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.