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Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

Hello,
This is my first custom character. As usual any suggestion is appreciated, also I need help w/points cost. The idea was to make a really good assasin that would be fair in both cc and at a range, that however would be taken as an HQ choice.

Epitimus Occulte Master of Assasins

Occulte's experience with firearms rivals that of even Sgt.Tellion, the main difference between them being while Tellion served under the imperiums scout squad, Occulte was trained under the Vindicare assasins serving for decades (centuries?) under the teachings of the inquisitions finest. Occulte is the master of stealth and knows how to fully reap the benefits of cover and can vanish without a trace.

WS BS S T W I A Ld Sv
4 6 4 5 3 5 3 10 3+

Wargear:
Occulte's Sniper Rifle
Occulte assembled it himself as one of the many trials set upon him by the Vindicare temple. It automaticaly wounds on a 4+ and
rends on 5+ and has the following profile: S:X AP:4 Range:36" gets hot,pinning,rending and assault 1,ignores cover saves

Occulte's Stealth Armour
Occulte's armour was given to him by his final tutor to mark his completion of his trials.
Occulte's armour in addition to giving him a 3+ save increases his cover save by +2 (note he does not get a cover save if he already wouldn't get one!)

Vanish:Occulte being an expert at hiding away may AT THE END of a close combat round may attempt to vanish. Have a D6 roll off using Occulte's and the opponent's majority unmodified initiative, if succesfull Occulte may withdraw 3" from the combat and cannot be assaulted the next turn and cannot shoot his weapons or assault

Assasin's Knife: Poisened 4+

Master of Assasins:
Any army icluding Occulte may give ANY one squad the Stealth USR

"Nobody make a sound":
If Occulte is behind cover he always strikes first regardless of what the enemy may have (i.e. grenades, banshee masks etc.)
Note that Occulte only confers this ability to 5 men in the squad he joins and only if the squad he joins has the scout,stealth or infiltrate USRs
(the reason why only 5 men is to represent the idea that if the squad is larger then Occulte's order may not be able to be interpreted in time by members who are that little bit farther from him)

Any critiscisms are appreciated aswell as anyone who can help me with that points cost!

This message was edited 1 time. Last update was at 2009/05/18 08:02:47


Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Missionary On A Mission




The Eye of Terror

I like him, but I would change him.

Occulte's Sniper Rifle
One of the main problems with sniper type characters is that they only get like 6 shots per game. Most people look at this and scoff, I say, look at it and say "6 shots can end a game."
I suggest:
48" SX AP2 Sniper, Pinning, Assault 1.

Question:
Do "Nobody make a sound" and Master of Assasins stack?
Could I give a squad stealth, and then use Nobody Make a Sound with that same squad?

Also: Make him an inquisitor for the purposes of allowing assassins in your army.

Maybe an apocalypse option that allows him a squad of vindicaires?

Points cost: 150 is my guess. He has no real firepower on his own, but in a squad he grants some great bonuses.

Also: Toughness 5? He's tougher than a space marine riding a bike? Dude's a fething brick wall.

This message was edited 1 time. Last update was at 2009/05/18 08:51:02


 
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

Yeah, the idea was that because he can't take a command squad he can give one squad scout then take it with him so they benefit from master of assasins.
Good idea making him an inquisitor and having the apoc rules, I'll definetly follow that.
The idea behind T:5 was that if he's just T:4 and,say, a squad of 15 ork boys assaults him and it's just him and,say,5 scouts I want him to have a minimal chance of getting out using vanish, because at T:4 it's just too easy.

Oh an BTW I forgot to add, according to the fluff he's Vindicare trained and rivals tellion, so by that logic he should decide where to allocate wounds, how much extra should this cost? Also thinking of giving him plasma pistol...

Occulte's Sniper Rifle 48" SX AP2 Sniper, Pinning, Assault 1, Ignores Cover Saves


Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

I dunno, I'm thinking instead of plasma pistol probably a melta gun and/or meltabombs just so that if he gets dreadnought assaulted he can at least try and fight back...

Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

The Green Skin Fryer wrote:Hello,
This is my first custom character. As usual any suggestion is appreciated, also I need help w/points cost. The idea was to make a really good assasin that would be fair in both cc and at a range, that however would be taken as an HQ choice.

I like the idea, and can agree with your goal. One small point about this I will address later.

The Green Skin Fryer wrote:
Epitimus Occulte Master of Assasins

Occulte's experience with firearms rivals that of even Sgt.Tellion, the main difference between them being while Tellion served under the imperiums scout squad, Occulte was trained under the Vindicare assasins serving for decades (centuries?) under the teachings of the inquisitions finest. Occulte is the master of stealth and knows how to fully reap the benefits of cover and can vanish without a trace.


My first point here is the Vindicare Temple is an organization dedicated to training people to shoot people. I would argue he has greater experience than Telion. (perhaps not the same type of experience, Telion has probably been in more combat situations, Occulte probably more of a pure skills thing) Also, does his first name have a meaning? I did notice your assassin's last name meaning "hidden".
I would note somewhere (this is the point I referenced earlier) who exactly can take Epitimus. At present he's an HQ, with no army. (I understand your goal, I'll give a suggestion later.)

The Green Skin Fryer wrote:
WS BS S T W I A Ld Sv
4 6 4 5 3 5 3 10 3+


May I personally suggest the "Stat:number" approach? It makes the numbers slightly more readable IMHO since dakka ignores your efforts to space things correctly. (So, WS:4 BS:6, etc.)
Secondly, I read his stats and I say Hmm... Toughness 4 does represent superhuman endurance, I don't know if I like him at 5.

The Green Skin Fryer wrote:
Wargear:
Occulte's Sniper Rifle
Occulte assembled it himself as one of the many trials set upon him by the Vindicare temple. It automaticaly wounds on a 4+ and
rends on 5+ and has the following profile: S:X AP:4 Range:36" gets hot,pinning,rending and assault 1,ignores cover saves


The "Sniper" rule includes Pinning and Rending. And personally, my trouble with the vindicare has never been needing to rend,(since the Exitus rifle is AP2) it's been needing to wound. Most accurate men in the galaxy, and they only hurt people with half of their bullets?

My suggestion:
Mortis Occultus:
This sniper rifle, fashioned by Occulte himself from the part of his exitus rifle when it was broken by an ork axe in battle of (Planet/system X), is an instrument of pure death. Occulte's nonstandard enhancements make the weapon powerful, but risky.
Range: 36" S:X AP:4 Sniper, Gets Hot, Assault 1.
Furthermore, Occulte may re-roll to wound, but he must take the second result.

The Green Skin Fryer wrote:
Occulte's Stealth Armour
Occulte's armour was given to him by his final tutor to mark his completion of his trials.
Occulte's armour in addition to giving him a 3+ save increases his cover save by +2 (note he does not get a cover save if he already wouldn't get one!)


I don't like him having a 3+ armor save on the grounds that a bonus of that magnitude requires very thick, heavy armor. An easy way to correct this:
Occulte's Chameleon Skin-Suit:
A gift from his final instructor, marking the completion of his training, this armor allows Occulte to blend in with his surroundings so that he is almost impossible to see.
Occulte's armor adds an additional +1 to cover saves, above that given by his Stealth rule(for a total of +2) Further, He retains a 5+ cover save, even when not in cover. Finally, the suit changes colors so quickly and completely, that he gains a 5+ invulnerable save in close combat.

The Green Skin Fryer wrote:
Vanish:Occulte being an expert at hiding away may AT THE END of a close combat round may attempt to vanish. Have a D6 roll off using Occulte's and the opponent's majority unmodified initiative, if succesfull Occulte may withdraw 3" from the combat and cannot be assaulted the next turn and cannot shoot his weapons or assault


This rule is a little messy, as why not just give him Hit and Run? but, let's see what we can do with this one.

Vanish: At the end of any close combat round, Occulte may decide to try and lose his foes, utilizing any number of tricks to cover his escape. Occulte rolls d6 and adds his initiative. The opponent does the same for his squad, using the score of the majority. If The opponent does not equal or beat Occulte, he has lost them. He moves 3" away, while the opposing squad must remain in place. Neither Occulte nor the enemy unit may fire or assault the other in the following player turn.


The Green Skin Fryer wrote:
Assasin's Knife: Poisened 4+


So he has 3 attacks, hits on a 4+ (probably) and wounds on a 4+. So on average, he'll kill 1 ork boy a turn in cc. I say, put his WS back at 5, where a normal vindicare's is, and either make this power or poison 3+.

The Green Skin Fryer wrote:
Master of Assasins:
Any army icluding Occulte may give ANY one squad the Stealth USR


This rule is Humorous because, as written, Occulte doesn't have the Stealth Rule. However, with a name like that one, this is a really bland rule. Let's "spice it up" by having it state things we already knew.

Master of Assassins:
Occulte counts as an Inquisitor Lord for purposes of Force Organization slots, armies that may take him, and permitting an additional assassin to be taken. Furthermore, he bestows the Stealth rule on one non-vehicle unit at the start of the game.

The Green Skin Fryer wrote:
"Nobody make a sound":
If Occulte is behind cover he always strikes first regardless of what the enemy may have (i.e. grenades, banshee masks etc.)
Note that Occulte only confers this ability to 5 men in the squad he joins and only if the squad he joins has the scout,stealth or infiltrate USRs
(the reason why only 5 men is to represent the idea that if the squad is larger then Occulte's order may not be able to be interpreted in time by members who are that little bit farther from him)


This rule is very messy. Let's clean it up

Silent Ambush:
When receiving a charge in cover, Occulte, and any squad numbering 5 or fewer members he is attached to, attack first on the first round of combat, regardless of initiatives or other special rules. If an enemy unit has a rule that states they always go first, then the attacks are resolved as if at the same initiative.
This rule may only be used if the attached squad possesses one or more of the following rules: Scout, Infiltrate, or Stealth.

This way, you aren't just overriding other special rules like banshee masks, but you are evening the playing field.

Furthermore, I say slap Infiltrate, Fearless, and Stealth on this bad Boy.

And as for a Vindicare-esque ability:

Eye of a Bloodhawk: Occulte's accuracy with his rifle, and indeed any gun he wields, is legendary. He, not the defending(/wounded, or however telion's rule is written) player, allocates wounds from his shooting. Further, reduce the cover save of any unit fired upon by 1.

The Green Skin Fryer wrote:
Any critiscisms are appreciated aswell as anyone who can help me with that points cost!


Points are a bit tricky. a vindicare is 110. things he gets over a vindicare:
+1 BS, +1W. (maybe +1 toughness)
Goes first when charged in cover
You can take another assassin
Gives a unit Stealth
has Stealth
"better" save.

Vindicare's bonuses:
Different bullets for different tasks.
(maybe +1 WS)
A pistol for close range shooting
As currently written, can fire into CC (The "as written", refers to the fact that Occulte can't. Which I think is fine. He's more generally accurate, but unwilling to risk the shot.)
more consistent save (Vindicare is a 4+ invuln always)
Ability to not be shot (vindicare's stealth suit reduces sight range, unlike Occulte's improved armor)

Personally, I'd call him 160, 175 if you want your opponent to feel better.

This message was edited 1 time. Last update was at 2009/05/19 00:36:07


 
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

Also, does his first name have a meaning? I did notice your assassin's last name meaning "hidden".

Nice catch on the latin derivation of his last name! Actually yes, his first name comes from the word epitome (I guess his name should be Epitomus) so more or less his name conveys him being ultimate "hider". I actually came up with who I thought his character would be like and then gave him USRs accordingly. I purposfuly didn't give him fearless because I figure "hey,this guy is an assasin and he knows when it's better to fall back (more on this later)"
My first point here is the Vindicare Temple is an organization dedicated to training people to shoot people. I would argue he has greater experience than Telion.

I was originaly going to give him BS:7 (BTW thx for that stat tip, didn't think dakka would do that even though I double spaced 'em) but I thought even that was a bit excessive considering that he is just a man, what do you think?
I've decided that he will be primarily taken in a SM army but he can in theory be played in any army of the imperium (he is an inquisitor after all). Therefore I have changed his bottom line to this:

Epitomus Occulte
WS:4 BS:6 S:4 T:5 W:3 I:4 A:2 L:10 Sv: 4+
When I came up with Occulte my main idea was that this guy is quiet, this guy can shoot the wings off of a fly at 30 yards, this guy is tough and fast, but he is trained in guns. In CC he's nothing special, he's ok, but the main idea is that he can dodge and take puches and knife slashes (T:5) but it's harder for him to return them, he's better off running away. I also put his attacks down to 2 for this very reason and also as a drawback for having a great toughness. I also put his save to 4 (it is NOT inv.) because if he's shooting a gets hot weopon he's going to be doing it with carapace armour.

Wargear:
The "Sniper" rule includes Pinning and Rending. And personally, my trouble with the vindicare has never been needing to rend,(since the Exitus rifle is AP2) it's been needing to wound. Most accurate men in the galaxy, and they only hurt people with half of their bullets?

I agree, but if it remains sniper than it still wounds on 4s anyways.
I think it should be:
Mortis Occultus:
This sniper rifle, fashioned by Occulte himself from the part of his exitus rifle when it was broken by an Ork axe in the Assault on Blackreach (did I just screw up some fluff?), is an instrument of pure death. Occulte's nonstandard enhancements make the weapon powerful, but risky.
Range: 36" S:X AP:2 Sniper, Gets Hot, Assault 1
Because of extensive modifications it wounds on a 3+ (too noobaliscious? If so, scratch the 3+ and make it rerolls to wound but keep AP:2)

I don't like him having a 3+ armor save on the grounds that a bonus of that magnitude requires very thick, heavy armor.

I couldn't agree with you more on that point. Instead I think it should be a 4+ sv. a la eldar or like a scout. The main reason though is that if it gets hot then I basically take a wound.
Occulte's Chameleon Skin-Suit:
A gift from his final instructor, marking the completion of his training, this armor allows Occulte to blend in with his surroundings so that he is almost impossible to see.
Occulte's armor adds an additional +1 to cover saves, above that given by his Stealth rule(for a total of +2) Finally, the suit changes colors so quickly and completely, that he gains a 5+ invulnerable save in close combat.

this rule is a little messy, as why not just give him Hit and Run?

I wanted to reflect on it being a lot harder to escape from a squad of fairly intelligent Eldar vs. some fairly stupid Orks. In my minds eye he is essentialy sneaking off, sometimes he makes it, sometimes he doesn't. As with regard to
Neither Occulte nor the enemy unit may fire or assault the other in the following player turn.

I see him vanish and hiding behing a rock/tree/building and essentialy becoming invisible where even something like shooting would draw everyones attention, this stops him from just vanishing from one assault to the next, he basically has one "free" turn of movement to get out of the area A.S.A.P. without get swept up again.

Assasin's Blade: We'll make it poisened 3+, as I have yet to see a concealable power dagger...

Melta Bombs

Special Rules:
Stealth (typo that I missed that the first time around),Infiltration,Scout and "And They Shall Know No Fear"

Master of Assasins:Occulte counts as an Inquisitor Lord for purposes of Force Organization slots, armies that may take him, and permitting an additional assassin to be taken. Furthermore, he bestows the Stealth(and/or infiltrate?) rule on one non-vehicle unit at the start of the game.

Silent Ambush:
When receiving a charge in cover, Occulte, and any squad numbering 5 or fewer members he is attached to, attack first on the first round of combat, regardless of initiatives or other special rules. If an enemy unit has a rule that states they always go first, then the attacks are resolved as if at the same initiative.
This rule may only be used if the attached squad possesses one or more of the following rules: Scout, Infiltrate, or Stealth.
(so basically, he should stick to small squads)

Eye of a Bloodhawk: Occulte's accuracy with his rifle, and indeed any gun he wields, is legendary.Any wounds inflicted by Occulte are allocated by his controlling player. Further, he may fire into assaults and his shots reduce the cover save of any unit fired upon by 1.
(If he is legendary and is greater than Tellion the ability to reliably shoot into an assault is not a risk but at this poin a certainty!)

I think this basically sums it up, I think a fair points cost would be 175pts. what do you think?


Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

My points on the new list:
Keep him BS 6, he's fine there (Telion, at the moment, is the only human/marine with 6 BS, and 7 BS means your guy is as accurate as Phoenix Lords, who've been shooting guns for over 10,000 years.)

In fact, the only thing I'd say about him is give him an Inquisitor Lord's "Iron Will" rather than ATSKNF. (He chooses to fail or pass Morale tests.) That improves his Inquisitor feel.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

I agree with AllWillFall on ATSKNF. That's a SM ability, just give him Iron Will.

DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

Iron will it is. That's that on a 3+ he gets up with a wound? also would you guys mind checking out My other character asper declamatio? thanks everybody for their comments especially AllWillFall!
EDIT:stupid grammar mistake

This message was edited 1 time. Last update was at 2009/05/20 04:59:07


Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Sadly, no, that's another Iron Will.

The Iron Will I was referring to is the Inquisitor Lord special rule that allows him and any unit he joins to choose to pass or fail any Morale or Pinning test, even if failure is normally automatic.
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

ah, I see.So like the rule Calgar confers? If so that's fine, Occulte to me is a character who knows when the odds are stacked against him. But does this me if he's caught in a sweeping advance he's toast?!

Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Technically, yes. Should he choose to fail his leadership, and not roll higher, he will die. Of course, since he's not Fearless, he never faces wounds for deciding NOT to run, but there it is.
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

ach, risky (to say the least). I was thinking maybe of adding some special rule like "if Occulte leaves combat for ANY reason add a +1 modifier to any initiative roll he may take."

Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

AllWillFall2Me wrote:Technically, yes. Should he choose to fail his leadership, and not roll higher, he will die. Of course, since he's not Fearless, he never faces wounds for deciding NOT to run, but there it is.

No Retreat wounds?

DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

No, but I take an Ini. test and if I fail I die horribly.

Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in ru
Space Marine Scout with Sniper Rifle




Moscow Russia

Ok so this is the bottom line...

Epitomus Occulte Master of Assasins can be chosen as an HQ choice for any army of the imperium. For the purposes of force organization he is an inquisitor and therefore can field 0-1 assasins in his army
WS:4 BS:6 S:4 T:5 W:3 I:4 A:2 L:10 Sv: 4+ Points:160

Universal Special Rules:
Stealth,Infiltration,Scout and Iron Will

Wargear:
Mortis Occultus:
This sniper rifle, fashioned by Occulte himself from the part of his exitus rifle when it was broken by an Ork axe in the Assault on Blackreach, is an instrument of pure death. Occulte's unorthodox enhancements make the weapon powerful, but risky. It always wounds on a 3+ regardless of the models toughness.
Range: 36" S:X AP:2 Sniper, Gets Hot, Assault 1

Assasin's Blade:
This is a poisoned CC weopon that wounds on a 3+.

Occulte's Chameleon Skin-Suit:
A gift from his final instructor, marking the completion of his training, this armor allows Occulte to blend in with his surroundings so that he is almost impossible to see.
Occulte's armor adds an additional +1 to cover saves, above that given by his Stealth rule(for a total of +2) Finally, the suit changes colors so quickly and completely, that he gains a 5+ invulnerable save in close combat.

Melta Bombs

Special Rules:
Master of Assasins:Occulte counts as an Inquisitor Lord for purposes of Force Organization slots, armies that may take him, and permitting an additional assassin to be taken. Furthermore, he bestows the Stealth universal special rule on ONE non-vehicle unit at the start of the game.

Silent Ambush:
When receiving a charge in cover, Occulte, and any squad numbering 5 or fewer members he is attached to, attack first on the first round of combat, regardless of initiatives or other special rules. If an enemy unit has a rule that states they always go first, then the attacks are resolved as if at the same initiative.
This rule may only be used if the attached squad possesses one or more of the following rules: Scout, Infiltrate, or Stealth.

Eye of a Bloodhawk: Occulte's accuracy with his rifle, and indeed any gun he wields, is legendary.Any wounds inflicted by Occulte are allocated by his controlling player. Further, he may fire into assaults and his shots reduce the cover save of any unit fired upon by 1.

So that's it, thanks everybody for their usefull comments, especially AllWillFall!




This message was edited 1 time. Last update was at 2009/05/22 15:57:12


Nofasse 'Eadhunta wrote:
And what's the deal with all those rivets in people's armor? Is it like in the grim darkness of the far future there is no welding?

Nerf_IG wrote:
Every time my commander takes a wound I cut myself.




 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

RustyKnight wrote:
AllWillFall2Me wrote:Technically, yes. Should he choose to fail his leadership, and not roll higher, he will die. Of course, since he's not Fearless, he never faces wounds for deciding NOT to run, but there it is.

No Retreat wounds?

I'm a wee bit confused by the question, so I'll answer it both ways I see it being asked:
Yes, he does NOT suffer No Retreat wounds, AFAIK. I merely didn't use the term No Retreat rules. (This answer assumes the question was meant as a suggestion of the term I was searching for.)
And while the first one technically answers the second, No, the lord doesn't face No retreat wounds. It's like Marneus Calgar's ability. The Lord has the ability tor run, but he doesn't. He had to make a morale test, and succeeded.
   
 
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