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Right onto the next character then, and please beware, this again has a very long fluff bit, but I've revised it a bit, and nerfed him a lot.
Name: Jack Goth aka The Valhallan Sniper.
Spoiler:
Army: Imperial Guard.
Background: Jack Goth is a misnomer amongst the Valhallans. He doesn't follow orders, and he was never a conscript. All officers fear getting a look from him. They all know that even though he is on their side, he could kill any of them in a heartbeat.
The tale of Jack Goth begins not on Valhalla, but far from there. For he is older that anyone can imagine. He is cursed with the ability not to age. Ever since he reached the age of 30 he hasn't aged a day, physically or mentally. He was not born on Valhalla, but on Cadia, underneath the Eye of Terror. The legend goes that on the day of his birth, he was a very sickly child. He would have died if not for a mysterious stranger. The stranger said he could save the child if the mother gave the child to him in 5 years time. The mother agreed, and 5 years later the child was given away.
The stranger introduced himself as Fa'gin, envoy of Tzeentch. He said to the child he could have eternal life if he gave his life over to the Gods. The boy, oblivious, to the charm said no. So, the being waited and trained the boy. Every year he would ask the same question, and every year the same answer. But on Jack's 29th birthday, he said this in response, "Give me immortality in a years time, and I'll give you my answer." Fa'gin accepted the proposal, and on his 30th birthday as the spell was cast, Jack looked at the man, and chopped his head off with a sword he had been fashioning.
Suddenly a great sound went out, and before him stood the feared Lord of Change, Kairos Fateweaver. The two-headed monstrosity glared at him and said, "How dare you kill him! What gives you the right to take the gifts of my master and not give him anything back!" The man looked at the daemon and laughed. "You stole me from my family. Took me away from everyone who cares for me. I hate you daemon and all your kind. I am not like you! I will not work for you. Now, feth off." He swiftly turned and walked away. Kairos appeared in front of him and said, "Don't you know where you are boy, you are in the warp, there is no escape here."
"There's always a way out birdie-boy. After all you friend Fagin told me all your little tricks. You want me as one of your disciples. Well tough luck, I'm my own man." He looked around the arid landscape and said, "Az'ukar Fa'tak Br'ta Vi'ni." A pulse of energy flowed through him and he vanished into the ether. He had cast a powerful transportation spell, the same one Fa'gin used to get him there. Kairos screamed in agony and flew back to his master.
Jack reappeared on Cadia, but everything had changed. It was no longer an arid land, but a land full of huge spires and giant buildings. He shrugged his shoulders and walked around. Along the way he found a cave. Inside the cave was an old man. The man looked up and said, "You boy, you just came from the Eye, didn't you?"
"I did."
"Good, I've been expecting you. I have something that your father left for you, when he came to find you."
"You knew my father?"
"Why yes, he was a good man. It's in the box." Jack walked over to the box. It was an old wooden box with a simple padlock on the front, and an Imperial Eagle stamped on the front. he pulled out his sword and chopped the padlock off. He lifted the lid, and inside he found a sniper rifle, a long black cloak inlined with fur, some credits, a ticket to Valhalla and a datapad. He picked up the pad, read it and as he turned to the man to ask what it meant, the man was gone. He dropped the pad and crushed it underfoot. He picked up the items and headed off to the nearest starport. He took the next flight to Valhalla and vanished.
He eventually reached Valhalla and swiftly found himself in the midst of an ork attack. During the attack he used the sniper to kill a rampaging ork boss, with a shot to his face. The commanders looked at the man, and made him an officer, but Jack turned it down and said, "I don't want anyone under me, and above me. I'm fine just with me." He walked away and entered a tower, and started shooting again.
They said Jack is waiting for two travellers. A man and a woman. They said he is destined one day to go to Holy Terra. They say he can see everywhere on the field of battle. But, the only thing he says is "I'm just a man, who sits on a roof, killing things."
The "My Love" Sniper Rifle: This ancient rifle is a simple thing. It is just a long barrel, with a cartridge, and scope. But it is much more. All the way along it are imperial eagle, impressed on the side. The cartridges mysteriously refill without needing to pull them out. They are as affective against flesh as armour. But more talked about, is how Jack talks to it. The gun has the following profile: Range-48" S-X AP-2 Special Rule: Assault 1, Fleshbane, Armourbane (Count strength as 5), High powered scope-When firing this gun, Jack ignores Night Fighting and can shoot as normal.
The Shadow Sword: This is the sword that Jack made while in the warp. The legend goes that he made it out of mineral resources on the ground and melted it over a volcano. This magnificent sword can cut through even the hardest metals. It has the following profile: S-U AP-2 Melee, Fleshbane, Armourbane, Swift-Due to the lightness of the blade, even when charged Jack can gain an extra attack. On a charge he gets 2 attacks extra.
The Black Cloak: This long cloak, covers his entire body when he wishes to hide from danger. This is a camo cloak but it gives a boost of +2 to cover saves and a 4+ invun save.
Flak Armour, Frag, Krak and Blind grenades.
Special Rules:
Fleet, Stealth, Move through Cover, Hit and Run, Eyes of Fire, Preferred Enemy (Daemons), No Ordinary Man, Infiltrate, Scouts.
Eyes of Fire: Jack can re-roll all failed rolls to hit in shooting and close combat. He can use his own BS for snap shots and overwatch, and he can pick out his targets, but they aren't allowed Look out sir saves.
No Ordinary Man: Jack can re-roll any failed leadership or characteristic tests. He can choose what board edge he comes on if he outflanks, and he passes Deny the Witch on a 4+.
Thanks for reading it and please R and R it. i would recommend any feedback you've got about it.
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
Left Hand of the Pheonix wrote:Right so onto the next re-done character, and firstly this one is fluff heavy and it is based on a loooooonnnnngggg story idea i've had, but will never write as it is very complex and involves aspects from every tv, book and movie series ever. Btw this is a sort-of alternate universe which follows my belief that
Spoiler:
There never was a heresy, it was all a lie!
Name:Bastila Shan aka The Golden Phoenix.
Spoiler:
Army: Space Marines (Captain base unit)
Background: Bastila Shan was once just a warrior for an unknown order. She was just a warrior who fought in a war against evil, fell and was redeemed. She fell in love, and eventually retired a great warrior. But that is not the truth.
There are rumours that speak on her home planet of Talravin before she was born a ship crashed outside her home. When her mother, pregnant with her, touched it a surge of electricity flowed through her and entered the child. She then grew up to be a fine warrior within the order. Then she met him. A young man who always disappeared at night. She began to feel love for him, even though he was much younger than her. When she fell during the war, he came back and redeemed her. She loved him, but he had to go. Then came the day the God-Emperor of Mankind arrived.
He arrived like a king expecting to see her rule over a land, not a woman with a family. He told her that somehow she was something different. She was one of his children, the so-called Primarchs. God-like powers they were said to have, but she didn't believe it. She told him about his life, and as she finished he knew who she was. Without another word, he spirited her away to Terra. Even when he showed her everything, she didn't believe it. She couldn't. Then came the word, a threat of great evil on a small moon called Davin. He told her to go there and change the world.
She arrived in the midst of a warzone, with giant warriors fighting against mutants and entered a giant ship. She made her way through it and heard a noise. Two people were fighting. One was hideously mutated, while the other was a proud warrior, much taller than her, swinging a large mace. He was the warrior the Emperor told her to save: Horus Lupercal the Warmaster. She did as she was told. Using her innate ability of Battle Meditation she stopped a potential killing blow on the Warmaster, and allowed him to slay his opponent. He turned around and saw her. He marched up to her and said, "Who are you?"
"My name is Bastila Shan, and I'm here to help I think."
"Who sent you."
"Your father."
"Father? He knew of the attack?"
"Yes, he said a great tragedy could be avoided if you are saved from that poisoned blade."
"Why did he send you, not one of my brothers? After all you are just a woman."
"He thinks I'm one of you primarchs, but i don't believe him."
"One of the lost! No! That is impossible, it can't be can it?" He stood gobsmacked in front of her, and came to a sudden realisation. She was his sister, a primarch. He suddenly hugged her and nearly crushed her. "My sister! Oh what a great day, we have one more. But i must ask what was about to occur so bad, that He sent you?"
"He said something called the Primordial Annihilator was rising and was going to destroy us all. It was going to use you as a pawn to rule this land and destroy, but our father couldn't allow it, and so he sent me to stop it." He laughed so loud at this and said, "Me fall! I would never betray father! I am his most loyal son, I could never betray him!"
"A friend of mine who I thought was great once said that but he fell. But, I helped to save him and he saved many more. But with you, your fall would have huge ramifications, it would cause a war no-one would win and even some of your brothers would die, some by your hand." He collapsed at this, looked around himself and said, "Who was behind this plot."
"I don't know, the only thing father said was that the enemy was more powerful than anything."
"It matters not. We are now together and we shall make sure to do father proud." It was then that Horus's mournival arrived and he told them the joyous news. Two of them, Abbadon and Aximand, looked amazed, the other two more shock. Together they walked out into the bright sun.
When Erebus came to see what had occured, he was dismayed by the events. It was then Horus twigged who had been behind it. He swiftly killed Erebus and called for his brother Lorgar. When the Urizen arrived, Horus introduced their sister and confronted his brother. His brother broke down and told him the truth that they had fallen. But before Horus could say anything, Bastila said, "It isn't too late for redemption. Everyone can be saved, no matter the crime. All we can hope for is that we don't make the same mistakes." The urizen looked up and her and smiled. She was speaking the truth.
It was with that both the Sons of Horus and Word Bearers went to Terra and told the Emperor what had occured. She was praised and in front all her brothers she was named the Golden Phoenix, for the ancient beast that was re-incarnated out of fire, and granted an ancient sword, and magnificent armour. But no legion there was for her. She would go from place to place saving lives and helping her brothers.
Then came Isstavan and the revenge of the annihilator. With one fell swoop, it attacked all the legions, crushing them, critically wounding all the primarchs and sending her far away. When she awoke, a familiar face was in front of her. The boy she fell in love with. He said her father had sent her to bring her home. He wielded a golden blade and black gun. She knew what he said was the truth and together they headed off back to Terra. Every night he would vanish, and she would wait for him. Together they are approaching Terra, and together they shall bring her brothers back and destroy the evil that there is now.
The Sword of Goliath: This incredible sword was once used by legendary philistine Goliath, who was slain by the soon to be king David. When David was escaping from Saul's wrath, he collected the sword from the priests of Nob, and went off. Eventually, the sword was found by the Emperor who eventually gave it to her. The sword has the following profile:
S-Ux2 AP-2 Melee, Armourbane, Unwieldy, Instant Death.
The Plasma-Storm Bolter: This ancient weapon in built to her armour is a mixture of a plasma gun and storm bolter. It was created by the legendary Iron Hand Techmarine The Eternal Blacksmith. It would fire like a bolter but destroy armour like plasma. It had rounds that regenerated, and could destroy tanks with ease. The gun has the following profile:
Range-36 S-6 AP-3 Assault 4 Get Hot, Armourbane.
The Phoenix Armour: This ancient suit of armour which she can take on and off at will gives her the ability to travel huge distances thanks to the wings on the back. It allows her to move like a Jump Infantry model. It gives her a 2+ armour save, and 4+ invun save. It also grants her immunity to flamer or melta weapons, and if she is hit with one of those, on a 5+ she regains a lost wound. On a charge, she strikes at I10. It also grants FNP.
Frag and Krak grenades, Melta bombs.
Special Rules:
Fearless, EW, Hit and Run, Hammer of Wrath, Out of the Flames, Battle Meditation, Psyker (Level 4).
Out of the Flames: When she loses her final wound, roll a D3 and follow the chart below:
1:She is dead. Remove from play unless Skandaman on the table.
2:She rises again with 1 wound left.
3: She arises back with flames, regains d3+2 wounds, and makes a 2d6 move in any direction.
Psyker: She make take abilities from any discipline.
Battle Meditation: Warp Charge 4. This is both a blessing and malediction, but it cannot be stopped by Deny the Witch. In order to use it, she must do nothing the turn before. If she is interrupted by a ranged attack hitting her, or someone charging in, she take a S6 AP- hit. If she is left alone, and is successful for the casting, this ability affects all the board. All friendly models are allowed to re-roll everything. All enemy models and forced to re-roll any successful hits, wounds, armour saves, invun saves, charge ranges, cover saves, difficult and dangerous terrian tests. It also means that all friendly models roll an extra D3 to charge and enemies remove a D3 from charge. if she fails to cast it, she takes a S10 AP2 hit. If she is attacked while it is active, as it is deactivated all models with 24 inches of her, including her take a S5 AP3 hit for the psychic backlash. This ability may only be cast once per game, she must do nothing while casting it, and can do nothing while it is active. It only lasts one full turn, and if successful and she isn't interrupted she regains 1 wound.
Options: She can join up with the Skandaman. If so they act as one unit, but she can only move as fast as he can. She can only use Battle Meditation if before hand he rolls a 4+ and stops moving. If not then she cannot use it. Only if she is not resurrected by Out of the Flames will Skandaman gain Avenger.
Spoiler:
SM Captain - 100
+1WS +10
+1BS +10
+1S +10
+1T +10
+2W +20
+2A +20
+1Sv +15
+Jump +25
+The Sword of Goliath +40
+Plasma-Storm Bolter +80
+Phoenix Armour +50
+Melta Bombs +5
+Fearless +10
+Eternal Warrior +30
+Hit and Run +10
+Perm HoW +10
+Psyker Level 4 +100
+Out of the Flames +35
+All Disciplines +10
+Battle Malediction +200
Total: 800
Well there you have it. Sorry that the background is long but it has to be to explain the fluff. I will post something about my theory about the Dropsite massacre and the betrayal, but again I need to get it right. Next up The Valhallan Sniper.
Left Hand of the Pheonix wrote:Right onto the next character then, and please beware, this again has a very long fluff bit, but I've revised it a bit, and nerfed him a lot.
Name: Jack Goth aka The Valhallan Sniper.
Spoiler:
Army: Imperial Guard.
Background: Jack Goth is a misnomer amongst the Valhallans. He doesn't follow orders, and he was never a conscript. All officers fear getting a look from him. They all know that even though he is on their side, he could kill any of them in a heartbeat.
The tale of Jack Goth begins not on Valhalla, but far from there. For he is older that anyone can imagine. He is cursed with the ability not to age. Ever since he reached the age of 30 he hasn't aged a day, physically or mentally. He was not born on Valhalla, but on Cadia, underneath the Eye of Terror. The legend goes that on the day of his birth, he was a very sickly child. He would have died if not for a mysterious stranger. The stranger said he could save the child if the mother gave the child to him in 5 years time. The mother agreed, and 5 years later the child was given away.
The stranger introduced himself as Fa'gin, envoy of Tzeentch. He said to the child he could have eternal life if he gave his life over to the Gods. The boy, oblivious, to the charm said no. So, the being waited and trained the boy. Every year he would ask the same question, and every year the same answer. But on Jack's 29th birthday, he said this in response, "Give me immortality in a years time, and I'll give you my answer." Fa'gin accepted the proposal, and on his 30th birthday as the spell was cast, Jack looked at the man, and chopped his head off with a sword he had been fashioning.
Suddenly a great sound went out, and before him stood the feared Lord of Change, Kairos Fateweaver. The two-headed monstrosity glared at him and said, "How dare you kill him! What gives you the right to take the gifts of my master and not give him anything back!" The man looked at the daemon and laughed. "You stole me from my family. Took me away from everyone who cares for me. I hate you daemon and all your kind. I am not like you! I will not work for you. Now, feth off." He swiftly turned and walked away. Kairos appeared in front of him and said, "Don't you know where you are boy, you are in the warp, there is no escape here."
"There's always a way out birdie-boy. After all you friend Fagin told me all your little tricks. You want me as one of your disciples. Well tough luck, I'm my own man." He looked around the arid landscape and said, "Az'ukar Fa'tak Br'ta Vi'ni." A pulse of energy flowed through him and he vanished into the ether. He had cast a powerful transportation spell, the same one Fa'gin used to get him there. Kairos screamed in agony and flew back to his master.
Jack reappeared on Cadia, but everything had changed. It was no longer an arid land, but a land full of huge spires and giant buildings. He shrugged his shoulders and walked around. Along the way he found a cave. Inside the cave was an old man. The man looked up and said, "You boy, you just came from the Eye, didn't you?"
"I did."
"Good, I've been expecting you. I have something that your father left for you, when he came to find you."
"You knew my father?"
"Why yes, he was a good man. It's in the box." Jack walked over to the box. It was an old wooden box with a simple padlock on the front, and an Imperial Eagle stamped on the front. he pulled out his sword and chopped the padlock off. He lifted the lid, and inside he found a sniper rifle, a long black cloak inlined with fur, some credits, a ticket to Valhalla and a datapad. He picked up the pad, read it and as he turned to the man to ask what it meant, the man was gone. He dropped the pad and crushed it underfoot. He picked up the items and headed off to the nearest starport. He took the next flight to Valhalla and vanished.
He eventually reached Valhalla and swiftly found himself in the midst of an ork attack. During the attack he used the sniper to kill a rampaging ork boss, with a shot to his face. The commanders looked at the man, and made him an officer, but Jack turned it down and said, "I don't want anyone under me, and above me. I'm fine just with me." He walked away and entered a tower, and started shooting again.
They said Jack is waiting for two travellers. A man and a woman. They said he is destined one day to go to Holy Terra. They say he can see everywhere on the field of battle. But, the only thing he says is "I'm just a man, who sits on a roof, killing things."
The "My Love" Sniper Rifle: This ancient rifle is a simple thing. It is just a long barrel, with a cartridge, and scope. But it is much more. All the way along it are imperial eagle, impressed on the side. The cartridges mysteriously refill without needing to pull them out. They are as affective against flesh as armour. But more talked about, is how Jack talks to it. The gun has the following profile: Range-48" S-X AP-2 Special Rule: Assault 1, Fleshbane, Armourbane (Count strength as 5), High powered scope-When firing this gun, Jack ignores Night Fighting and can shoot as normal.
The Shadow Sword: This is the sword that Jack made while in the warp. The legend goes that he made it out of mineral resources on the ground and melted it over a volcano. This magnificent sword can cut through even the hardest metals. It has the following profile: S-U AP-2 Melee, Fleshbane, Armourbane, Swift-Due to the lightness of the blade, even when charged Jack can gain an extra attack. On a charge he gets 2 attacks extra.
The Black Cloak: This long cloak, covers his entire body when he wishes to hide from danger. This is a camo cloak but it gives a boost of +2 to cover saves and a 4+ invun save.
Flak Armour, Frag, Krak and Blind grenades.
Special Rules:
Fleet, Stealth, Move through Cover, Hit and Run, Eyes of Fire, Preferred Enemy (Daemons), No Ordinary Man, Infiltrate, Scouts.
Eyes of Fire: Jack can re-roll all failed rolls to hit in shooting and close combat. He can use his own BS for snap shots and overwatch, and he can pick out his targets, but they aren't allowed Look out sir saves.
No Ordinary Man: Jack can re-roll any failed leadership or characteristic tests. He can choose what board edge he comes on if he outflanks, and he passes Deny the Witch on a 4+.
Thanks for reading it and please R and R it. i would recommend any feedback you've got about it.
Spoiler:
Marbo - 65
+1S +10
+1T +10
+1W +10
+1A +10
+Blind Grenades +5
+My Love +60
+The Shadow Sword +50
+The Black Cloak +25
+Preferred Enemy +5
+Infiltrate +10
+Scouts +10
+Eyes of Fire +60
+No Ordinary Man +30
Total: 360
I'd honestly just make the rifle Str5, it's simpler.
Other than that - I'm not really going to comment on general balance, as.... well, I'll just cost em.
CHAPTER MASTER ADAMAS (version 5) WS6 BS5 S4 T4 W4 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Godslayer*, Storm Shield, Terminator Armour
Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle*
* Godslayer: A Thunderhammer with "Master-Crafted" and "Shred".
* Rites of Battle: All allied Space Marine units can use his Leadership value for Morale and Pinning tests, so long as Adamas remains alive.
MASTER CHAPLAIN HAEDEAN WS5 BS4 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Furious Wrath*, Malleus Arcanum*, Terminator Armour, Iron Halo
Special Rules: IC, Combat Tactics, Liturgies of Battle, Honour of the Chapter
* Furious Wrath: 24" S4 AP5 Assault 2 Shred Poisoned (2+)
* Malleus Arcanum: Melee Strength+2 AP4 Concussive
CHIEF LIBRARIAN MARAAD WS5 BS4 S4 T4 W3 I5 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Force Sword, Diamond Helm*, Terminator Armour
Special Rules: IC, ATSKNF, Combat Tactics, Psyker Mastery Level 3, Adamantium Will
Psychic Powers: Smite, Crush, Forewarning
* Diamond Helm: Counts-as a Psychic Hood that allows Maraad to ignore PotW on a double 6.
FORGE LORD DAELO WS4 BS5 S4 T4 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: The Destructor*, Phased Plasma Pistol*, Artificer Armour, Servo Harness, Frag and Krak Grenades
Special Rules: IC, Iron Will*, Combat Tactics, BotO, Bolster Defences, Lord of the Armoury
* The Destructor: Melee Strength+1 AP1 Master-Crafted Armourbane Unwieldy
* Phased Plasma Pistol: 12" S6 AP3 Assault 2
* Iron Will: Due to Daelo's brain being more cybernetic than biological, he benefits from "Fearless".
These numbers are my estimations for how much character should cost in points. Could be wrong of course, so feel free to help me out.
Adamas: 200
Haedean: 185
Maraad: 180
Daelo: 220
WS4 BS5 S4 T4 W2 I3 A2 LD9 SV3+
He is an upgrade for a Stormtrooper Sargeant
Wargear: Plasma Carbine, a pair of retractable power blades, cybernetic arms and torso, frag and krak grenades.
Special Rules: *Insert all Stormtrooper special rules here*
Plasma carbine: This is a rare weapon issued to a few decorated officers and elite troopers, the plasma core is far more stable than the standard plasma gun, but doesn't pack as much punch. Its a S4 AP2 18'' Assault 3 Weapon
Power blades: A pair of power sword.
Cybernetic arms and torso: +1 S/T as well as 3+.
He's wearing carapace armor as well, and the cybernetic torso technically give him a +1 to the 4+, but that would've been a bit complicated, so hey, straight up 3+. Now the plasma carbine doesn't fit too well with the lore, but in Starcraft 2, Riley got a rapid firing weapon that ignores armor and is short ranged.
50 pts? 60? I am thinking about a custom rules, but nothing comes up, leadership 9 fits him well, I am open to suggestions.
Right onto the next character. Firstly an introduction to her. This is the inquisitor that I am writing a novel about so most of the back story in detail is in there. I have tried to make the fluff, a bit more reasonable, but still not as crazy as before.
Name: Inquisitor Amy Deuss of the Ordo Malleus, the Wielder of the Dreadblade Barnabus, Slayer of the daemon Zal'ous and Bane of the Wych Cults of the dark city.
Spoiler:
Army: Grey Knights (Inquisitor base)
BG: Amy Deuss was never trained by any inquisitor, never even met an inquisitor, and didn't even though that there was an inquisition. But that all changed the day she ran away from home. She boarded a freighter and left home behind. On this same ship was the Inquisitor Amelia Dethuss, who just happened to be the exact double of Amy. During a Dark Eldar raid on the ship, the Inquisitor and her entourage were killed in front of Amy. In the Inquisitor's last moments, she gave the young girl her imperial rosette and told her to find the Inquisition and tell them of her death. It was as she gave her the rosette, that the Dark Eldar found her, and mistook her for an Inquisitor. They captured the young girl and took her to the Dark City.
It was while there that she was put into the Wych Cult Arena. Daily she was sent out there to fight with just a sword to protect herself, and daily she fought off her foes, until during a fight against a clawed fiend, she broke her blade. It was while searching for a new weapon she came across an ancient scimitar. It was long and had a gold streak down its sides. As she picked it up, a voice picked up and said, "Finally you picked me up." She shrieked and dropped the blade. "Would you kindly pick me up."
"What are you, a daemonblade?"
"Daemonblade! I am no such thing! I am a being who happens to be bound to a blade, but I am not a Daemon! They are small petty things compared to me. I am the great Baal, lord of destruction if you must know, and I have been in here for over 10,000 years. Damn that Iron Hand, he said he wanted help and I gave it to him. I could have helped him kill the Chaos threat, but no he would listen..."
"You talk a lot for an inanimate object."
"Hey let me finish. You need help. You see I've been watching you for the past year. You're good girl, real good, but you ain't no inquisitor that's for sure. You need my help, so I will let you use me to escape and from there we can work out a deal eh?"
"Fine, but don't try to possess me."
"Possess you? Not on your nelly." So, she reached down and picked up the blade. It hummed with energy as she swung it around. It was then she was called for.
How she escaped is down to who tells the tale. Guardsmen say she ran as soon as she got into the arena, and thanks to the blade no-one could catch her. Marines say she slaughtered all the Wyches and escaped that way. The Dark Eldar say she tricked her way out, and as for Amy all she says is that she had some other tricks up her sleeve. All that is important is that she escaped and sneaked aboard a Dark Eldar vessel. When it lauched a raid, she hopped out and began to make her way back. It was along the way she was picked up by a Grey Knight strike force led by Castellan Crowe. She was incarcerated on suspicion of killing a member of the Holy Inquisition and was taken back to Titan, but on the way something happened.
Again what happened next is down to conjecture, but the ending in all the stories is the same. She and Crowe entered Titan with an Iron Hand techmarine. With them they had a note from Supreme Grand Master Kaldor Draigo that she had been given a battlefield commission of Inquisitor. No-one was allowed to question it, and her and the blade were to be left alone. The rest of her tales are now folklore, like training her innate psychic abilities under Brother Librarian Arcturus Steele, or single-handedly staring down Skarband and making him run away, but these and many other are recorded elsewhere. All that needs to be said is that she still works for the Inquisition, working exclusively with the Grey Knights, searching for Daemonic influence and seeking to destroy the threat once and for all.
Wargear:
The Dreadblade Barnabus: This ancient blade is not a normal daemonblade. It is just a blade fashioned by the Iron Hand Techmarine, "The Eternal Blacksmith", to show up both Fulgrim and Ferrus Manus. This perfect blade was never used in battle until Istavaan V, when he was forced to. In the aftermath he walked around the devastation, and a being appeared in front of him. Calling itself "Baal" it offered him a deal: The being would bind itself to the blade, giving the wielder its power, and all the wielder must do is stay alive. The marine agreed to the deal, and the binding was done. After the battle of Terra, the Iron Hand began to chase Fulgrim into the warp for revenge of the death of his primarch. In order to stay pure, he threw the blade out of an airlock, leaving the being to shout accusations at him. Eventually the blade reached the Dark city. How it survived undetected is unknown, all the being says it that no-one ever used him, so he just slept, and that the Dark Eldar were so dumb that wouldn't see a daemon if one said hello to their faces. Eventually it ended up in Amy's hands and now she wields it. She discovered that Baal was an ancient Daemon from the old days of Earth, as Terra used to be known, and so to protect herself and the blade she called it Barnabus. The sword is a master-crafted daemonblade but for the following differences: It is a one-handed sword, that can be combined with any other melee weapon for an extra attack, and she can roll 3 times on the Daemonblade charts, re-rolling any duplicate results.
The Musket: This ancient Terran weapon is a Deuss family heirloom. It handed down parent to child until it reached Amy's hands. The legend goes that it was with this gun that Amy pointed it at the legendary Lelith Hesperax's head and threatened to kill her unless she was allowed out, but as anybody knows, that would be impossible. This small pistol has the following rules: Range-12" S-5 AP-2 Pistol, A danger to all, Rending, Shred, slow to reload.
A danger to all: Due to the unstable gunpowder used this gun could explode in her face. To represent this, on a roll of a 1or a 2 before rolling to hit, place the large blast template on her head. On a 4+, any model under the template takes a S5 AP- hit. Amy takes D6 S5 AP- hits.
Slow to reload: If this gun is used in the player's shooting phase it cannot be used in overwatch as it needs to be reloaded carefully.
Enhanced Wych cult Armour: When she was captured Amy was stripped of her clothes and forced into some simple armour. Using her smarts she used a broken power weapon and set up a simple force-field and created a field to enhance her strength. This piece of armour gives her a 3+ armour save and 5+ invun save.
Master Crafted Force Sword, Frag, Krak, Blind, Rad and Pysk-out grenades.
Special Rules:
IC, Stubborn, Preferred Enemy (Dark Eldar and Daemons), Daemonic Protection, Wych cult training, Hit and Run. Pysker (Mastery Level 2)
Daemonic Protection: Due to the blade's power, she can force all enemies to re-roll charge distances when within 6 inches of her.
Wych cult training: Due to her training in the arena, on rolls to hit and wound of a 1, she can re-roll them. She can also re-roll her Hit and run distances and charge distances. This also involves the boost to her WS, S, W, I and Attacks in the profile.
Amy takes her powers exclusively from Telekinesis discipline.
There you go guys, I hope that has answered questions about the blade, and how she escaped. I will eventually write her novel, and that will tell the story of how she goes from being a normal young girl to being a Inquisitor who is best mates with Garran Crowe. Next up, my attempt at everyone's favourite Archeologist......Indi...no wait Lara Croft!
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
I don't know the rules of warhammer 40k yet but I've been reading the books which I love and due to the Comic Store guys calling me Slaanesh I've sort of thrown myself into that...so when I do start playing - and I've already warned the guys there - that when I start playing everything is going to have a backstory filled with whips, tentacles and sadistic/hedonistic pleasures. And I'll probably play wearing a maid costume to top it all off
wargear: frag grenades, cameoline cloak (only his gives shrouded not stealth) , shuriken pistol, ccw, defensive grenades
Designated marksman rifle: RANGE 24" S x AP 6, rapid fire, sniper
runic bullets: When Osvald is shooting at infantry he rends on a 5 or 6 in addition, if he and squad remains stationary he may elect to either count his and his squad's weapons as twin linked for that turn or to fire one shot that rends on 2+
He may be chosen in codex IG or eldar as an Elites choice if he is in an IG army he may issue orders in an eldar army he may take exarch powers for the squad he joins
special rules: Fearless, infiltrate, independent character
Osvald was drafted into the imperial army at a young age and learned to fire all weapons with great accuracy, when defending his home city from a cultist attack he found a strange rifle bearing terran markings, it said "US Military 1942, M1 Garand," he never figured out what it meant but to this day it has been his weapon of choice. At first though it lacked stopping power and when chaos space marines attacked his city the rifle was ineffective until he learned to shoot through their visors. He became such a good shot that he was able to hold off dozens of marines on his own by sheer marksman ship and stealth. It turned out the attack had been to secure a foothold from which the chaos would launch an attack on a nearby eldar settlement which had been secret for years. The eldar were so greatful they revealed themselves to him and granted him a supply of runic ammunition for his rifle.
This message was edited 2 times. Last update was at 2013/01/30 03:31:41
UNNAMED CHAPTER MASTER
WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Relic Blade, Master-Crafted Lightning Claw, Tartaros Terminator Armour, Iron Halo
Special Rules: IC, ATSKNF, Combat Tactics
- Empowering Presence: He inspires his battle-brothers to great heights; both he and all allied marines within 12" become Fearless
- Weapon Mastery: He can divide his attacks in close-combat between his Relic Blade and Lightning Claw
First one...220 points?
UNNAMED CHIEF LIBRARIAN
WS5 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Terminator Armour, Storm Shield
- Godslayer: Master-Crafted Thunderhammer with the Force rule
Special Rules: IC, ATSKNF, Combat Tactics
- Defensive Mastery: He is Psyker Mastery Level 2, and knows both the Null Zone and Endurance psychic powers.
Wargear:
Artificer Armour
Storm Shield
Teleport Homer
SM Bike (with Plasma Talon)
Frag and Krak Grenades
Iron Halo
Chapter Relics:
Thundersong
Special Rules:
Inner Circle
Scouts
Skilled Rider
Independent Character
Hit and Run
Master of the Ravenwing
Thundersong: Thundersong is a special corvus hammer gifted to the Storm Angels after their founding. Unlike most Corvus Hammers, which are archaic weapons of steel, Thundersong has been upgraded with a power field generator allowing it to more easily cut through enemy armour. This has had the extra effect of causing each blow to cause electrical energy to arc to nearby enemies, creating a blinding clap of lightning that ravages the enemy.
Thundersong uses the following profile:
Range - Melee, S + 1, AP 3, Rending, Thunderclap
Thunderclap - At the beginning of the close combat phase each turn, all enemy models in base contact with Navarro suffer an automatic S5, AP - hit.
Master of the Ravenwing: Navarro is the current master of the Storm Angel's second company, and as a result is able to call upon a full Ravenwing contingent down in the hunt of the chapter's enemies. In any army that includes Navarro Truewind, Ravenwing Attack Squads are a troops choice instead of a fast attack choice. Note that this does not make the land speeder scoring.
for Codex: Chaos Space Marines or Horus Heresy: Massacre (Night Lords Legion)
HQ choice
135 points
Type: Infantry (character)
Composition: 1 (unique)
WS5 BS5 S4 T4 W2 I5 A3 Ld9 Sv3+
Wargear: power armor, bolter, bolt pistol, combat knife, frag and krak grenades, refractor field
Special Rules: Independent Character
Murderer, not a warrior: Sheng may not accept a challenge if another friendly character in the same combat is capable of doing so. Sheng may 'interfere' in challenges: when a challenge occurs in the same combat, Sheng may consolidate up to 3 inches in an attempt to reach the challengers. This is done in addition to his normal consolidation at initiative step. If he manages to move into base to base contact with the enemy challenger, he may make D3 attacks against the enemy challenger. Furthermore, all of Sheng's close combat attacks inflict Instant Death if he rolls a '6' to wound. This only works against targets on a 25 mm or 40 mm base.
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
OK, so it's not 100% in keeping with characters as it's a troop, but it's the only Ork thing I really have intention of doing.... So it's kind of unique. Incredibly childish idea born of an incredibly silly conversation. I present to you - Ork Fart Goblins!
Spoiler:
Army: Orks BG: Bloated creatures that exist to dispose of waste products, they themselves exude a noxious gas, pushed into combat by runtherders in specialist Azmat gear. Highly flammable.
FO: Troops Squad: Fart Goblins Unit: Fart Goblin, Points Per: 4, Models: 10-30, Unit Type: Infantry, WS-2, BS-2, S-2, T-2, W-1, I-2, A-1, Ld-5, Sv-. Wargear: Special Rules: It's a Grot's Life Extreme Flatulence Noxious Aura BOOM
Options: For every ten Fart Goblins you must take one Azmat Runtherd.
Extreme Flatulence: Fart Goblins are basically a massive gas filled stomach, when shocked, such as when poked with a sharp stick, will expell large amounts of noxious chemicals. Extreme Flatulence is a ranged weapon with the following profile: Range-Template, Str-X, AP-, Type-Assault 1, Poisoned (6+).
Noxious Aura: A cloud of the disgusting gasses surround the Fart Goblins at all times, due to constant small releases. Fart Goblins close combat attacks are treated as being Poisoned (6+). Furthermore, due to the disgusting nature of the cloud causing assaulting units to falter the charge, reduce all charge rolls against Fart Goblin units by 1" and Hammer of Wrath attacks hit at half strength.
BOOM: The gas produced by these disgusting creatures is incredibly volatile and flammable. At the end of a shooting phase that a unit of Fart Goblins is hit by a Plasma, Melta, Blast or Template type weapon, D6 Fart Goblins automatically die, and a wave of putrid fire washes outwards as the cloud ignites and all models in 2D6" of the Fart Goblin unit (excluding the Fart Goblins in the initial unit, but including the Azmat Runtherd) take a Str2, Poisoned (6+) hit. This counts as a Flamer type weapon if it hits any other units of Fart Goblins.
Azmat Gear: So terrible is the stench of these sorry creatures that specialist gear is required to be near large groups of them for extended periods of time without dying. Azmat Gear gives the wearer a 2+ Invulnerable save against Poisoned Attacks.
- updated. Extreme Flatulence template reduced from Poisoned 5+ to 6+. BOOM happens due to all template, blast, melta and plasma weapons instead of just Flamers, but only once per turn.
This message was edited 5 times. Last update was at 2013/02/09 13:03:20
Came up with an interesting idea for creating unique CSM characters. For my first idea, I rolled on the Chaos Boon table four times, spending the appropriate cost of points(40). The altered stats are included in the profile.
Wargear: Jump Pack(wings), Sigil of Corruption, Power Sword, Bolt Pistol, Frag & Krak grenades,
Gift of Mutation x4
Special Rules: Champion of Chaos, Fearless, Independent Character, Vet of Long War
Gift of Mutation results:
1. Strength of the Berzerker (+1 Str)
2. Mechanoid (+1 to Armor Save)
3. Crystalline Body (+1 To)
4. Icy Aura (Enemy models in base contact with Khrozaph at the end of Init step 1 take a Str 4, Ap 5 hit.)
I'll come up with a back story for him later. For now, please point out any errors or the like if you want.
This message was edited 2 times. Last update was at 2013/02/09 21:41:32
I came up with this Lord of Slaanesh but currently didnt make any fluff for him
Talion the Lord of Excess 250 points
WSBS S T W I A LDSv 7 5 4 4 3 6 4 10 2+
Wargear
The Armour of Excess, the Sword of Slaanesh frag and krak grenades slaanesh's siren Mark of Slaanesh
The Armour of Excess: This suit of Armour was gifted to Talion by Slaanesh himself it grants him a 2+ armour and 5+ invunrable
The Sword of Slaanesh. Granted to him by a Greater Daemon of Slaanesh it grants him +2 attacks and ignores armour saves
Slaanesh's Siren: Slaanesh's Siren has the following profile
Range Template S: 5 AP:3 Special Rules Torrent Rending
Captain Alexis Polus, Centurion of the 409th Company, Fleet Master of the Imperial Fists
195 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S5 T4 W4 I5 A4 Ld10 Sv2+
Wargear: bolter, bolt pistol, frag and krak grenades, melta bombs, power fist
Void-hardened power armour: Provides a 2+ armor save.
Boarding Shield: Provides a 5+ invulnerable save and the Wall of Steel special rule. May not run.
Special Rules: Independent Character, Stubborn, Eternal Warrior
Wall of Steel: If a unit with the Wall of Steel special rule are in base to base contact with each other, they gain +1 T. In addition, they ignore all Hammer of Wrath hits as long as the entire unit remains in base to base contact with at least 1 other model in the unit, or another model with the Wall of Steel special rule.
Breacher Battalion: Every model in the same detachment as Polux may take a Boarding Shield as long as they are in power armor or artificer armour for 5 points per model.
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
Khor Feron - Ravager of a thousand worlds
(Khorne Demon Prince)
Points: 300
During the Horus Heresy, Khor Feron, or Captain Avius of the Thousand Sons 8th Company, was one of the last to pledge allegiance to Warmaster Horus and the Chaos Gods. Following the invasion of the Space Wolves into Prospero, Avius' legion was destroyed defending the Sorcerous Spire, the 8th Copmpany's last fortress. Avius and his Second in Command, Sergeant Starjo were the last warriors left standing, engaged in combat by several Space Wolves. As the Sergeant fell, a psychic backlash resulting from the death of the 8th Company Psyker, Librarian Rejok, left the Space Wolves critically wounded and Avius, of whom had already suffered several grievous wounds was on the brink of death. It was at this moment that his salvation, a Herald of Khorne, arrived, promising that if he left Tzeentch, and the Thousand Sons, he would be granted immense power and immortality. Jumping at the chance with nothing to lose, he was teleported to the Realm of Chaos as an immortal Chaos Demon Prince. However, this Unholy Gift had not come without a price, and Khor Feron as he was now known, found himself in the grounds of an arena, where Khor Feron had to defend himself for millenia upon millenia from the unending tides of demons and tghe tormented ghost s of souls banished to the Realm of Chaos. An eternity of battle with the failure's of his past life tormenting this reincarnation of the once loyal warrior of the God-Emperor. Slowly, Khorne grew tired of consuming the slain souls of Khor Feron and bestowed upon Khor Feron a final gift, and sent on his eternity of slaughter and glory, the so called Crusade of Khor Feron.
Khor Feron was teleported to an unknown planet, upon which he razed to the ground, his rage and uncontrollable power itself able to destroy entire hive cities, the defenders unable to repel the Demon Prince. This immense raw Chaos power drew the Traitor legions of the now known Blood Crusader's Chapter, who immediately pledged allegiance to the Greater Demon. This gathering of Chaos inevitably drew the attention of the Grey Knights, who subsequently sent 3 companies of Grey Knights to combat this new threat. Here Feron's true test was presented in the form of Brother-Captain Razael, Captain of the 4th Brotherhood. The battle around them seemed to slow, the raw speed and power of these two combatants shunning the skills of Grey Knights, traitor legions and demons alike. For each blow Feron landed on the Captain, the Captain seemed to effortlessly shrug off and retaliate with a strike of his own, but even the strength and skill of the Captain could not pierce the Unholy Armour that protected this Champion of Khorne. As the battle progressed, it seemed that neither of the two bitter enemies could gain an advantage over the other, until Razael managed to use his psychic powers to finally disarm the Demon Prince, and strike a blow that could have shaken a Titan Warmachine. Howling in rage, Khor Feron fell back, a gaping wound in his deformed armour. It was then, when Khor Feron and the Blood Crusaders seemed defeated, that Khorne's final gift took its true form, transforming him into a powerful Greater Demon, the once fatal wound disappeared, and Khor Feron rose ever stronger, his rage released as a pure Chaos energy pulse, eliminating all Grey Knights except for Razael, who, now knowing his true fate, haphazardly charged the greater demon. The Captain had no chance, and Khor Feron crushed him underfoot.With the Grey Knight's defeated, the Crusade of Khor Feron, the destruction and pure chaos that would only end with the destruction of all Mankind, had truly begun.
Codex: Chaos Space Marines
WSBS S T W I A LDSv 8 6 6 6 3 5 5 10 3+
Unit type: HQ Troop type: Monstrous Creature (Character) (Unique)
Wargear:
Unholy Armour - Khor Feron has a 3+ Invulnerable save and gifts Khor Feron Eternal Warrior.
Khorne's Blade - This unholy blade is classifed as a power sword as described in the Warhammer 40 000 rulebook
Wings - Khorne Feron is a Flying Monstrous Creature as described in the Warhammer 40 000 rule-book
Special Rules:
Eternal Rage: Roll a D6 at the start of every turn. If the result is equal to or lower than the current turn, Khor Feron has furious charge but reduces his Weapon Skill and attacks to 4.
Hatred:Grey Knights
Demon Champion: Khor Feron allows one troop type from Codex: Chaos Demons to be included in the army. This unit is immeadiatley put into reserves for the first turn, and is deployed via normal deep strike rules as described in the Warhammer 40 000 rule book. This troop type does not take up a Force Organisation slot, however the points cost still counts towards the points limit of the game.
Demonic Rage: Every time Khor Feron kills a character model, roll a D3. Increase the strength and number of wounds Khor Feron currently has by the result.
Immense power:If Khor Feron kills the enemy Warlord, at the end of the game add 1 VP to the end result, however, if Khor Feron is killed by the enemy Warlord or HQ, the Demon Champion rule ceases to exist and the unit made possible by the Demon Champion special rule is cast back into the warp and destroyed, counting as another VP. Additionally, all units from Codex: Chaos Space Marines on Khor Feron's side (excluding models that don't have a leadership characteristic) must take a leadership test, and if failed, count as moving through difficult terrain for the remainder of the game.
Khorne's Gladiator: Khor Feron must be your Warlord.
rednecroncryptek wrote: Khor Feron - Ravager of a thousand worlds
(Khorne Demon Prince)
Points: 300
Codex: Chaos Space Marines
WSBS S T W I A LDSv 8 6 6 6 3 5 5 10 3+
Unit type: HQ Troop type: Monstrous Creature (Character) (Unique)
Wargear:
Unholy Armour - Khor Feron has a 3+ Invulnerable save and gifts Khor Feron Eternal Warrior.
Khorne's Blade - This unholy blade is classifed as a power sword as described in the Warhammer 40 000 rulebook
Wings - Khorne Feron is a Flying Monstrous Creature as described in the Warhammer 40 000 rule-book
Special Rules:
Eternal Rage: Roll a D6 at the start of every turn. If the result is equal to or lower than the current turn, Khor Feron has furious charge but reduces his Weapon Skill and attacks to 4.
Hatred:Grey Knights
Demon Champion: Khor Feron allows one troop type from Codex: Chaos Demons to be included in the army. This unit is immeadiatley put into reserves for the first turn, and is deployed via normal deep strike rules as described in the Warhammer 40 000 rule book. This troop type does not take up a Force Organisation slot, however the points cost still counts towards the points limit of the game.
Demonic Rage: Every time Khor Feron kills a character model, roll a D3. Increase the strength and number of wounds Khor Feron currently has by the result.
Immense power:If Khor Feron kills the enemy Warlord, at the end of the game add 1 VP to the end result, however, if Khor Feron is killed by the enemy Warlord or HQ, the Demon Champion rule ceases to exist and the unit made possible by the Demon Champion special rule is cast back into the warp and destroyed, counting as another VP. Additionally, all units from Codex: Chaos Space Marines on Khor Feron's side (excluding models that don't have a leadership characteristic) must take a leadership test, and if failed, count as moving through difficult terrain for the remainder of the game.
Khorne's Gladiator: Khor Feron must be your Warlord.
So its a Deamon prince of Khorne, wich doesn't have FC, but gains it on a random roll and thus ends with a WS value of 4, has a Weapon, that is completly useless to him, and if he gets killed, the whole army takes a LD test and he have to be the Warlord...
Thats the kind of special character that i wouldn't play even if you gave me 5k$...
Wargear: Power armor, bolt pistol, master-crafted power maul, frag and krak grenades, sigil of corruption
Athame: This is a close combat weapon. S as user, AP 5, Specialist weapon, Instant Death
Special Rules: Champion of Chaos, Independent Character, Zealot, Demagogue, Beseech the Dark Gods
Dark Fate: The first time Maloq is removed from play, roll a dice. On a 2+, he remains in play with 1 wound.
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
rednecroncryptek wrote: Khor Feron - Ravager of a thousand worlds
(Khorne Demon Prince)
Points: 300
Codex: Chaos Space Marines
WSBS S T W I A LDSv 8 6 6 6 3 5 5 10 3+
Unit type: HQ Troop type: Monstrous Creature (Character) (Unique)
Wargear:
Unholy Armour - Khor Feron has a 3+ Invulnerable save and gifts Khor Feron Eternal Warrior.
Khorne's Blade - This unholy blade is classifed as a power sword as described in the Warhammer 40 000 rulebook
Wings - Khorne Feron is a Flying Monstrous Creature as described in the Warhammer 40 000 rule-book
Special Rules:
Eternal Rage: Roll a D6 at the start of every turn. If the result is equal to or lower than the current turn, Khor Feron has furious charge but reduces his Weapon Skill and attacks to 4.
Hatred:Grey Knights
Demon Champion: Khor Feron allows one troop type from Codex: Chaos Demons to be included in the army. This unit is immeadiatley put into reserves for the first turn, and is deployed via normal deep strike rules as described in the Warhammer 40 000 rule book. This troop type does not take up a Force Organisation slot, however the points cost still counts towards the points limit of the game.
Demonic Rage: Every time Khor Feron kills a character model, roll a D3. Increase the strength and number of wounds Khor Feron currently has by the result.
Immense power:If Khor Feron kills the enemy Warlord, at the end of the game add 1 VP to the end result, however, if Khor Feron is killed by the enemy Warlord or HQ, the Demon Champion rule ceases to exist and the unit made possible by the Demon Champion special rule is cast back into the warp and destroyed, counting as another VP. Additionally, all units from Codex: Chaos Space Marines on Khor Feron's side (excluding models that don't have a leadership characteristic) must take a leadership test, and if failed, count as moving through difficult terrain for the remainder of the game.
Khorne's Gladiator: Khor Feron must be your Warlord.
So its a Deamon prince of Khorne, wich doesn't have FC, but gains it on a random roll and thus ends with a WS value of 4, has a Weapon, that is completly useless to him, and if he gets killed, the whole army takes a LD test and he have to be the Warlord...
Thats the kind of special character that i wouldn't play even if you gave me 5k$...
Yea I see the problem there... there's a load of mistakes, I mostly did it for the background story if I ever go Chaos Space Marines
i do new characters for a living. Brace yourselves
Shas'o Shardstorm - 250 points
a young warrior for his rank of shas'o, shardstorm has lead a relentless assault on the orks settled in the eastern fringe. his fanatical loyalty to the greater good often leads him to conduct daring and testing raids upon his enemies, often against his ethereal's orders. Since his victory against the freebooters hanging around pech, he has chased them into the Cerbura sector to their port world of sikkle, where on the way his ethereal council was slain by chaos forces. undaunted, he progressed into the sector without guidance: the ethereals on T'au fear another commander will fall like farsight did. But shardstorms expertise in jungle environs plus his unshakeable loyalty seem to keep him in check.
wargear - command issue plasma rifle, positional relay, airbursting frag projecter, hard wired target lock, hard wired multi tracker, stimulant injector, 2 shield drones.
Special rules - master of the field - at the start of the game, nominate one unit in your army that is not a battlesuit. this unit may infiltrate.
cobalt eye - whenever shardstorm uses his positional relay, the unit deployed gets plus 1 bs for that turn. any unit within 6" of shardstorm also gets this bonus.
fanatic - should shardstorm lose his final wound, roll a d6. on a 5+ he regenerates all of his wounds, regardless of the shot fired at him. This rule can only be used once per game.
unsupported - shardstorm may not take a bodyguard.
path of the d'yanoi - all units in shardstorms army gain +1 to their save while in jungle or swamp terrain.
command issue rifle - shardstorm may fire this as normal, or fire a single high powered shot. profile - st: 9 ap: 1 assault 1, range 12"
bs - 6 ws - 4 s - 5 t - 4 w - 3 i - 4 a - 3 ld - 10 sv - 3+
stay tuned people - i have about 7 more special characters. will release them 1 day at a time. please leave comments.
Automatically Appended Next Post: one more cos i'm in a good mood
Kaptain Blacktoof - 175 points
a freebooter boss settled in the port world of sikkle on the eastern fringe, blacktoof has pilliaged tau convoys and chaos fleets in the sector, accumulating a nice stock of shootas and teef. the inquisition has been searching for him for centuries, but for exactly what no one knows. it is rumoured by many across the galaxy that he was paid by the imperium to kill horus, but such rumours naturally cannot be trusted. whqt is for sure is that he is a truely fearsome fighter. his choppa has shed the blood of daemons, captains, governers and even more. he loves warp travel, just so he can wreak carnage among the carnage wreakers. he has never launched a waaagh! but imperial reports suggest that he has siezed a powerful artefact and is using it for his fiendish plans. the imperium has detected increased cybernetic readings in the cerbura sector, and is at this moment investigating in force. in the meantime blacktoof gets paid by many to do their dirty work, his shoota and his sense of humor seeing him through countless battles without a scratch.
bs - 2 ws - 6 s - 5 t - 5 w - 4 i - 4 a - 5 ld - 9 sv - 3+
wargear - Kaptain's apparel, supa dupa shoota, black toof, big choppa, stikkbombz, cybork parts.
speshul rulez - kaptain's apparel - this badass kit is a pure display of blacktoofs successes. enemy units lose 1 leadership for assault results with blavktoof unless they have fearless or and they shall know no fear. fellow orks gain plus 1 leadership when they are within line of sight of blacktoof.
supa dupa shoota - st - 5 ap - 4 assault 3
blacktoofs big choppa is also rending and ap 4
black toof - this tooth of pure carbon gives blacktoof +1 attack
This message was edited 2 times. Last update was at 2013/02/13 09:08:19
a young warrior for his rank of shas'o, shardstorm has lead a relentless assault on the orks settled in the eastern fringe. his fanatical loyalty to the greater good often leads him to conduct daring and testing raids upon his enemies, often against his ethereal's orders. Since his victory against the freebooters hanging around pech, he has chased them into the Cerbura sector to their port world of sikkle, where on the way his ethereal council was slain by chaos forces. undaunted, he progressed into the sector without guidance: the ethereals on T'au fear another commander will fall like farsight did. But shardstorms expertise in jungle environs plus his unshakeable loyalty seem to keep him in check.
wargear - command issue plasma rifle, positional relay, airbursting frag projecter, hard wired target lock, hard wired multi tracker, stimulant injector, 2 shield drones.
Special rules - master of the field - at the start of the game, nominate one unit in your army that is not a battlesuit. this unit may infiltrate.
cobalt eye - whenever shardstorm uses his positional relay, the unit deployed gets plus 1 bs for that turn. any unit within 6" of shardstorm also gets this bonus.
fanatic - should shardstorm lose his final wound, roll a d6. on a 5+ he regenerates all of his wounds, regardless of the shot fired at him. This rule can only be used once per game.
unsupported - shardstorm may not take a bodyguard.
path of the d'yanoi - all units in shardstorms army gain +1 to their save while in jungle or swamp terrain.
command issue rifle - shardstorm may fire this as normal, or fire a single high powered shot. profile - st: 9 ap: 1 assault 1, range 12"
bs - 6 ws - 4 s - 5 t - 4 w - 3 i - 4 a - 3 ld - 10 sv - 3+
Backstory: Questionable. A commander that routinely goes against orders in a society known for it's strict military background. Basically Farsight's story without the renegade part.
Command issue rifle- switches from plasma rifle into a fusion blaster. I'd just make it a different weapon all together. Maybe a mix between a burst cannon and plasma rifle.
Cobalt eye- Make it so it only affects units targeting the same unit as him.
Fanatic- Lose this. Way too insane. It's EW + all his wounds back on a 1/3 chance.
Unsupported- No real reason why he shouldn't/couldn't take a bodyguard. Nothing in the fluff given really states why he would do this either.
Path of the d'yanoi- Really really need to specify cover save. Or shield drones will get a 2+/3++ when attached to suits. Also need to specify if this works with Kroot.
Target Lock- Completely silly on him. He's not an IC with the drones, so he can't join a unit. The drones are unarmed and so he can't shoot at a different target than his unit.
Suggestions: He's actually a bit undercosted at 250 with Fanatic and all of his army wide buffs. If you made the changes above, he'd actually be a bit over costed at 250. If you're big on having him be a solo commander, then you could give him some special drones with some special weaponry.
This message was edited 1 time. Last update was at 2013/02/13 16:29:44
I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby
plasma rifle - Never liked fusion blasters. A plasma rifle is better if you know how to use it.
backstory - I wanted a commander that stood out but not in a bad way. He's not from vior'la, so this is one. The ethereals often dislike his disobedience, but think the reward is worth it for the greater good. A bit of anticipation also makes people like his character: will he become renegade?
cobalt eye - like this idea. Isn't feedback useful?
fanatic - will tone down to 2 wounds, or it will just be feel no pain.
unsupported - stops him from using them as a shield.
Only thing Id suggest on Blacktoof is he seems to be expensive for a semi-MC.
Does the blacktoof give him 6 attacks or is it accounted for in his stats?
Kaptain's apparel should just cause fear and maybe let units use his leadership in a 12" bubble.
But he does seem a bit expensive and doesn't really seem to offer anything special.
I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby
Can i please get help doing a point cost evaluation for this character? i am fairly bad with point ideas for named characters.
Big Mek Krankee Gearz Cost: XXXXX
WSBS S T W I A LDSV 4----3---4-4--3-3-3--8-4+
Force Org Manipulation: Killa Kanz are now a troop choice along with being a heavy support choice Deff Dreads are now a elite choice along with being a heavy support choice
Wargear: Power Klaw Big Shoota Meka Wrench Eavy Armor Kustom Force Field
Special Rules: Waghhhh Mob rule Meks Tool's
Emmmproovv'd Aurrmorr - At the cost of 10pts per Killa Kan and 30pts per deff dread, Gearz can upgrade their front and side av value by 1, however, his view on the rear is if deyz behind you git, you deadz cuz you didn't kill em! and thus the rear armor value stays the same.
With the power klaw Gearz wields he uses it to carry is super over sized wrench that has a motor to torque the clamps shut, his Meka Wrench can be used in melee as a generic power sword forgoing the power klaw.
Additional Wargear: Attack Squigg - 15pts Ammo runts - 3pts per (max 3) grot oilers - 3 pts per (max 3) boss pole - 5pts
This message was edited 3 times. Last update was at 2013/02/13 18:25:58
Savageconvoy wrote: Only thing Id suggest on Blacktoof is he seems to be expensive for a semi-MC.
Does the blacktoof give him 6 attacks or is it accounted for in his stats?
Kaptain's apparel should just cause fear and maybe let units use his leadership in a 12" bubble.
But he does seem a bit expensive and doesn't really seem to offer anything special.
Thanks for this. The blacktoof is included in his profile. I thought it would be OP otherwise. I changed his point value because people were complaining at my club when I tested him.
the rules above have been tested. However, I have not tested this one:
Cyborks - all orks in Blacktoofs army may become cyborks at 5p per model.
wargear - shoota, cybork body
speshul rulez - fearless, crusader, feel no pain.
warp speshulist - blacktoof denies the witch on a 3+. Blacktoof and his unit also have hatred: forces of chaos (i.e. chaos marines, daemons).
Previous blacktoof rules
relic kloak - 3+ invun
big battery klaw - take a test whenever blacktoof charges. on a 2+ he strikes at his own initiative. he fails the assault on a 1.
you seem to be good at suggestions convoy. what would you change, or would you even take some to make up his point value? really appreciate your help.
Well I decided after long thought to continue with my characters and here is a special one. For all who don't know, today is the rumoured made-up birthday of this person. So these are my rules for, and drumroll please....
Name: Lara Croft aka The Tomb Raider!
Spoiler:
Army: Imperial Guard (Company Commander)
BG: Do you really need to ask? But, for fluffiness, she is the legendary Lara Croft, finder of the scion of atlantis, finder of the dagger of Xian, wielder of Excalibur and Thor's Hammer, and every boy's wet dream.She can traverse any terrain smarter that anybody she knows. A famed explorer and adventurer, and a bit of a hero, but mainly a very, very hot woman. If you want to know her background, just play her games.
FO: HQ Unit Type: Infantry (Character)
Points: 400pts (no upgrades)
WS-5 BS-5 S-3 T-4 W-4 I-5 A-2 LD9 Sv-6+/4+
Wargear:
Twin Pistols: These are her iconic weapons used for countless years. The twin desert eagles have unparalleled stopping power and seem to have endless ammunition.
Range-24 S-4 AP-4 Assault 2D6, OOA, Fleshbane, Armourbane
OOA: On any roll of a double when rolling to shoot, she had to reload the gun and cannot fire it in the next shooting phase. But it can fire in overwatch with D6 shots, to show a half empty gun firing off shots.
Can choose one of:
Shotgun: This is a smaller, more powerful variant of the normal shotgun, with a more deadly ability to rip apart flesh.
Range-12 S-5 AP-3 Spread out! Shred Fleshbane. Slow to reload.
Spread Out: If used, first pick a unit. Then roll a D3, this is the number of shells fired out. Then roll a D6 for every shell fired. This is the number of hit they take.
Slow to Reload: This gun cannot be used in overwatch if used in the previous shooting phase.
M-16 Assault Rifle: Unlike the big roaring boltgun and the blipping lasgun, this streamlined gun, fires armour-pentrating rounds that can rip through the strongest armour.
Range-36 S-6 AP-2 Assault 3D6, OOA, Fleshbane, Armourbane, Rapid reload.
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
Grenade Launcher: This small weapon fires powerful frag grenades that can rip apart anything.
Range-48 S-7 AP-1 Heavy-1 Large Blast, Armourbane, Bounce.
Bounce: When using this gun, first place a dice anywhere within range of the gun. Then roll an artillery dice and scatter dice. If a misfire is rolled it explodes in her hands causing D6 S4 AP- hits. If not move it the distance of the artillery dice, if a hit is rolled, then it explodes where it is. Anything under the whole, take D6 hit, while anything partially under takes only a S4 hit. All vehicles are hit on the rear armour to represent the explosion hitting the soft underbelly armour.
Grenades: These small grenades Lara can use in combat to defend herself. S-5 AP-2 Get away, Armourbane
Get Away: If Lara hits with the grenades roll a D6, on a 3+ she avoids the backlash of the explosion. On a 1 or a 2 she takes D3 S5 AP2 hits.
Cloth Armour: This gives her a 6+ armour save.
Special Rules:
Stubborn, Hit and Run, Stealth, Beauty, Hard to Kill, Agile as a fox.
Beauty: Due to her extreme good looks, all enemies are at -1 to hit in shooting and close combat.
Hard to Kill: This grants her EW, a FNP roll of 4+ she can ALWAYS use (even against attacks that cause Instant Death), and a 4+ cover save, which she can always use.
Agile as a fox: Due to her expertise around old ruins, Lara moves normally inside difficult and dangerous terrain, and does not need to take falling damage from buildings. This also grants her Hit and Run, and Scouts. She also gets +1 to her cover save if inside any piece of terrain.
Options:
She is always armed with the twin pistols, grenades and cloth armour. She can then take one of the following:
Shotgun----30pts
M-16 Assault Rifle---50pts
Grenade Launcher---50pts
Well there you go, I hope you like it, please if you have any problems with anything please tell me. I've tried following her character from the games the best, and given her the weapons that she would normally use. She also did take a while to work out the statline and weapons for, so please R and R, and I'll answer as many questions as you have got.
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
WS 6, BS 6, S 3, T 3, W 2, I 5, A 3, Ld 9, Sv 4+
Unit: Jump Infantry, Independent Character
Wargear: Ghostplate armor, Shadowfield, plasma grenades, Heat Lance, splinter pistol, power weapon
Special Rules: Fleet, Power from Pain, Night Vision, Hit and Run
Death Comes on Black Wings... (Any Scourge unit in Kelvaris' army, including the Iron Eagle himself, may be kept in Reserves and deployed by Deep Strike, whether or not the scenario permits it. If you choose to do so, half of your Scourge units (round up) will come in on turn one, roll for the rest normally)
Moving Fire (Kelvaris and any Scourge unit to which he is attached may chose to count as Jet Packs instead of Jump Infantry. This choice must be made at the beginning of the Dark Eldar player's turn, and cannot be changed until the start of the player's next turn)
Lord of the Spires (Scourges count as Troops in a Dark Eldar army including Kelvaris)
EDIT: On my logic here:
I started with Sathonyx as a baseline; the stats are the same except for -1 I for Kelvaris (because Scourges have lower I than Hellions). Sathonyx gives his unit Stealth, rerolls distance for Hit and Run, gets +2 Strength on the charge, and gives you a better chance of getting your choice of deployment zone; Kelvaris lets his unit move as Jet Packs and gives Scourges Deathwing Assault. Kelvaris isn't that much more powerful; he's a little less of a multiplier on his attached unit, but he's got a better army-wide rule, bringing him up to 125 (now +20pts over Sathonyx) seems reasonable, though.
I like this guy! I had planned to write rules for the Mad Archon from Path of the Renegade (I forget his name) that liked to hang out with scourges and he would have had similar rules to these (especially taking Scourges as Troops). I think he is pretty balanced and really opens up a new kind of Dark Eldar army (one that is fast and shooty but without many vehicles perhaps?
I mean you could take this guy and Sathonyx together and have both Scourges and Hellions as Troops, freeing up your FA slots for Reavers and Beasts, then take Wracks as Elites in Venoms and maybe either Ravagers or Razorwings/Voidravens as HS to provide the anti tank. That could be a very interesting army imo!
Chaos Space Marines - Iron Warriors & Night Lords 7900pts
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
artillery dice
First, it's not a clip, it's a magazine, I don't care how often the two are mistaken, get it right. Freaking Dead Space 3 failed so hard at this basic concept it was ridiculous. Second, what the heck is an artillery dice. It isn't used in 40k. Also, no grenade launcher misfires and explodes. the grenades aren't actually armed until they leave the barrel.
Left Hand of the Pheonix wrote: Twin Pistols: These are her iconic weapons used for countless years. The twin desert eagles have unparalleled stopping power and seem to have endless ammunition.
Range-24 S-4 AP-4 Assault 2D6, OOA, Fleshbane, Armourbane
OOA: On any roll of a double when rolling to shoot, she had to reload the gun and cannot fire it in the next shooting phase. But it can fire in overwatch with D6 shots, to show a half empty gun firing off shots.
I really don't understand why she can get 12 shots out of her pistols, I hope it's just 12 and not 2d6 per pistol. She is just a standard human firing a standard gun with a bullet that is much weaker than a standard bolter round. So really she should only have 2 bolt pistols. Give her some special ammo like sternguard and that should be fine, but she should not have armourbane or fleshbane.
Left Hand of the Pheonix wrote: Shotgun: This is a smaller, more powerful variant of the normal shotgun, with a more deadly ability to rip apart flesh.
Range-12 S-5 AP-3 Spread out! Shred Fleshbane. Slow to reload.
Spread Out: If used, first pick a unit. Then roll a D3, this is the number of shells fired out. Then roll a D6 for every shell fired. This is the number of hit they take.
Slow to Reload: This gun cannot be used in overwatch if used in the previous shooting phase.
That's not how shotguns work at all. You have something more akin to a machine gun grenade launcher. The ability to get 1-18 S5 AP3 hits is way too much for a simple human shotgun, which again is more powerful than the space marine counterpart. Shred and fleshbane are really out of place on this weapon and make it way too powerful for a standard human.
M-16 Assault Rifle: Unlike the big roaring boltgun and the blipping lasgun, this streamlined gun, fires armour-pentrating rounds that can rip through the strongest armour.
Range-36 S-6 AP-2 Assault 3D6, OOA, Fleshbane, Armourbane, Rapid reload.
Rapid Reload: This can fire its normal 3D6 shots in overwatch, as the clips can be quickly reloaded, but if a double is rolled then it can't be used in the following shooting phase.
Again, you're giving something an insane shot count when standard game weapons are assault 1 or rapidfire. The standard rifle round is also stronger than a heavy bolter, has the penetration value of plasma, and has armourbane like a melta gun. It really just seems like you're sticking modern names onto something that would be too powerful even in a 40K setting. Again, standard human firing something that's way stronger than a Space Marine Heavybolter.
Grenade Launcher: This small weapon fires powerful frag grenades that can rip apart anything.
Range-48 S-7 AP-1 Heavy-1 Large Blast, Armourbane, Bounce.
Bounce: When using this gun, first place a dice anywhere within range of the gun. Then roll an artillery dice and scatter dice. If a misfire is rolled it explodes in her hands causing D6 S4 AP- hits. If not move it the distance of the artillery dice, if a hit is rolled, then it explodes where it is. Anything under the whole, take D6 hit, while anything partially under takes only a S4 hit. All vehicles are hit on the rear armour to represent the explosion hitting the soft underbelly armour.
The bounce roll should probably only be a scatter roll, so 2d6 and the scatter die. But the grenades are just way too insane. S7, AP1, and Armourbane? This things basically a railgun at this point, but with a small blast template. Also 48" range may be a bit too much.
Special Rules:
Stubborn, Hit and Run, Stealth, Beauty, Hard to Kill, Agile as a fox.
Beauty: Due to her extreme good looks, all enemies are at -1 to hit in shooting and close combat.
Hard to Kill: This grants her EW, a FNP roll of 4+ she can ALWAYS use (even against attacks that cause Instant Death), and a 4+ cover save, which she can always use.
Agile as a fox: Due to her expertise around old ruins, Lara moves normally inside difficult and dangerous terrain, and does not need to take falling damage from buildings. This also grants her Hit and Run, and Scouts. She also gets +1 to her cover save if inside any piece of terrain.
Stubborn, hit and run, and agile as a fox are fine.
Beauty: Really hard to even justify this. Orks are asexual, Kroot can't determine human gender, Nids would devour her without a thought, and so on. It also makes her way too durable for just a standard human.
Hard to Kill: EW on a standard human? Already makes me want to say no, but throw in a super FNP on top of that and it's a solid deal breaker.
I like that you have a lot of ideas for characters and equipment, but you need to tone them down. Most of the original characters you've made are so OTT it's hard to even gauge them. Not everything needs fleshbane and armourbane and not everything needs to be a beast both in shooting and CC. I guess the problem is that you're making characters to fill the 400+ point range. Try making a character in the 100-175 point range and work from there.
This message was edited 1 time. Last update was at 2013/02/15 21:43:18
I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby