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![[Post New]](/s/i/i.gif) 2011/04/19 03:57:02
Subject: Create your special characters! and give feedback on others.
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Consigned to the Grim Darkness
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And now for my Primaris Psyker character:
Primaris Emilia Ytsina, the Psychic Tempest
Cost: 165 pts
WS: 4
BS: 4
Strength: 3
Toughness: 3
Wounds: 3
Initiative: 3
Attacks: 3
Leadership: 10
Saves: 4+/4++
Type: Independent Character, Infantry
Equipment: Carapace Armor, Primaris Warding, Primaris Warstaff
Rules: Psychic Shield, Alpha-Level Psyker
Powers:
Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Psychic Blast: A "grenade" of psychic energy that attacks the enemy's mind directly.
-- R24", S5 AP5, Assault 3 Blast, Pinning
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
Inspire Determination: Instill false courage within the soldiers under one's command.
-- Friendly units within 6" automatically regroup, and become Stubborn and re-roll failed leadership tests for one game turn.
Telepathic Scream: A nauseating direct mental attack, which renders enemies helpless.
-- All enemy units with models within 6" must pass a toughness check or go to ground.
Rules:
Primaris Warstaff: When using Force Bolt Barrage, no psychic test is necessary (it still counts as a psychic shooting attack). This counts as a force weapon, and when used as such, it doubles the user's strength.
Primaris Warding: Special robes and wards placed upon the inside of the Primaris Psyker's skull bleed off excess psychic energy, leaving them less vulnerable to the perils of the warp. May re-roll psychic tests which would otherwise lead to perils of the warp.
Psychic Shield: Grants a 4+ invulnerable save.
Alpha-Level Psyker: Primaris Emilia Ytsina's reality-warping powers are beyond comprehension by most mortals, and she barely keeps her sanity in check thanks to her powerful Primaris Warding. Ytsina may use two psychic powers per turn. She may also forego using one of psychic powers per turn to "lend" psychic energy to an opposing psyker who is attempting to manifest a psychic power, forcing them to suffer perils of the warp regardless of the result.
I'm not really sure how to cost a psyker... I'm just annoyed that we weren't given a powerful primaris psyker unit-- they're supposed to be amongst the most powerful and varied psykers of the galaxy...
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This message was edited 1 time. Last update was at 2011/04/19 03:57:45
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/04/19 07:03:02
Subject: Re:Create your special characters! and give feedback on others.
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Pulsating Possessed Chaos Marine
In The depths of a Tomb World, placing demo charges.
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She certainly seems like a powerhouse of physic energy, her cost may seem a bit low considering her array of powers, but then again she is rather squishy, so i think it equals out.
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![[Post New]](/s/i/i.gif) 2011/04/19 11:24:43
Subject: Create your special characters! and give feedback on others.
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Longtime Dakkanaut
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Melissia wrote:And now for my Primaris Psyker character:
Primaris Emilia Ytsina, the Psychic Tempest
Cost: 165 pts
WS: 4
BS: 4
Strength: 3
Toughness: 3
Wounds: 3
Initiative: 3
Attacks: 3
Leadership: 10
Saves: 4+/4++
Type: Independent Character, Infantry
Equipment: Carapace Armor, Primaris Warding, Primaris Warstaff
Rules: Psychic Shield, Alpha-Level Psyker
Powers:
Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Psychic Blast: A "grenade" of psychic energy that attacks the enemy's mind directly.
-- R24", S5 AP5, Assault 3 Blast, Pinning
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
Inspire Determination: Instill false courage within the soldiers under one's command.
-- Friendly units within 6" automatically regroup, and become Stubborn and re-roll failed leadership tests for one game turn.
Telepathic Scream: A nauseating direct mental attack, which renders enemies helpless.
-- All enemy units with models within 6" must pass a toughness check or go to ground.
Rules:
Primaris Warstaff: When using Force Bolt Barrage, no psychic test is necessary (it still counts as a psychic shooting attack). This counts as a force weapon, and when used as such, it doubles the user's strength.
Primaris Warding: Special robes and wards placed upon the inside of the Primaris Psyker's skull bleed off excess psychic energy, leaving them less vulnerable to the perils of the warp. May re-roll psychic tests which would otherwise lead to perils of the warp.
Psychic Shield: Grants a 4+ invulnerable save.
Alpha-Level Psyker: Primaris Emilia Ytsina's reality-warping powers are beyond comprehension by most mortals, and she barely keeps her sanity in check thanks to her powerful Primaris Warding. Ytsina may use two psychic powers per turn. She may also forego using one of psychic powers per turn to "lend" psychic energy to an opposing psyker who is attempting to manifest a psychic power, forcing them to suffer perils of the warp regardless of the result.
I'm not really sure how to cost a psyker... I'm just annoyed that we weren't given a powerful primaris psyker unit-- they're supposed to be amongst the most powerful and varied psykers of the galaxy...
holy glass cannon batman! powerful but a single multi-laser is going to ruin her day with modest rolling if she's not attached to a squad. Also what does she have to tak on MEQ's other than the CC abilities?
She's too powerful to really be under 120, but too fragile to be more than that. So I'd put at 120
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This message was edited 1 time. Last update was at 2011/04/19 11:25:48
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![[Post New]](/s/i/i.gif) 2011/04/19 13:54:05
Subject: Re:Create your special characters! and give feedback on others.
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Pete Haines
Nottingham
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Complex, but different and entertaining.
Haemomancer Eremeil
Eremeil is an HQ choice in a Carcharodons army.
Though the Carcharodons have a normal number of Librarians amongst their ranks, their role in the chapter differs from most. The Carcharodons care less for lore keeping, and the Librarium is not as distinct an entity as in other chapters. Instead, 'Haemomancers' are distributed amongst the Chapter as support elements, and share a closer working relationship with their non-psychic brothers, often acting as sergeants and even occasionally vehicle pilots, where their precognitive abilities are invaluable..
However, the Haemomancers are much more ruthless and cruel in their exploitation of their powers, channelling the warp in ways that would be considered heretical by all but the most radical of Inquisitors. Of all the Haemomancers, none have as dire a reputation as Eremeil, his talents and actions scorned even by his battle brothers, who see him as a dangerous but useful asset. His abuse of prisoners of war and tendency to take joy in the cruelty he inflicts has prevented him reaching the higher ranks of the Haemomancers.
Eremeil and his Bleeders are a unit consisting of Eremeil and one to three Bleeders. You may take up to three Thralls for each Bleeder in the unit.
Eremeil
Cost: 200 points
WS: 4
BS: 5
S: 4
T: 4
W: 3
I: 4
A: 3
LD: 10
Sv: 3+/5+
Type: Infantry
Equipment: Power Armour, Refractor Field, Frag and Krak Grenades, Force Weapon, Bolt Pistol, Psychic Hood
Special Rules: And They Shall Know No Fear, Combat Tactics, Psyker, Retinue, Slave Taker.
Psychic Powers: Haemomancy (see below)
Bleeder
Cost: 18 points
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 1
LD: 9
Sv: 3+
Type: Infantry
Equipment: Power Armour, Frag and Krak Grenades, Blood Drawer (Close Combat Weapon), Bolt Pistol
Special Rules: And They Shall Know No Fear, Combat Tactics
Thrall
Cost: 10 points
WS: 1
BS: 1
S: 3
T: 3
W: 1
I: 1
A: 0
LD: 5
Sv: 6+
Type: Infantry
Equipment: Rags
Special Rules: Prisoners of War
Refractor Field: Unable to earn an Iron Halo, Eremeil has a Refractor Field taken from one of his Thralls. I confers a 5+ Invulnerable Save.
Slave Taker: If Eremeil wipes out an enemy unit in close combat, you may optionally add a Thrall to the unit as a survivor is captured. You may not exceed more than three Thralls per Bleeder.
Retinue: Eremeil, his Bleeders and his Thralls must remain as a unit. If Eremeil is the only survivor of his unit, he becomes an independent character. He may only use base-level psychic powers if this happens.
Prisoners of War: Thralls are chained and bound. They cannot attack in close combat, but can be attacked. If the unit consist only of Thralls, they make their escape and are removed from play.
Dedicated Transport: Eremeil and his Bleeders may take a Rhino, Razorback or any Land Raider variant as a dedicated transport.
Haemomancy
Eremeil amplifies his psychic powers with the misery of his Thralls. The Bleeders he consorts with torture, maim and kill the Thralls using Psychicly attuned 'Blood Drawers' which feed the agony of their victims into Eremeil's psychic hood.
Eremeil has three powers. He can use one per turn. Each power has four versions, depending on the number of Thralls killed in its casting. You can only enhance powers if a Bleeder and one or more Thralls are still alive. Declare how many Thralls are to be killed before casting the power. Thralls are only killed if the power is cast successfully, remove them from play immediately; nothing can stop them dying. If Eremeil suffers Perils of the Warp, his Bleeders each suffer a wound on a 4+ as the backlash hits them through their Blood Drawers.
Blood Rain
A rain of blood falls upon the battlefield, slicking the ground and blinding the enemy.
0: Nominate a point within 18" and in line of sight of Eremeil. Enemy units within 3" of this point count as moving through difficult terrain and are at -1BS until the end of the opponent's next turn.
1: Nominate a point within 24" and in line of sight of Eremeil. Enemy units within 4" of this point count as moving through difficult terrain and are at -1BS until the end of the opponent's next turn.
2: Nominate a point within 36" of Eremeil. Enemy units within 5" of this point count as moving through difficult terrain and are at -1BS until the end of the opponent's next turn.
3: Nominate a point within 36" of Eremeil. Enemy units within 6" of this point count as moving through difficult and dangerous terrain and are at -1BS until the end of the opponent's next turn.
Threshing
Psychic monsters emerge from the ground and set about the enemy, tossing them asunder and tearing them apart.
Threshing is a Psychic Shooting Attack with the following profile:
0: Range 24", S4, AP4, Assault D6
1: Range 24", S5, AP3, Assault D6+1
2: Range 24", S6, AP2, Assault D6+2
3: Range 24", S7, AP2, Assault D6+3
Void Ice
Eremeil channels the cold that only exists in the void between galaxies to freeze the enemy, causing the hardest metal to shatter like ice
Void Ice is a Psychic Shooting Attack with the following profile:
0: Range 36", S10, AP2, Blast
1: Range 36", S10, AP2, Blast - Any Vehicle under the centre point of Void Ice counts glancing hits as penetrating hits.
2: Range 36", S10, AP2, Blast - Any Vehicle under the centre point of Void Ice counts glancing hits as penetrating hits and adds 1 to the damage roll.
3: Range 36", S10, AP2, Blast - Any Vehicle under the centre point of Void Ice counts glancing hits as penetrating hits and rolls twice on the damage table and applies both results.
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This message was edited 2 times. Last update was at 2011/04/19 13:57:35
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![[Post New]](/s/i/i.gif) 2011/04/19 14:22:06
Subject: Create your special characters! and give feedback on others.
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Wicked Wych With a Whip
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She's doing 6+D6 S5 attacks up to 36". That's potentially 12 attacks in a round, or easily enough to wipe out a 5-man squad each round.
All that for 120pts seems kind of low to me, but I guess she's similar to a Tau Battlesuit with upgrades and they're cheaper...
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![[Post New]](/s/i/i.gif) 2011/04/19 16:03:53
Subject: Create your special characters! and give feedback on others.
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Consigned to the Grim Darkness
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gendoikari87 wrote:holy glass cannon batman! powerful but a single multi-laser is going to ruin her day with modest rolling if she's not attached to a squad. Also what does she have to tak on MEQ's other than the CC abilities?
She's too powerful to really be under 120, but too fragile to be more than that. So I'd put at 120
Melissia wrote:Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
One of these two depending on what kind of MEQ target. Termies would probably take the force blade, as would multi-wound models. Telekinetic barrage would be for squads instead.
Technically she could produce 12+ 2d6 S5 shots per turn. Or 6 S8 AP2 twin-linked shots. Or 6 pinning S5 blasts.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/04/19 20:04:35
Subject: Re:Create your special characters! and give feedback on others.
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Sneaky Sniper Drone
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The Infamous Captain Valder of the Galactic Spiral Corsair Fleet
The Captain has mostly the same stats as an Autarch:
WS 6 BS 6 S 3 T 3 W 3 I 6 A 4 Ld 10 Sv 3+ 190 points
Wargear: Starstorm Blade, Reaper Launcher, plasma grenades, haywire grenades, forceshield (4+ invun save), Supernova wings.
Special Rules: Independant Character, Fleet of Foot, Master Strategist, Alcoholic, Eternal Warrior, Inspiring
Starstorm Blade:
An ancient relic that Captain Valder discovered when exploring ancient Necron ruins, the blade sometimes glows with the fury of a star unleashing a storm of blade strikes all around the Captain, but is this the power of the sword, or the Captain?
The Starstorm Blade is a Power Weapon that can re-roll failed rolls to wound in combat. In addition, the Captain may choose to 'activate' the sword during an assault phase. When activated, instead of making his normal attacks a large blast marker is placed with the centre hole over Valder, any enemy model underneath the marker is hit with all of the Captain's attacks. For example, if 6 models are underneath the template, each one would get hit by Captain Valder's 4 attacks, meaning that there would be a total of 24 attacks. However the blade then needs to cool down and is a normal close combat weapon for the next turn so the ability also can't be used.
Supernova Wings:
The Supernova wings are expertly crafted Swooping Hawk wings, they add a further weightlessness to the bearer. The tips of the wings are charged with a strange energy that can combine to create a dazzling laser to shoot forth towards the enemy.
The Supernova Wings count as a Jump Pack but confer Valder the Relentless Special Rule. In any shooting phase, instead of firing his weapon the Captain may choose to fire the Supernova Beam, with the following profile:
Range: 12" S 6 AP 2 Heavy 1 Blast Pinning
Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.
Inspiring:
As Captain of the fleet, Valder is revered among his men, who when in his presence fight harder for the Captain.
Any Corsair unit that has Line of Sight to Captain Valder can re-roll failed morale checks.
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This message was edited 1 time. Last update was at 2011/04/19 20:16:11
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![[Post New]](/s/i/i.gif) 2011/04/19 20:34:15
Subject: Re:Create your special characters! and give feedback on others.
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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ZeroSamurai wrote:Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.
Hey! I didn't give you permission to turn me into a 40k character!!
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![[Post New]](/s/i/i.gif) 2011/04/19 20:34:22
Subject: Re:Create your special characters! and give feedback on others.
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Bounding Black Templar Assault Marine
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Grand Marshal Canicus Barron of the Hell Guard Space Marine Chapter Cost: 210pts WS 6 BS 5 Str 4 (6) T 4 W 4 I 5 A 4 Ld 10 Sv 2+ (4+) Type: Independent Character, Infantry Wargear: Armour of Austan, Sovereign, Rage of the Inferno, Herald of Doom, Iron Halo Rules: Fearless, Rites of Battle (Same as a Black Templars Marshal), Eternal Warrior Sovereign: Sovereign is a mighty blade with a core of obsidian from the planet Austan. Sovereign is a power weapon that hits at strength 6. In addition, any attacks made against an enemy psyker can be re-rolled if they fail to hit. Armour of Austan: The Armour of Austan is one of the most prized relics of the chapter,personally crafted through several decades by the chapter's Forgemaster, each piece forged in the heart of a different volcano. The Armour of Austan confers a 2+ armour save and the Feel No Pain special rule. In addition, Barron may be teleported onto the battlefield, using the deep strike rules. As such, he may deep strike with a unit if Terminators if he chooses. Rage of the Inferno: A special gun fitted with a flamer that spews forth scarlet flames, terrifying the foe. The Rage of the Inferno is a combi-flamer that has the Pinning special rule. Herald of Doom: the Herald of Doom is a modified vox-caster fitted to Barron's helmet, used to project his voice towards the enemy, allowing him to demoralise and terrify them. Enemy units within 12" of Grand Marshal Barron must re-roll successful morale checks, and suffer -2 to their leadership when rolling morale checks.
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This message was edited 3 times. Last update was at 2011/04/19 22:54:49
purplefood wrote:Dante wears nipple armour and thus is exculded from coolness competitions.
Chaos - The Scholars - 1 Wins, 0 Draws, 2 Losses
3000pts - Hell Guard
2000pts - The Scholars |
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![[Post New]](/s/i/i.gif) 2011/04/19 21:14:41
Subject: Create your special characters! and give feedback on others.
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Longtime Dakkanaut
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Melissia wrote:gendoikari87 wrote:holy glass cannon batman! powerful but a single multi-laser is going to ruin her day with modest rolling if she's not attached to a squad. Also what does she have to tak on MEQ's other than the CC abilities?
She's too powerful to really be under 120, but too fragile to be more than that. So I'd put at 120
Melissia wrote:Telekinetic Barrage: A barrage of pure telekinetic force, assaulting enemy positions.
-- R36", S5 AP5, Assault 6+d6
Force Blade: A blade of pure telekinetic force, sharper and stronger than material blades can ever be.
-- R12", S8 AP2, Assault 3 Twin-Linked
One of these two depending on what kind of MEQ target. Termies would probably take the force blade, as would multi-wound models. Telekinetic barrage would be for squads instead.
Technically she could produce 12+ 2d6 S5 shots per turn. Or 6 S8 AP2 twin-linked shots. Or 6 pinning S5 blasts.
Isn't it in the rulebook that you can't use the same power twice in a turn? or is that just in most codexes?
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![[Post New]](/s/i/i.gif) 2011/04/19 23:04:56
Subject: Re:Create your special characters! and give feedback on others.
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Imperial Recruit in Training
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Colonel Victoria Strock (120 pts)
WS 5
BS 5
S 3(4)
T 4
W 3
I 5
A 3
LD 10
SV 5+/3++
Type: Infantry
Equipment: Hot Shot Lasgun, Power Sword of Kado, laspistol
Rules: Senior Command (18" 3 orders/turn FRFSRF, Bring it Down, GBITF, Secure the Drop Zone) Drop Boss, Death from Above, Lucky Charm
Power sword of Kado: add +1 to str in cc
Secure the Drop Zone: Order functions the same as "Like the Wind" (Not sure if I can post the actual rules...)
Drop Boss: All Veteran squads may deep strike, these units do not count as moving the turn they enter play but may NOT fire heavy weapons
Death From Above: All friendly reserve rolls are at +1 while opponets are at -1
Lucky Charm: Gives a 3+ inv save
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77th Kado Chemtroops 2K |
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![[Post New]](/s/i/i.gif) 2011/04/19 23:56:05
Subject: Create your special characters! and give feedback on others.
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Consigned to the Grim Darkness
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gendoikari87 wrote:Isn't it in the rulebook that you can't use the same power twice in a turn? or is that just in most codexes?
Not sure. Either way, using both of those in the same turn would rather devastate a Tactical squad.
Or for that matter using one of them and then the go to ground on a toughness check power just before they're assaulted by a squad of shotgun wielding carapace vets or ogryns.
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This message was edited 1 time. Last update was at 2011/04/19 23:56:23
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/04/19 23:59:40
Subject: Re:Create your special characters! and give feedback on others.
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Longtime Dakkanaut
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is there any reason NOT to give veterans shotguns?
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![[Post New]](/s/i/i.gif) 2011/04/20 00:10:16
Subject: Re:Create your special characters! and give feedback on others.
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Imperial Recruit in Training
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gendoikari87 wrote:is there any reason NOT to give veterans shotguns?
If you are running a static line and want alot of FRFSRF. Other than that I can't think of too many times when shotguns would be a bad idea...
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77th Kado Chemtroops 2K |
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![[Post New]](/s/i/i.gif) 2011/04/20 00:14:51
Subject: Re:Create your special characters! and give feedback on others.
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Longtime Dakkanaut
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if your running a static line why are you using vets?
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![[Post New]](/s/i/i.gif) 2011/04/20 00:42:03
Subject: Re:Create your special characters! and give feedback on others.
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Hey look: an Ork character of mine that actually original A squad of Headhunters can replace one model with Rogkrul for 70pts (which makes him 85 points) Rogkrul "Da Killa" Skullbreaker WS5 BS2 S4 T4 I4 W2 A3 Ld 8 Sv6+/5++ Wargear: Spine Snappa, stikkbombs, Looted Crux Terminatus Special Rules: Mob Rule, Furious Charge, Waaagh!, "Dere she Blows!", The Most Dangerous Game. Spine Snappa: A imposing toothed sword, which gives a sense of strangeness from it and generally unorky looking. Rogkrul has claimed to, on different occasions, have plucked it from the hands of a Daemon Prince, ripped it from a Hive Tyrant's arm, forged it from the living metal of a god, stolen it from an Eldar craftworld, and taken it from under an Inquisitior's nose. No serious Ork believes him half as far as they could throw him, the weapon's power is very much real. Spin Snappa is two handed weapon that confers a +2 strength, a power weapon, and all successful invulnerable saves against it must reroll. Looted Crux Terminatus: A Crux Terminatus ripped from off the shoulder pad of a terminator he had slain. This gives Rogkrul a 5++ save. Any Terminator Squad (not Chaos Terminators) that can draw LOS to Rogkrul gain Furious Charge as they attempt to retake the sacred icon, even if they have to run through every Ork in their way to do it. "Dere she blows!": Headhunters are always in search for the big kill that will catapult them to Nob-dom. Headhunters reroll to wound against Monsterous Creatures. The Most Dangerous Game: "Da Killa" knows that the best kill is not the huge monsters, but the Imperium's finest. Rogkrul and his squad get Preferred Enemy against all Space Marine armies (including Chaos Space Marines and Grey Knights)
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This message was edited 2 times. Last update was at 2011/04/20 00:43:38
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![[Post New]](/s/i/i.gif) 2011/04/20 01:07:50
Subject: Re:Create your special characters! and give feedback on others.
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Consigned to the Grim Darkness
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gendoikari87 wrote:is there any reason NOT to give veterans shotguns?
If your squad has sniper rifles or plasmaguns.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
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![[Post New]](/s/i/i.gif) 2011/04/20 20:01:33
Subject: Re:Create your special characters! and give feedback on others.
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Decrepit Dakkanaut
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Here is my Logicians Chapter Master: (Supposed to be Hard to Kill (TM) but somewhat lacking in offensive power, but still capable of punching at his weight).
Pts: 250 (<--- Hard to balance, advice welcome)
Tech-father Arcturus, Chapter Master of the Logicians
WS:6 BS:6 S:5 T:6 I:2 W:4 A:4 Ld:10 Sv 2+/3++
Unit type: infantry
Wargear: Artificer Armor, Servo-Harness, 2x Mechadendrites, Staff of Illuminating Reason, Sollex-Aegis Las-blaster
Mechadendrite: A Mechadendrite gives the model an additional Close Combat attack against any model in Base-to-Base which strikes at Str 3 and Ini 3 and does not ignore armor saves.
Staff of Illuminating Reason: This staff counts as a Relic Blade, except it re-rolls failed penetration rolls against vehicles. A glance is not a failed roll, and so does not get rerolled.
Sollex-Aegis Las-Blaster: Built based on a salvaged portion of the Aegis STC, this las blaster may be fired as a Str 6, Ap 5 Assault 3 or Str 9 Ap 2 Heavy 1 out to 48".
Special Rules: Rite of Pure Thought, Eternal Warrior, Exemplar of Metal, Lathe-pattern Refractor Field, Independent Character, Blessing of the Omnissiah, Chapter Tactics
Rite of Pure Thought: Cold and logical, Tech-father Arcturus knows no emotion at all. This model may never benefit from Litanies of Hate, Rage, Preferred Enemy, or any leadership abilities. However, he may choose to pass or fail all morale checks he is called upon to make.
Exemplar of Metal: Almost wholly mechanical, only Arcturus' brain-stem survives as flesh. His stats are upgraded as above. However, due to the ancientness of his actuators, his initiative is dropped to 2. He may never Run! and may never benefit from Move Through Cover, Scout, Infiltrate, or Outflank.
Lathe-pattern Refractor Field: A gift from the Myrmidons of the Adeptus Mechanicus, this refractor field is integral to Arcturus' body and as such isn't counted as a piece of wargear. It provides a 3++ save. However, such is the power drain on Arcturus' systems that if this invulnerable save is failed, Arcturus loses 1 Servo-Arm attack in that assault phase.
Chapter Tactics: Deus Mechanicus Est: All models in an army led by Arcturus gain the Feel No Pain! USR and the Slow and Purposeful USR. All vehicles benefit from the Rhino's "Repair" special rule. However, no units in his army may Run, Scout, or Outflank. Vehicles may purchase Power of the Machine Spirit for +30 points, but if they do they count as 2 kill points when killed; such is the importance of the essence of the Machine-God.
I can go into more options and detail on request.
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This message was edited 2 times. Last update was at 2011/04/20 20:05:19
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![[Post New]](/s/i/i.gif) 2011/04/20 20:28:53
Subject: Create your special characters! and give feedback on others.
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Liche Priest Hierophant
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I LIKE that Ork. Quick question, though. Does the Spine Snappa confer an additional +2 Str on top of the Str5? Or is it included?
Love the crux Terminatus rules, too. It's just so very... Orky to have a piece of wargear that gives a benefit to the Enemy!
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/21 00:44:18
Subject: Create your special characters! and give feedback on others.
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Wicked Wych With a Whip
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Don't wanna be that guy, but if someone could give a quick look at Baleazara and let me know if you think the point cost is about right, I'd be grateful.
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![[Post New]](/s/i/i.gif) 2011/04/21 01:38:40
Subject: Create your special characters! and give feedback on others.
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Anvildude wrote:I LIKE that Ork. Quick question, though. Does the Spine Snappa confer an additional +2 Str on top of the Str5? Or is it included?
Additional +2, so he's always S6(7)
@Foo: She's fine, maybe a bit overcost. Also, retinue don't exist anymore, so she'd have to be a squad upgrade or a IC
Edit:
Unit1126PLL wrote:Here is my Logicians Chapter Master: (Supposed to be Hard to Kill (TM) but somewhat lacking in offensive power, but still capable of punching at his weight).
Pts: 250 (<--- Hard to balance, advice welcome)
Tech-father Arcturus, Chapter Master of the Logicians
WS:6 BS:6 S:5 T:6 I:2 W:4 A:4 Ld:10 Sv 2+/3++
Unit type: infantry
Wargear: Artificer Armor, Servo-Harness, 2x Mechadendrites, Staff of Illuminating Reason, Sollex-Aegis Las-blaster
Mechadendrite: A Mechadendrite gives the model an additional Close Combat attack against any model in Base-to-Base which strikes at Str 3 and Ini 3 and does not ignore armor saves.
Staff of Illuminating Reason: This staff counts as a Relic Blade, except it re-rolls failed penetration rolls against vehicles. A glance is not a failed roll, and so does not get rerolled.
Sollex-Aegis Las-Blaster: Built based on a salvaged portion of the Aegis STC, this las blaster may be fired as a Str 6, Ap 5 Assault 3 or Str 9 Ap 2 Heavy 1 out to 48".
Special Rules: Rite of Pure Thought, Eternal Warrior, Exemplar of Metal, Lathe-pattern Refractor Field, Independent Character, Blessing of the Omnissiah, Chapter Tactics
Rite of Pure Thought: Cold and logical, Tech-father Arcturus knows no emotion at all. This model may never benefit from Litanies of Hate, Rage, Preferred Enemy, or any leadership abilities. However, he may choose to pass or fail all morale checks he is called upon to make.
Exemplar of Metal: Almost wholly mechanical, only Arcturus' brain-stem survives as flesh. His stats are upgraded as above. However, due to the ancientness of his actuators, his initiative is dropped to 2. He may never Run! and may never benefit from Move Through Cover, Scout, Infiltrate, or Outflank.
Lathe-pattern Refractor Field: A gift from the Myrmidons of the Adeptus Mechanicus, this refractor field is integral to Arcturus' body and as such isn't counted as a piece of wargear. It provides a 3++ save. However, such is the power drain on Arcturus' systems that if this invulnerable save is failed, Arcturus loses 1 Servo-Arm attack in that assault phase.
Chapter Tactics: Deus Mechanicus Est: All models in an army led by Arcturus gain the Feel No Pain! USR and the Slow and Purposeful USR. All vehicles benefit from the Rhino's "Repair" special rule. However, no units in his army may Run, Scout, or Outflank. Vehicles may purchase Power of the Machine Spirit for +30 points, but if they do they count as 2 kill points when killed; such is the importance of the essence of the Machine-God.
I can go into more options and detail on request.
Hoooolyyyy gak, this guy is broken!
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This message was edited 1 time. Last update was at 2011/04/21 01:51:00
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![[Post New]](/s/i/i.gif) 2011/04/21 01:57:14
Subject: Re:Create your special characters! and give feedback on others.
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Dour Wolf Priest with Iron Wolf Amulet
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Unit1126PLL wrote:Here is my Logicians Chapter Master: (Supposed to be Hard to Kill (TM) but somewhat lacking in offensive power, but still capable of punching at his weight).
Pts: 250 (<--- Hard to balance, advice welcome)
Tech-father Arcturus, Chapter Master of the Logicians
WS:6 BS:6 S:5 T:6 I:2 W:4 A:4 Ld:10 Sv 2+/3++
Unit type: infantry
Wargear: Artificer Armor, Servo-Harness, 2x Mechadendrites, Staff of Illuminating Reason, Sollex-Aegis Las-blaster
Mechadendrite: A Mechadendrite gives the model an additional Close Combat attack against any model in Base-to-Base which strikes at Str 3 and Ini 3 and does not ignore armor saves.
Staff of Illuminating Reason: This staff counts as a Relic Blade, except it re-rolls failed penetration rolls against vehicles. A glance is not a failed roll, and so does not get rerolled.
Sollex-Aegis Las-Blaster: Built based on a salvaged portion of the Aegis STC, this las blaster may be fired as a Str 6, Ap 5 Assault 3 or Str 9 Ap 2 Heavy 1 out to 48".
Special Rules: Rite of Pure Thought, Eternal Warrior, Exemplar of Metal, Lathe-pattern Refractor Field, Independent Character, Blessing of the Omnissiah, Chapter Tactics
Rite of Pure Thought: Cold and logical, Tech-father Arcturus knows no emotion at all. This model may never benefit from Litanies of Hate, Rage, Preferred Enemy, or any leadership abilities. However, he may choose to pass or fail all morale checks he is called upon to make.
Exemplar of Metal: Almost wholly mechanical, only Arcturus' brain-stem survives as flesh. His stats are upgraded as above. However, due to the ancientness of his actuators, his initiative is dropped to 2. He may never Run! and may never benefit from Move Through Cover, Scout, Infiltrate, or Outflank.
Lathe-pattern Refractor Field: A gift from the Myrmidons of the Adeptus Mechanicus, this refractor field is integral to Arcturus' body and as such isn't counted as a piece of wargear. It provides a 3++ save. However, such is the power drain on Arcturus' systems that if this invulnerable save is failed, Arcturus loses 1 Servo-Arm attack in that assault phase.
Chapter Tactics: Deus Mechanicus Est: All models in an army led by Arcturus gain the Feel No Pain! USR and the Slow and Purposeful USR. All vehicles benefit from the Rhino's "Repair" special rule. However, no units in his army may Run, Scout, or Outflank. Vehicles may purchase Power of the Machine Spirit for +30 points, but if they do they count as 2 kill points when killed; such is the importance of the essence of the Machine-God.
I can go into more options and detail on request.
Hmm. He's really good, but he has some serious drawbacks to balance it out, although I'm not sure if he'd be worth it outside of a "fluff" list. Slow and Purposeful to the whole army? Yikes. I'd say 250pts is good, if anything I'd consider dropping it slightly but maybe someone else should weigh in before you do that. Automatically Appended Next Post: Foo wrote:Here's something I made up as a way to fix the awfulness that is Kheradruakh.
Baleazara the Shadefiend.
A despicable creature, even by Dark Eldar standards, Baleazara the Shadefiend's name is only spoken in whispers by the common denizens of Commoragh. Among the shadows and corners inhabited by the Mandrakes, however, her name is sometimes heard echoing in dark, empty spaces as though spoken by someone that has just left the room.
The origins of this dark creature are unknown. Some claim she is a broodmother, the first of the Dark Eldar to consort with unholy entities of the shadows, the sire from which all Mandrakes descend. Others speak of dark science, of arcane and forgotten secrets transmuting flesh into shadow, with Balezara as the first and most horrible creation.
What is known is that many of the mysterious and feared Mandrake hold Baleazara in reverence, gathering around her in a Cult of Darkness and doing her bidding, creeping in shadows, watching and listening, their cold breath upon the necks of the unwary, gathering souls for some unknown dread purpose.
150pts
WS BS S T W I A Ld Sv
6 5 5 3 2 6 4 9 -
Infantry, Unique.
Special Rules: Fleet, Night Vision, Power from Pain, Move Through Cover, Baleblast, Stealth
Shadefiend: Baleazara, like other Mandrakes, exists half in this world and half in the shadows. She has a 4+ invulnerable save.
Shadow Stepper: Through devotion to whatever dark powers lie beyond, she can use darkness and shadows as a gateway. She must be held in reserve, regardless of mission. Upon arrival, she must be placed in or within 2" of any piece of terrain or area cover. This counts as a move, though she can shoot, run and assault as normal.
The Cult of Darkness: As the head of a Mandrake cult, Baleazara is a creature of awe and respect in the shadows of Commoragh. She may take a unit of Mandrakes as a retinue at the regular point cost.
Altered Physique: Her skin tied tight with wires, Baleazara's movements remind her of the pain she brings to others. She begins the game with a pain token.
Wargear:
Nightblade: Balezara wields the Nightblade, a shadow-touched blade curling with inky black smoke. This is a power weapon with Rending.
Sounds good to me, they're not too over the top or do-it-all unlike some characters on here. Hell, what I wouldn't give to have a Lictor half this good.
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This message was edited 1 time. Last update was at 2011/04/21 01:59:56
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![[Post New]](/s/i/i.gif) 2011/04/21 03:09:42
Subject: Create your special characters! and give feedback on others.
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Wicked Wych With a Whip
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Luke_Prowler wrote:@Foo: She's fine, maybe a bit overcost. Also, retinue don't exist anymore, so she'd have to be a squad upgrade or a IC
Thanks, folks.
I based the retinue idea on the Court of the Archon in the DE book. I didn't know it was an old term. Don't the Eldar still have retinues, though? Maybe just 'cos it's an old codex?
I'll look into squad upgrades, though that would move her into an Elite slot, I think.
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![[Post New]](/s/i/i.gif) 2011/04/24 18:47:48
Subject: Create your special characters! and give feedback on others.
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Legendary Master of the Chapter
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Heres not my special character. But what a Cheif Liby should be like...
Chief librarian- 150pts
WS-5 BS-4 S-4 T-4 W-3 I-4 A-3 Ld-10 Sv-3+
Wargear:
Force weapon
Bolt pistol
Iron halo (they need it)
Psychic hood
Special rules:
Psyker
And they shall know know no fear
Combat Tactics
A SM chief libby has 3 psychic powers a turn. He can only use 2 per turn (unless he has been upgraded to a master psyker, In which case he can use up to 3 per turn).
Psychic powers:
All the stuff the normal libbies have
The gate of infinity doesn't have the "roll-a-double and a guy goes pop" rule.
Fire of purgation:
-A ball of pure inflaming destruction that destroys almost every single any one unlucky to be caught by its power.
This is a psychic shooting attack with the following profile:
S4 AP5 Assault D3, blast, 12" range
Warp summoning:
-Beings of the past chapter have come back to aid their chapter, it is considered necromancy by many other chapters but some call it the righteous fury of the chapter.
This power is used during the controlling player's movement phase. The librarian summons D6 spectres within 12" of the librarian. Roll a scatter dice (the spectres may not mishap, they are moved the minimum distance away from the object), with the following profile:
WS4 BS- S3 T4 W1 I3 A2 Ld10
Feel no pain, fearless.
The spectres are removed from play at the end of the controlling player's turn.
The chief librarian will take a perils of the warp attack on the roll of a double when casting this power.
Soul unleashed:
This power is used during the controlling player's movement phase. The librarian (and any unit he is attached to) have +1S or A for the remainder of the player turn.
Options:
Artificier armour +15pts
Master psyker +50pts
Jump pack +25pts
Bike +35pts
He may replace his Force Weapon with a….
Relic force weapon +20pts
Relic staff +20pts
He May replace his Bolt Pistot/bolter
Plasma pistol +15pts
Combi-weapon +10pts
SB +3pts
He may replace his bolt pistol/bolter and his iron halo with Terminator armour with:
No additional weapons +25pts
Storm Shield +40
Storm Bolter +30pts
Combi-weapon +35pts
Force Claw +40
Relic force weapon- This is a two-handed force weapon that gives the user +2S. (in addition to the regular rules for a force weapon)
Relic staff- this is a two-handed force weapon that gives the user double the range on psychic weapons. This also means the user will only take a perils of the warp attack on the roll of a double-1. (in addition to the regular rules for a force weapon)
Force Claw- Is a relic of any chapter, any chapter possing this beyond no doubt ancient as these weapons are taken off skilled artisans. Gives +1 attack and you may re-roll your rolls to hit.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2011/05/03 03:29:55
Subject: Re:Create your special characters! and give feedback on others.
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Sacrifice to the Dark Gods
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ZeroSamurai wrote:The Infamous Captain Valder of the Galactic Spiral Corsair Fleet
Alcoholic:
While Captain Valder is infamous among the Imperium and famous among the Eldar for his adventures and battles, he is also infamous in many Neutral Rebel worlds for his Violent addiction to Alcohol, he is even known to drink before a battle, worrying many of his crew.
At the beginning of the match, after deployment, roll a D6. On a 2-5, the Captain is sober and the game continues normally, however on a roll of 1 the Captain is drunk. His WS, BS and I all drop by D3 however such is his drunken rage that he gains +1 strength and the Feel no Pain special rule.
What happens if you roll a 6 on his alcoholic test?
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: World Eaters -- 675pts |
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![[Post New]](/s/i/i.gif) 2011/05/03 03:34:33
Subject: Create your special characters! and give feedback on others.
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Liche Priest Hierophant
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Nobody knows. There've never been any survivors. Just Captain Valder, stumbling out of the ashes of what looks to have been the largest brawl that world has ever seen.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/05/03 03:38:01
Subject: Re:Create your special characters! and give feedback on others.
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Longtime Dakkanaut
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just FYI I love the alcoholic rule.
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![[Post New]](/s/i/i.gif) 2011/05/03 03:47:36
Subject: Re:Create your special characters! and give feedback on others.
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Hardened Veteran Guardsman
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This was a horrible idea
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![[Post New]](/s/i/i.gif) 2011/05/03 03:55:17
Subject: Create your special characters! and give feedback on others.
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Grim Dark Angels Interrogator-Chaplain
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Captain Corteaz. 210pts WS 5 BS 4 S 4 T 5 I 5 A 4 W 4 Sv 3++ Wargear: Power Fist, Frag/Krak grenades, Plasma pistol Special rules: Invincwibble: Corteaz's save is invunerable, FNP, Eternal warrior, Fearless(confered to unit) Nice and simple
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![[Post New]](/s/i/i.gif) 2011/05/03 03:59:18
Subject: Create your special characters! and give feedback on others.
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Sacrifice to the Dark Gods
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Anvildude wrote:Nobody knows. There've never been any survivors. Just Captain Valder, stumbling out of the ashes of what looks to have been the largest brawl that world has ever seen.
This made my night. Just saying.
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: World Eaters -- 675pts |
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