box, an' findz hisself all dere dakka wot dey stores inside, an' 'e sets it all off, roight dere wiff 'im sittin' in it! 'Course, da Beakiez wuzzn't too keen on dat, but da Box goez up- BANGFRACK!- like when ya let'z a burnin' Burna too close to da Squig Drops. An' dere'z Durgrod, sittin' dere in da rekkige happy as a squig'ound wot just caught 'isself a grot. Da boyz found 'im lootin' da wrekkige an' got i'm Tanked dat nite, an' 'eez bin blowin up Boxes evva since!
120 points
Same stats as a Warboss
Equipment: Twin-linked Rokkit Launcha, Tankbusta Bombs, Bosspole, Ammo Runt, 'eavy Armour, Da Rokkit Knukkles
Special Rules: Waaagh!!, Mob Rule, Furious Charge, Glory Hogs! Tankhunter, Da Busta Boss
Da Rokkit Knukkles: These heavily armoured gauntlets, reinforced with crackling forcefields and adamantium sheathing, were designed to do one thing- keep Durgrod's hands from blowing up when he punches things with Rokkits. Da Rokkit Knukkles give Durgrod Strength 10 in the Assault Phase as well as increasing any results on the Vehicle Damage chart by 1- so a result of Wrecked! would become an Explodes!, and so on. However, Durgrod sometimes forgets to take da Knukkles off when disciplining 'iz boyz. Whenever Durgrod uses his Bosspole, roll a d6. On a roll of 6, the wound dealt cannot be saved for any reason, but the Orks automatically pass the Leadership test the Bosspole was used on, as one of da Cowardly wunz dissapears in an explosion of gore.
Da Busta Boss: Durgrod Gutzdreg is renowned in Orky society for surviving every explosion he's ever been in, and for having caused more metallic carnage than any other Ork, having caused most of the aforementioned explosions himself. From close range. He's gathered about him almost an entire Clan of Tankbustas, and goes about teachin' them the finer points of 'splodey Dakka. Any army that includes Durgrod Gutzdreg may take Tankbustas as both Troops and Elites, and any unit Durgrod joins gains the Tankhunter USR.
Well? How's it read?
It's read very well
This message was edited 11 times. Last update was at 2012/06/20 15:01:45
IHateNids wrote: Nemesor Tokahn of the Narkos Dynasty P=275
Type- Jump Infantry
WS 5
BS 5
S 5
T 5
W 3
I 2
A 3
Ld 10
Sv 3+/3++
Wargear
Mindshackle Scarabs, Ghostwalk Mantel, Whip Coils, Phase Shifter (invun included in profile), Voidstaff. [can take a res orb for the usual 30points]
Voidstaff: this is a double-headed warscythe that re-rolls hits & wounds, and has this shooting attack: R=12", S=7, AP=2, Spec=Assault 2, Rending
Special Rules
Reanimation Protocols, Ever-Living, IC, Preffered Enemy (CSM), Triarch Favoured, Several steps Ahead.
Triarch Favoured: Due to being a favourite of the Triarch, there are always some Praetorians under his command. May have one unit of Triarch Praetorians as troops.
Several steps Ahead: Steals the Initiative on 4+, may reroll 2 reserve rolls per game.
Fluff
Spoiler:
Before Biotransferance, Tokahn was a hunter, the most respected hunter in his entire system. Several occaisions arose where his people would have starved if not for Tokahn's nack for catching something with a decent size. As a hunter, although respected, he was often shunned for his art. Being unable to socialise, he spent alot of his time at the coclave labs, taking the newest weaponry out for field testing, and always coming back with the goods. It was his evaluation that passed the Eldritch Lance as safe for usage in the combat environment. As he spent so much time at their labs, he got to know a fair few of the soon-to-be Crypteks. In return for his field-testing uses, the Crypteks forged him a Warscythe of awesome power, the Voidstaff.
Several centuries after the Awakening, Tokahn and what was left of his Dynasty (several thousand Immortals, two dozen Crypteks of varying harbingers, 300 Lychguards, 500 Canoptek Units and 150 vehicles) set off to aid the other Phaerons where they could, and to attempt to exterminate the scourge of the Chaos Space Marines. The most recent and most famous of these 'interventions' was recorded by a Salamanders Terminator during a battle with CSM.
And the above mentioned account by the Salamander
Spoiler:
The Heretics under the command of Abaddon were pushing at our lines. The continuous onslaught had whittled an entire company down to our captain, a dozen Tactical Marines, my Terminator Squad and two dreadnaugts. I and my Terminator-Brothers were in the thick of it, slashing and hacking the warped Chaos Marines as they charged us. We had each claimed at least 15 of the heretics but more just continued to run at us. Just as we took our first casualty, something happened. The air around the company turned black and we were all thrown a long way backwards. The darkness then dissappeared and to our amazment we saw a gunline of Necron Immortals. Those guns made quick work of what we failed to do. Once all the Chaos Marines were dead, the Necron Overlord walked up towrds the remains of our company.
"Don't follow us, and we won't kill you"
With that, it turned and walked balk to its own force and prused the fleeing heretics.
If you think he is undercosted please say so.
Maybe he'd be better at 300pts but otherwise great! Why does he hate CSM though?
I put him hating CSM because they stand for everything the Triarch is against. And as per his rule, the Triarch and Tokahn work together often.
There is a man, a wanderer, lost in time. Stuck in the 41st millennium, he travels from planet to planet, learning all that he can and in return teaching those who he encounters a fraction of his knowledge. He possesses advanced technology that makes the Necrons, and all of their technology, look like a middle school science project. He is the master of science, the great teacher, and to some, he is known simply as the science guy.
His name is Bill Nye, and he will end all who stand in opposition him. With science.
Bill Nye, the Science Guy...............400 points
WS:7 BS:7 S:3 T:3 W:2 I:3 A:2 Ld:10 Sv: 6+
FOC: Bill Nye counts as an HQ unit and two Troops choices, all at the same time. However, Nye can act as any one of the three if taken in a complete army. The owning player must decide which slot Bill Nye takes up.
Unit Type: Beast (Unique)
Wargear: Teleporter, Phase Gauntlets, Kinetic Barrier, Slow Field, Nanotech, Particle Accelerators
Teleporter: While teleporters are common in the 41st millennium, there are none that can compare to Bill Nye's. His ultra-precise teleporter is capable of placing where he wants, when he wants. Bill Nye may start the game in reserve and enter play by Deep Strike, even in mission that do not use reserves or deep strike. During the movement phase, he may deep strike instead of moving normally. Bill Nye may also assault after deep striking, teleporting directly in front of his enemy, but he may not deep strike within 2" of any enemy models. Bill Nye does not scatter when entering play for the first time. However, if he deep strikes in the movement phase instead of moving normally, he scatters 1d6-1". If he scatters onto an enemy unit or dangerous or difficult terrain, he reduces his scatter until he is not in terrain or within 2" of the enemy unit.
Phase Gauntlets: Phase Gauntlets are a pair of twin gauntlets that are holographic, but are as solid as the hardest material. They can manifest a menagerie of different weapons, each with their own properties. Before assault moves are made, roll a d6.
1- Phase Blades- Bill Nye creates a pair of blades, capable of cutting through even the thickest armor with ease. Bill Nye gains +1 attack, and the weapons are power weapons that wound on a 3+ and roll an additional d3 for armor penetration.
2- Disruption Cleaver- He manifests a single massive blade, comparable in strength to Imperial Chainfists. This weapon counts as a Chainfist that hits in initiative order.
3- Energy-whips- Two long whip-like weapons appear, and Nye wields them with the skill of a master. Bill Nye gains +2 attacks. These are close combat weapons that have the Rending special rule.
4- Dispersion Gauntlets- The Gauntlets begin to glow as its micro-fabricators speed into overdrive. Nye gains +1 attack and any model hit does not suffer a wound, but is instantly teleported 3d6 inches away from Nye.
5- Cryo Blades- A pair of blades sprout from Nye's gauntlets, but these exude a light blue mist. Any model hit is snap-frozen in place, and counts as having gone to ground. For the remainder of the game, they have -2 WS and -2 I, to a minimum of 1. If a vehicle is hit, Nye hits the vehicle on the side facing him, rather than the rear armor (unless, of course, he is in base contact with the rear armor). The vehicle counts as having -4 to that faces armor value for the next game turn, as the armor has become as brittle as ice.
6- Inferno Blades- The gauntlets sprout flame, and any touched by it are given the gift of fire all over them. The fire can spread if others who are not on fire get too close, as the heat can easily cause other material to catch fire. Inferno blades are close combat weapons that wound on a 4+. Any model hit is then on fire. For every phase after, any model (friendly or enemy) that gets within 2" of models that are on fire also catch fire. All models that are on fire take damage each turn, and must roll a d6 every player turn, taking a single wound on a 4+.
Kinetic Barriers: While energy shields are quite prevalent, Kinetic Barriers are not. A kinetic barrier instantly react to any impact, stopping it in its tracks and diverting the energy into either a capacitor or around the person within the barrier. With the proper energy source, this barrier could theoretically be maintained forever, regardless of what hits it. It is a good thing, then, that Bill Nye has the proper energy source. The only problem is that it only reacts to things moving at extreme speed. Bill Nye has a 2+ Invulnerable save in the shooting phase and against models with Initiative 7 or higher in close combat.
Slow Field: When in close combat, Nye surrounds himself with a slow field, which basically slows down time a bit around Bill Nye. He counts as having both Assault and Defensive Grenades, has the Counter-Attack special rule, and always strikes first when charging into combat or piling in.
Nanotech: Using his vast knowledge of science, Nye devised nanobots that will repair his wounds should he get injured. Nye has the Feel No Pain special rule, however for Nye it negates a wound on a 3+.
Particle Accelerators: Bill Nye uses twin Particle accelerator weapons located on each arm. They fire with the following profile: R: 36" S:7 AP:2 Assault 2.
So... what'cha think?
Sorry, no. For several reasons:
1/ Assault 2 AP2 that will wound anything from any MEQ dex on a 2+? That should always be in range unless Night fighting is on? Drop strength & range
2/ A one man basic army? He needs to be one or the other
Instead of selecting a dedicated transport you may instead select 1 Commander Derf per army.
Commander Derf! counts as a scoring unit as long as the unit he is purchased for is a scoring unit regardless if they are embarked or not so long as the unit has at least 1 model other than Commander Derf alive.
WS:4 BS:4 S:4 Front armor:11 Side Armor:11 Rear Armor:10 I:4 A:2* Points: 85
Wargear:
Twin Linked Heavy Bolter
Storm Bolter
Psybolt ammunition
Nemisis Force Sword
Frag Grenades
Krak Grenades
Psyk Out Grenades
Special Rules:
The Aegis
Preferred Enemy (Daemons)
Preferred Enemy (Melta)
Try that again! - In a battle long ago Commander Derf got hit by a Melta shot. The extreme temperatures melted Derf into the port and he can not leave. As the damage is done Melta shots do not get the extra penetration as per the cremite plating rule. Also due to the fear he strikes into units using melta it denotes the Ulumeathi Plasma Syphon benefits but replacing the word "Plasma" with "Melta"
Drive me closer! - Being stuck in a tank for the remainder of his long life Commander Derf lusts for battle. On turns he is assaulted he gains the counter attack special rule. If Commander Derf charges he gains the Hit and Run special rule and Commander Derf gains attacks equal to the number of enemies "Tank shocked."
No Glory for You! - Any attempt to Death or Glory is instantly responded with 1 full round of shooting and 1 full attack by Commander Derf.
Hey watch where you point that thing! - Commander Derf can't get back in the tank. Any attempt to shoot the Twin Linked Heavy Bolter in the tanks frontal 45 degree arc grants the enemy a 3+ cover save, on a roll of 6 on this save Derf suffers a penetrating hit (3+ save allowed) as per Gets Hot!
Melted Power Armor - Due to the heat of the first melta blast Commander Derf's sword is welded to his hand, as such this weapon may never be removed due to a weapon destroyed result.
Psychic Powers:
Fortitude
Hammer Hand
Warp Quake
Transport Capacity: 5
A tank-character? how would you go about wounding him, on is it basically a walker? (therein penetrate, and a destroyed result=wound)
I'm sure if you gave enough bitz of rhino and deff dreads to a mad Mek (and I mean mad), he would make a transformer and call it a Supa-Stompa (or something)
Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.
The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)
Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons: Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6
Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).
Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all
Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior), UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.
Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play
I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.
"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.
Fluff: Commander All Y'all is awesome.
Picture here, if you're man enough to look. Still a WIP.
don't get too jelly.
For those of you who cant understand this: Pretty much an Imperial Guard Commissar who is tougher than usual but has no save and has some wierd wargear.
This message was edited 1 time. Last update was at 2012/04/02 08:37:52
I don't play Guard but 130pts sounds about right (going along with the slightly overcosted and underpowered approach that will get you able to use him more often)
definatly not OP for 200pts, although now I'm thinking a DS Terminator squad that dosen't scatter is a bit much. possibly make it scatter a d6, like DoA
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
2+, 4++ and 4+++? And S6 I7 power weapon that has an AP 3 ASSAULT heavy bolter? 10 Ld for the whole army? Gives the whole army fleet and Furious Charge?
Yes he's expensive, but undercosted.. Yes he's over powered, but at least he doesn't have 2++ >_<. Yes I would not play him, I wouldn't laugh in your face though.. Yes I am going to assume that he's with a homebrew codex that is just as unbalanced, though I won't talk trash on it as I haven't seen it.
Too many power, which all are over powered. I6 is ridiculous, as everyone in this thread seems to think their MEQ should be able to be I6. It's stupid to think that he could be faster than an Eldar Aspect Warrior. And then you add on one more from his weapon? And another when he gives his Furious charge? No.
What does Honour of the Chapter and Litanies of Hate do? If they are DA rules, I apologise for my short-sightedness but I don't know anything about DA.
EDIT: Termie Armour means he can't sweep, so I think I6 is waaaaaaaay OTT.
I'd say I5, I4 to bring it down to 200pts
This message was edited 1 time. Last update was at 2012/04/12 15:55:16
NeoAigaion wrote:This was just a quick type-up I've done. Enjoy!
Spoiler:
Konrad Curze, Primarch of the Night Lords WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++ Unit Type: Infantry Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter - Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner - Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack - Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled - Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
I6 is too high for a MEQ, yet alone I7.
And I don't see a points value
This message was edited 1 time. Last update was at 2012/04/18 06:00:44