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Ezekyle Abaddon, Captain of the 1st, XVI Legio Luna Wolves
Type: Infantry (unique)
265 points
WS6 BS5 S5 T4 W4 I5 A4 Ld10 Sv2+
Wargear: Terminator armour, power fist, twin-linked bolter, iron halo, frag and krak grenades
Special Rules: Independent Character, Eternal Warrior, Fearless, It Will Not Die
Hulking Brute: Abaddon strikes at Initiative in the first round of combat. He has the Armorbane Special Rule
First Captain: Terminator and Terminator Assault Squads may be selected as Troops Choices.
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Oh man I used to love making my own ICs during 4th ed.
I had a 'captain' I'd always use... Browning Highpower... he'd be kitted out with a combat shield and two plasma pistols (I counted it as a twin-linked plasma pistol).
Kol Bardar, Senior Assault Sergeant, 34th Company, XVII Legio Word Bearers
80 points
Type: Infantry (unique)
WS5 BS4 S4 T4 W2 I4 A3 Ld9 Sv3+
Wargear: power armour, boltgun, bolt pistol, frag and krak grenades, boarding shield, power fist
Special Rules: ATSKNF, Fearless
Boarding Veterans: 1 Assault Squad must select boarding shields for 5 points per model. They must remove their jump packs. Kol Bardar joins this unit, replacing the Sergeant. This unit gets the Relentless USR.
Automatically Appended Next Post: Sarpedon, Chief Librarian and Chapter Master of the Soul Drinkers
285 points
Type: Infantry (unique)
WS6 BS5 S5 T6 W5 I5 A6 Ld10 Sv3+
Wargear: power armour, psychic hood, bolt pistol, frag and krak grenades
Axe of Mercaeno: This is a master-crafted force axe. Sarpedon may re-roll any failed psychic check.
Special Rules: Extremely Bulky, Psychic Mastery Level 2, ATSKNF
The Hell: This is the only psychic power available to Sarpedon. It is a Level 2 Hex power. All enemy units within 24 inches must pass a Ld test on -2 or immediately make a Flee move.
Mutant: Sarpedon's body is heavily mutated. This is represented by stat changes already included, as well as the Feel No Pain and Eternal Warrior USRs. Sarpedon also causes Fear.
Arachnid: Sarpedon ignores Dangerous and Difficult Terrain entirely, and has the Fleet USR.
Options:
Sarpedon may replace the Axe of Mercaeno with the Soulspear for 100 points.
Soulspear: Range: - Strength: - AP: 1
The Soulspear always wounds on a 2+ in close combat, and inflicts Instant Death. Against vehicles, it inflicts an automatic penetrating hit per attack that hits.However, due to Sarpedon's lack of expertise on welding this weapon, he strikes at Initiative 1 with 3 attacks ONLY.
This message was edited 3 times. Last update was at 2012/08/02 07:46:50
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
I think he means one of the new 6th USRs, though I don't havthe book, to hand, remember what it does, etc...
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
Read some of the soul drinker novels, then you'll get why he's so frickin tough. Though I'll even agree he is somewhat OTT compared to what I'd imagine him to be.
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
I think he means one of the new 6th USRs, though I don't havthe book, to hand, remember what it does, etc...
I'm fairly certain he means It Will Not Die, but still.
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
I think he means one of the new 6th USRs, though I don't havthe book, to hand, remember what it does, etc...
I'm fairly certain he means It Will Not Die, but still.
Lol whoops I indeed meant It will not die, I've been playing far too much Skaven recently
but yeah, read the Soul Drinkers novels, the guy is freaking unkillable
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Yeah he's pretty stinkin' big as I understand him, I think Extremely Bulky is good. Also I'd bump up his toughness in exchange for one strength personally. I haven't read the full series but I read the first and I felt like he was tougher than he was strong, no?
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
felixander wrote:Yeah he's pretty stinkin' big as I understand him, I think Extremely Bulky is good. Also I'd bump up his toughness in exchange for one strength personally. I haven't read the full series but I read the first and I felt like he was tougher than he was strong, no?
Same here, frankly I'd have his base statline like so:
WS6 BS5 S5 T6 W5 I5 A5 Ld10 Sv3+
Just some minor changes really, also, I'd think I'd like to see something reflecting his ability to book it. Maybe fleet or the ability to ignore Difficulty terrain (him and his spider legs being pretty agile and hoppy)
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB
Edited, gave him the option of packing the Soulspear
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Just so you know, you could easily just give the weapon the Fleshbane, Instant Death, and Unwieldy rules, then throwing in the bit about the swanky only-penetrating hits and only 3 attacks.
Hrontore Sesha the Bringer of Death () Ws= 6 BS= 4 S= 5 T= 4(5) W= 4 I= 5 A= 4 LD= 10 Sv=2+
Special rules • Independent Character • And they shall know no fear • Combat tactics • Eternal warrior • It will not Die • Orbital Bombardment
War gear • Artificer armour • Death Bringer- Master crafted Power scythe(Power Axe,flesh bane,Unweildly)(ideas for DMG of weapon?) 1. on a roll of 6 to hit add +1 A per 6 rolled • Master crafted Bolter w/ Aux grenade Launcher (Stalker pattern except 1 shot at 36" 2 shots at 24" • Michaels Pendant-convers a 4+ invulnerale save • Hover Bike(jetbike, 2 twin liked bolters) +50Pts
Leader of my homebrew chapter. C&C. ideas for points cost? also he has a brother(techmarine)wanted to try to get special effects if they're together but idk where to start for the brother. If you need any background /fluff jus ask. im tryna make him legit and not OP.
This message was edited 2 times. Last update was at 2012/08/05 15:29:16
My Dark Angels Variant chapter
Midnight Dragon Angels Kabal of the Sacred Creed
Hrontore Da Death Bringer wrote:Hrontore Sesha the Bringer of Death ()
Ws= 6 BS= 4 S= 5 T= 4(5) W= 4 I= 5 A= 4 LD= 10 Sv=2+
Special rules
• Independent Character
• And they shall know no fear
• Combat tactics
• Eternal warrior
• It will not Die
• Orbital Bombardment
War gear
• Artificer armour
• Death Bringer- Master crafted Power scythe(Power Axe,flesh bane,Unweildly)(ideas for DMG of weapon?)
1. on a roll of 6 to hit add +1 A per 6 rolled
• Master crafted Bolter w/ Aux grenade Launcher (Stalker pattern except 1 shot at 36" 2 shots at 24"
• Michaels Pendant-convers a 4+ invulnerale save
• Hover Bike(jetbike, 2 twin liked bolters) +50Pts
Leader of my homebrew chapter. C&C. ideas for points cost? also he has a brother(techmarine)wanted to try to get special effects if they're together but idk where to start for the brother.
If you need any background /fluff jus ask. im tryna make him legit and not OP.
I typed up a long page and then my browser crashed. here's the short version:
245 points. Melee weapon is almost too powerful. Give him Frag/Krak grenades and a bolt pistol. Why does he have -1 BS from another SM Chapter Master when he has a Stalker Pattern bolter?
Fluffwise don't SMs cut all ties to their previous lives and only consider their battle brothers to be "family"? Plus given the rigorous testing to become a Space marine it's unlikely that the two brothers would both survive, right?
Maybe someone with my SM Fluff know-it-all will be able to help validate this.
This message was edited 1 time. Last update was at 2012/08/05 15:53:45
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Hrontore Da Death Bringer wrote:Hrontore Sesha the Bringer of Death () Ws= 6 BS= 4 S= 5 T= 4(5) W= 4 I= 5 A= 4 LD= 10 Sv=2+
Special rules • Independent Character • And they shall know no fear • Combat tactics • Eternal warrior • It will not Die • Orbital Bombardment
War gear • Artificer armour • Death Bringer- Master crafted Power scythe(Power Axe,flesh bane,Unweildly)(ideas for DMG of weapon?) 1. on a roll of 6 to hit add +1 A per 6 rolled • Master crafted Bolter w/ Aux grenade Launcher (Stalker pattern except 1 shot at 36" 2 shots at 24" • Michaels Pendant-convers a 4+ invulnerale save • Hover Bike(jetbike, 2 twin liked bolters) +50Pts
Leader of my homebrew chapter. C&C. ideas for points cost? also he has a brother(techmarine)wanted to try to get special effects if they're together but idk where to start for the brother. If you need any background /fluff jus ask. im tryna make him legit and not OP.
I typed up a long page and then my browser crashed. here's the short version:
245 points. Melee weapon is almost too powerful. Give him Frag/Krak grenades and a bolt pistol. Why does he have -1 BS from another SM Chapter Master when he has a Stalker Pattern bolter?
Fluffwise don't SMs cut all ties to their previous lives and only consider their battle brothers to be "family"? Plus given the rigorous testing to become a Space marine it's unlikely that the two brothers would both survive, right?
Maybe someone with my SM Fluff know-it-all will be able to help validate this.
what makes the weapon op in your opinion?are you referring to the on a 6 pick up an extra attack per? aren't there weapons that do this already like a chaos lord weapon IIRC.i should also mention that the materials the weapon is made out of is in no means normal frag and krak shall be added per standard as all SM can take them the 4 BS is because he leaed more towards close combat as a scout and IIRC scouts are BS 3 so +1 for the stalker gives him BS4
i know the chaces of both making it is slim.thats what make sit interesting right? i guess i could also play it as the two got close while in their original chapter. thanks for the critique keep it comming
This message was edited 1 time. Last update was at 2012/08/05 17:56:39
My Dark Angels Variant chapter
Midnight Dragon Angels Kabal of the Sacred Creed
It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
Also, T4(5) doesn't exist in 6th edition. It's T5. The toughness is permanent.
Automatically Appended Next Post:
Hrontore Da Death Bringer wrote:
what makes the weapon op in your opinion?are you referring to the on a 6 pick up an extra attack per? aren't there weapons that do this already like a chaos lord weapon IIRC.i should also mention that the materials the weapon is made out of is in no means normal
frag and krak shall be added per standard as all SM can take them
the 4 BS is because he leaed more towards close combat as a scout and IIRC scouts are BS 3 so +1 for the stalker gives him BS4
i know the chaces of both making it is slim.thats what make sit interesting right? i guess i could also play it as the two got close while in their original chapter.
thanks for the critique keep it comming
The weapon is OP because it is AP2 and wounds on a 2+. That's pretty big, even if he is hitting at I1, and combined with his extra attacks makes it almost OP (almost, not quite,as Thunder Hammers will wound on 2s 90% of the time and are AP2). He basically has a Thunder hammer, but can have a crapton of attacks. It's what, 9 attacks on the charge if he gets all sixes? Also, can the hits get more hits? If I roll a 6, and I roll to hit for the extra attack, and I get another six, do I get another attack? Basically is it a Blood Talon dreadnought or Drazhar-like ability?
This message was edited 1 time. Last update was at 2012/08/05 18:21:09
McNinja wrote:It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
Also, T4(5) doesn't exist in 6th edition. It's T5. The toughness is permanent.
the T 5 is for when hes on his bike
Automatically Appended Next Post:
Hrontore Da Death Bringer wrote:
what makes the weapon op in your opinion?are you referring to the on a 6 pick up an extra attack per? aren't there weapons that do this already like a chaos lord weapon IIRC.i should also mention that the materials the weapon is made out of is in no means normal
frag and krak shall be added per standard as all SM can take them
the 4 BS is because he leaed more towards close combat as a scout and IIRC scouts are BS 3 so +1 for the stalker gives him BS4
i know the chaces of both making it is slim.thats what make sit interesting right? i guess i could also play it as the two got close while in their original chapter.
thanks for the critique keep it comming
The weapon is OP because it is AP2 and wounds on a 2+. That's pretty big, even if he is hitting at I1, and combined with his extra attacks makes it almost OP (almost, not quite,as Thunder Hammers will wound on 2s 90% of the time and are AP2). He basically has a Thunder hammer, but can have a crapton of attacks. It's what, 9 attacks on the charge if he gets all sixes? Also, can the hits get more hits? If I roll a 6, and I roll to hit for the extra attack, and I get another six, do I get another attack? Basically is it a Blood Talon dreadnought or Drazhar-like ability?
Yea that was how it was as like the blood talon or drazhar ability. and yes if he keeps on rolling sixes then ithey would sttill accumulate. im starting to see with the fleshbane thing kinda op but if i drop that would everything be in order or would a flat +D3 attacks since its an agelic weapon he acquired/gifted be a better fit. or maybe since its a death scythe then insta death on sixes?
i was in that range for points also. how do people get the cost jus a side question.
My Dark Angels Variant chapter
Midnight Dragon Angels Kabal of the Sacred Creed
My beef with it is the mixture of the Fleshbane and extra attacks. Being able to throw down that much hate on MCs is pretty intense... I would remove Fleshbane. You're already hitting at S7!
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
He'll strike at S 6 power axes only add +1 to strength in 6th. Flesh bane will be dropped as trying a play test with him showeed that was really bad and as stated kind of op. but does everything else seem in order?
My Dark Angels Variant chapter
Midnight Dragon Angels Kabal of the Sacred Creed
Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
McNinja wrote:It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
im sorry i should have stated the current character under Review is my Chapter Master. and his Brother is Probably going to be tweaked off the MOTF Statline. so yes they are up there in the chain of command
Automatically Appended Next Post:
RegalPhantom wrote:Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
i like that idea. i coveys what im trying to do. thanks for that Regal.
This message was edited 1 time. Last update was at 2012/08/06 03:15:30
My Dark Angels Variant chapter
Midnight Dragon Angels Kabal of the Sacred Creed
McNinja wrote:It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
im sorry i should have stated the current character under Review is my Chapter Master. and his Brother is Probably going to be tweaked off the MOTF Statline. so yes they are up there in the chain of command
Wedge Talon, Chapter Master of the Hunter Eagles, 270pts (is this enough?) WS 7 BS 5 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 2+
Unit Type: Jump Infantry (Character, Unique)
Special Rules: ATSKNF The Great Loss Commander of the Skies The High-Flying Eye Aerial Attack Independent Character Orbital Bombardment Aerial Tactics
The Great Loss: Wedge Talon has the Prefered Enemy: Chaos, Hatred: Chaos Space Marines and Crusader rules. His accompaning unit also gain benefit from the crusader rule while Wedge is alive/acompanying them. The High-Flying Eye: Wedge Talon may chose to use the skyfire rule when shooting Aerial Attack: Wedge Talon and his unit are able to assault the turn they deep strike. If so they may not shoot and count as moving 12" for the purposes of charging. To represent how hard it is to perform such an attack, no extra attacks are gained from charging nor from having 2 or more non-speacialist close melee weapons. Aerial Tactics: Wedge Talon (and any jump unit he is attached to) only scatter D6" when deep striking. In addition, Wedge and his unit, instead of moving normally in the movement phase, may instead elect to go into ongoing reserves. When they return the MUST deep strike. Wedge Talon must always be your warlord if included as part of the primary attachement and automatically has the 'Coordinated Assault' command trait. Commander of the Skies: Assault Marines are troop choices and Vanguard Veterans are scoring units.
Wargear: Artificer Armour Auxillary Grenade Launcher Iron Halo The Eagle's Talons This is a twin pair of lightning claws with the following profile: range - str +1 ap 3 type shred ,melee, slice*, specialist weapon Note, Wedge Talon gets the +1 attack as they are a PAIR, *Slice, opponent must re-roll successful armour saves taken against this weapon
Options: May be accompainied by up to 3 Calthalian Hunter Eagles.....15pts per Calthalian Hunter Eagle Calthalian Hunter Eagles: Wedge Talon is normally accompanied by up to 3 of the finest Calthalian Hunter Eagles. He gains +1 I as long as 1 Hunter Eagle is alive. In addition, the Calthalian Hunter Eagles have their own stats, listed below:
Calthalian Hunter Eagle WS 4 BS 1 S 3 T 3 W 1 I 5 A 3 Ld 9 Sv -
Unit Type: Jump Beast
Special Rules: Quick Reflexs: Confers a 5+ invunerable save. Eagle's Eye: All attacks made by Calthalian Hunter Eagles are Precision Strikes Companion: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule, e.g. an Independant Character can still join a unit if accompanied by a model with this rule.
Wargear: Sharp Talons: range - str user ap 6 type shred
Note: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule Wedge Talon has, he may still join other units even when accompanied by them.
This message was edited 2 times. Last update was at 2012/08/07 07:09:17
Hrontore Da Death Bringer wrote:i was in that range for points also. how do people get the cost jus a side question.
To quote myself again for ease here you go - this is how I do it:
Ovion wrote:It's a good amount of comparison and experience in the end.
When I create a character I'll first look at similar characters, I'll price things according to the cost of units / characters / wargear in the relevant codex.
If all else fails I'll generally cost it at 10pts base per stat point, wargear or rule, and then modify accordingly.
It helps to work from the 'base' version of the character / unit (if available). Ensure it is never cheaper than running its 'standard' equivalent and don't do anything too absurd or gamebreaking.
I generally reccomend rounding up, and that overcosting is far better than undercosting, as if someone looks at your unit and goes 'yeah, that's overpriced' or 'It costs that much and only does that?' They're going to let you use it.
Or, to look at it from the other side - if someone else put your unit down infront of you, said 'these are the rules, can I use it?' what would you say? (Realisticly.)
Additionally - come up with decent names. If it and its gear and rules are named well, people are that much more likely to accept it. It's not a huge factor, but I'm far more likely to accept 'Julian Lestat, 4th Lord of the Knights Errant' with his elegant singing swords to 'Super Marine God Man' with his pwnhammer.
Ovion wrote:And for a more indepth 'guide': The easiest way is to select the closest thing that already exists, then 'adjusting' the points like so:
Unit Type: +/-10pts depending on whether it's shifted from infantry to something better, or from something better to infantry, WS, BS, S, T, W, I, A- +/- 10pts per point of difference Ld- +/- 5pts per point of difference, Sv- +/- 10pts per point of difference.
Wargear:
Step 1: Cost all the wargear the base character has, that your character doesn't have, and subtract it.
Step 2: Cost all the new / different wargear your character has, and add it. Standard Wargear, use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that wargear is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.)
Step 3: Any new and unique wargear, attempt to cost using the closest existing gear as a base, then adjusting based on differences.
Special Rules:
Step 1: Cost all the special the base character has, that your character doesn't have, and subtract it.
Step 2: Cost all the new / different special rules your character has, and add it. Guesstimate and use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that special rule is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.)
Step 3: Any new and unique rules, attempt to cost using the closest existing rule as a base, then adjusting based on differences.
Options:
Price accordingly.
When done add 10% of the current cost / 10pts (whichevers lower.) as a 'anything you missed tax' then round up to the nearest 5 or 10 pts so it doesn't end up something silly like 173, or 228.
Always err on the side of Overcosted if you're in doubt, it'll lead to people being more accpting of it.
Furthermore, always ensure you've spelt your charcater properly. And try to lay it out nicely / give things cool names.
i.e. - Wolf God Hammer sounds a bit crap, try and do something interesting, like Borealis Thunder Hammer.
Once you've done all this, forget this unit is your baby, that you've just spent ages carefully crafting the bugger, sit back and think like your opponent, objectively look at the unit, its stats, rules and cost, and think 'If someone else had made this, would I be happy to let them use it and play against it?'
If the answer is YES, put it up for review / playtest it, etc - there may have been somethign you missed / an unforseen effect / synergy that makes things a bit overpowered.
Adjust up or down accordingly dependant on performance (or leave it as is and call it finished if it seems to play fine.)
Matt.Kingsley wrote:Wedge Talon, Chapter Master of the Hunter Eagles, 210pts (is this enough?)
Spoiler:
WS 7
BS 5
S 4
T 4
W 3
I 4
A 6
Ld 10
Sv 2+
Unit Type: Jump Infantry (Character, Unique)
Special Rules:
ATSKNF The Great Loss
Accurate Desent
The High-Flying Eye
Ariel Attack
Independent Character
The Great Loss:
Wedge Talon has the Prefered Enemy: Chaos, Hatred: Chaos Space Marines and Crusader rules. His accompaning unit also gain benefit from the crusader rule while Wedge is alive/acompanying them.
Accurate Desent:
Wedge Talon (and his unit) only scatter D6" when deep striking
The High-Flying Eye: Wedge Talon re-rolls all rolls to hit when shooting. In addition, he and his unit can choose to use the skyfire rule in their shooting phase.
Ariel Attack:
Wedge Talon and his unit are able to assault the turn they deep strike. As well as that, Wedge and his unit, instead of moving normally in the movement phase, may instead elect to go into ongoing reserves. When they return the MUST deep strike. Wedge Talon must always be your warlord if included as part of the primary attachement and automatically has the 'Coordinated Assault' command trait. Assault Marines are troop choices and Vanguard Veterans are scoring units.
Orbital Bombardment
Wargear:
Power Armour
Auxillary Grenade Launcher
Iron Halo
The Eagle's Talons
This is a twin pair of lightning claws with the following profile:
range - str +1 ap 2 type shred melee, specialist weapon*
Note, Wedge Talon gets the +1 attack as they are a PAIR,
Calthalian Hunter Eagles:
Wedge Talon is accompanied by 3 of the finest Calthalian Hunter Eagles. He gains +1 I as long as 1 Hunter Eagle is alive. In addition, the Calthalian Hunter Eagles have their own stats, listed below:
Calthalian Hunter Eagle
WS 4
BS 1
S 3
T 3
W 1
I 5
A 3
Ld 9
Sv -
Unit Type: Jump Beast
Special Rules:
Quick Reflexs:
Confers a 5+ invunerable save.
Stubborn
Eagle's Eye:
All attacks made by Calthalian Hunter Eagles are Precision Strikes
Wargear:
Sharp Talons:
range - str user ap 6 type shred
Note: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule Wedge Talon has, he may still join other units even when accompanied by them.
Letting any unit he joins assault after deep striking is pretty crazy... You almost never see it in current rules and even so it's very limited (Vanguard Vets but they CAN"T be joined by an IC and are very expensive as well as Zagstruck (orks) which costs a lot, can only have 1 other power weapon in the squad, he's an upgrade only character, and guys die on the assault! Plus they scatter full 2d6 =P). I know having a drop army is annoying that you come in and have to wait, but having the ability to gear up ANY squad you want and have such a precise strike followed by a charge is a little over the top to me. I know BA Vanguard Vets can do that (as stated earlier) but they are 45 points each with jump pack/Power weapon for a reason. As written you can attach him to a 10 man Assault Terminator Squad and have them DS 0-6" and then assault. I wouldn't let you play any character with that rule without it being very seriously balanced. Plus it makes the game less of a strategy game for you and more of a "HA I KILL EVERYTHING BEFORE YOU CAN DO ANYTHING" game. Moving on...
Stat line says he has 2+ SV but has Power Armor. He should have Artificer armor, yeah? (Minor I know haha)
The High-Flying Eye: Wedge Talon re-rolls all rolls to hit when shooting. In addition, he and his unit can choose to use the skyfire rule in their shooting phase.
Um I'm assuming you mean "all failed to hit rolls when shooting", yes? This seems REALLY powerful for being a melee oriented character...
I feel like you should limit Skyfire to Assault weapons if you have to keep it, as written he can jump into a Dev squad (and then assault out of it next turn of course) and suddenly he's REALLY powerful in a role he seems like he wasn't intended to fill.
His melee weapons are VERY good, they've limited AP2 melee weapons to almost exclusively Unwieldy weapons and this guy just says that! haha I wouldn't say quite over powered, but it gets close!
Does he have Frag/Krak grenades? You Marines forget how lucky you are to have those on everything haha
How much are the eagles?
I would cost him at 310 points WITHOUT the ability to charge after Deep Strike (Make eagles a 0-3 choice and cost them separately). Math:
Spoiler:
Chapter Master = 125
+ 1WS +10
+3A +40 (I costed the first one at +10 and the other 2 at +15 each. As things become more and more powerful they should cost more to balance it)
Artificer Armor +15
Jump Pack +25
The Great Loss +20 (I was unsure how to score this but I figured +5 per extra rule since they aren't overly powerful ones like Eternal Warrior and then added an extra 5 to cover any oversight)
Accurate Descent +20
The High-Flying Eye +20
Ariel Attack +30 (this is WITHOUT assaulting on Deep strike. Also I would divide this ability into two different abilities by putting the AsMar Troops/Scoring Vets into another rule like Command of the Skies or something like that. VERY minor but it'd help clarify things when discussing him with an opponent since they do very different things.)
Aux GL +5 (Curious about how this is mounted/modeled. Underslung or maybe slung over the shoulder?)
The Eagle's Talons +45 (15 for one Lightning Claw + 10 for a second (since it confers +1A basically) + 10 (+1s) + 10 (AP2))
Eagles + 20 each (20 points EACH?!?! Yup. I think the comparison to an Assault Marine in melee is the closest we can do. They're at -1S, -1T, +1i, +2A, and have Shred. So they get to attack first, reroll wounds and get one more attack. Slightly less effective than an Assault Marine though (but put them in the back line of an assault and their downfalls are covered) I'd also call the 3+ to 5++ moot (personally). AND THEN you give the whole squad they join Stubborn and all together give your super IC another Initiative. =/ 20 points each)
If you want to keep him as is with the DS charge rules I'd peg on at LEAST another 70. Overpowered = Overcosted =)
"BUT HE COSTS TOO MUCH" Than cut down his powers. He does too much as is (He makes other Chapter Masters look like fools compared to him in mobility. And shooting. Oh and in shooting. the High Flying Eye - Cut it! You shouldn't really need it and seems over the top. I get it that Skyfire is cool because he can jump up to the level of aircraft but he can't get close to matching their speed which is why they need 6s to hit.
The Great Loss - Maybe take out Crusader? I don't know the fluff but I feel like that should reflect it well? I'd cost it down to 10 points
Eagles - Consider cutting it down to a wargear choice with +1i and +1A for 20 points. Otherwise I'd say drop an attack and stubborn and you could price them closer to 12 each
Stat line - Drop AT LEAST one of his attacks. 6 is ungodly. Calgar is the only CMaster in the C:SM book that has more than the base 3 attacks, and he only goes up to 4. If Draigo and Mephiston have base 4 attacks I have SERIOUS trouble believing this guy gets 6!
Automatically Appended Next Post:
RegalPhantom wrote:Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
Uh, so we all say it's over powered and then you want to give him an extra hit on a 6 and make them automatic hits? Tesla has that because it's an AP- shooting attack and it's only powerful because it gets extra hits. Adding an extra HIT on a power axe is even more powerful than it was originally and then you make it TWO extra hits. Add him to the list of characters I wouldn't even consider playing. He was better off as he was before without fleshbane
This message was edited 2 times. Last update was at 2012/08/06 13:45:41
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Murderous Assault: For every unsaved wound inflicted in the immediately previous assault phase, Hellistarchus gains 1 additional attack.
Death to the False Emperor!: May be activated at any point once per game. For the rest of that turn, all friendly units within 12 of Hellistarchus, including himself, gain +D3 attacks for charging rather than +1.
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions