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![[Post New]](/s/i/i.gif) 2009/08/25 22:46:49
Subject: "Make a Character" Redux
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[DCM]
Tzeentch's Fan Girl
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Came up with 2 more:
KAERNEK, HARBINGER OF BLOOD, LORD-CAPTAIN OF THE OBELISK OF BLOODY JOY
Kaernek is the blood-thirsty Dreadlord in command of the Black Ark Obelisk of Bloody Joy. He continually raids coastal cities from Ulthuan to the Old World, slaughtering all who dare to oppose him and enslaving those who do not. Like many Druchii, he views all other races to be inferior and sees them as nothing more than prey and slaves. Though he has been successful enough to earn a place in Malekith's court, he chooses to live the life of the raider, where he has plenty of blood to wade through.
Kaernek may be taken as a Lord choice in a Dark Elf army. He must be fielded as presented below and no other equipment may be purchased for him.
POINTS: 250
__________M WS BS S T I A W Ld
Kaernek-------5---7---6--4-3-8-4-3-10
Special Rules: Eternal Hatred, Lord-Captain
Equipment: Warscythe of the Harbinger, Armor of Eternity, Sea Dragon Cloak
Lord-Captain: Kaernek is the ultimate authority on his ship, and none question his orders. Unless the Witch King himself takes the field, Kaernek is the army's general.
Warscythe of the Harbinger: Requires two hands. +2 Strength, Killing Blow
Armor of Eternity: Heavy Armor. Grants Kaernek a 3+ Ward Save.
Options: Kaernek may be mounted on either a Cold One, a Cold One Chariot, or a Black Dragon, at the points costs listed for a Dreadlord in Warhammer Armies: Dark Elves. If mounted on a Black Dragon, Kaernek uses an additional Hero choice.
LAECEN, THE BRINGER OF PAIN
Laecen is one of Kaernek's most trusted lieutenants, and has earned the right to carry Kaernek's personal standard.
Laecen may be selected as a Hero coice in a Dark Elf army. If so, he counts as the army's Battle Standard Bearer, and you may not select another Master or Death Hag to be the Battle Standard Bearer.
Points: 250
__________M WS BS S T I A W Ld
Laecen--------5---6---5--4-3-7-3--2--9
Special Rules: Eternal Hatred, Battle Standard
Equipment: Blade of Burning Blood, Heavy Armor, Sea Dragon Cloak, Shield, Banner of the Harbinger
Blade of Burning Blood: Flaming attacks. Any model suffering an unsaved wound from the Blade of Burning Blood will automatically suffer a second wound (with no saves of any kind allowed) as the victim's blood boils in his veins.
Banner of the Harbinger: The most twisted Sorceress in Kaernek's employ incsribed numerous dark runes into his personal standard. These runes are designed to instill an unsatiable bloodlust in the Druchii bearing it aloft. Such a regiment will fight in a mad frenzy until either they or their enemies are little more than blood on the ground.
Laecen and any unit he joins is Stubborn and Frenzied. They will not lose their frenzy even is beaten in cloe combat.
Options: May ride a Cold One at the points cost listed for a Master in Warhammer Armies: Dark Elves.
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![[Post New]](/s/i/i.gif) 2009/08/26 03:24:29
Subject: Re:"Make a Character" Redux
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Fanatic with Madcap Mushrooms
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Sweet, I'll bite. Faladren, Ranger-Captain "For as long as Athel Loren has been inhabited by Elves, Faladren has been there to defend her. His skills with the Bow are unmatched, but he is more famous for the band of Rangers who follow him. Throughout his endeavors, Faladren has gathered a sort of "Council" of fellow rangers, all of whom can use their bows to a deadly effect. Woe to the enemy foolish enough to cross his path, for Faladren will show no mercy." Points Cost-175 M: 5 WS: 5 BS: 6 S: 4 T: 3 I: 6 A: 4 W: 3 Ld: 9 Special Rules: Ranger-Captain, Rain of Arrows Equipment: Wind-Fury, Cloak of the Woods Ranger-Captain:"Faladren is known for his council of rangers, who follow him in his travels to defend Athel Loren" Any army including Faladren MUST have a unit of Waywatchers, however, this unit will take a Core Slot, rather than a rare. Rain of Arrows:"So skilled with the Bow is Faladren and his rangers that they can literally rain arrows upon one area to devastating effects" In the shooting phase, Faladren and his rangers can choose to forego their regular ranged attack for something much deadlier. Instead of shooting normally, Place the small blast template anywhere on the field. Roll the Artillery and Scatter dice, and move the template as appropriate (Exactly like a Stone Thrower) Any units (Friend or foe) who are under the template suffer 2D6 S4 hits, distributed as shooting. Wind-Fury: "Faladren's arrows are said to be brought to the enemy by the harsh wrath of the wind itself." Range: 36" S5 Multiple Shot x4 Cloak of the Woods: " Faladren's cloak conceals him in the forests, and can even hide his brothers when necessary." Faladren and any unit he is with count as being in Hard Cover to enemy shooting if they are in a Forest.
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This message was edited 3 times. Last update was at 2009/08/26 06:53:37
Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+
WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW
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![[Post New]](/s/i/i.gif) 2009/08/26 10:30:00
Subject: Re:"Make a Character" Redux
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Been Around the Block
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Gorak da Hittiest Seed from the loins of Gork (Or was it Mork?), Gorak has an insatiable blood lust. Once he eyes even a spec of blood, the Savage Orc rages like a thousand of the hottest furnaces in the Empire. Cost - 325 M: 5 WS: 7 BS: 2 S: 5 T: 5 I: 5 A: 5 W: 3 Ld: 9 Special Rules Frenzy, We neva said he was da leadiest!, All eyes on me!, Independent Character, Immune to Psychology Equipment: Muncha and Cruncha, Elf-Hide Light Armor We neva said he was da leadiest!: Gorak cannot be your army's general. When resolving Ld for rallying other troops other than Gorak, count his Ld as 2. He is far too busy maiming and killing to bovva wit dem gitz. All eyes on me!: When Gorak challenges a special character into combat, every unit within 12" must stop close combat, shooting, and casting to watch the battle unfold. These units cannot attack until this combat has been resolved. If Gorak wins by slaying his opponent or otherwise wins, every Orc and Goblin within 12" gains +1 Leadership (with a maximum of 10) for the rest of the game, and the enemies within 12" gain -1 Ld for the rest of the round. If the enemy character wins, Every Orc and Goblin gain -1 Ld for the rest of the game and the enemies within 12" gain +1 Ld (with a maximum of 10) for the rest of that round. When the combat has been resolved continue all phases as normal. If the enemy rejects the challenge, resolve this as per the Warhammer rulebook. Independent Character: Gorak cannot join any other regiment. Joining any regiment, in his eyes, slows down da killin'. Muncha and Cruncha: Muncha gives -1 to armor save, and Cruncha gives -1 to ward save. Elf-Hide Armor: The skins of 100 elves are adorned by Gorak, and gives him an unnatural speed and finesse. Gives Gorak +1 M and +1 I; light armor
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This message was edited 4 times. Last update was at 2009/12/12 06:12:54
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![[Post New]](/s/i/i.gif) 2009/08/27 04:49:21
Subject: "Make a Character" Redux
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Fanatic with Madcap Mushrooms
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I like that Character, Gorak. Though I might make him S5...
Both of those DE heroes are fine.
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Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+
WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW
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![[Post New]](/s/i/i.gif) 2009/09/01 07:49:46
Subject: Re:"Make a Character" Redux
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Been Around the Block
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Gartain Ke-Bow Some western commoners often find themselves staring out into the bright blue ocean, hoping for wonder, excitement, and a better well-being. But the ocean itself is not immune to the influence of Chaos. The wind blows strong and cold over the open seas, and where their is wind, there is the great master, Tzeentch. None know the sea much like the Mage-Pirates of the mystical Cathay. Powerful though they are, even they are no match for the influences brought by the Changer of Ways. Gartain Ke-Bow, a rogue Mage-Pirate is as cutthroat as they get. Able to mutate at will, he often takes the forms of of the most dreaded creatures of the untraveled seas, only to murder unsuspecting trade cogs or military vessels. Aboard his daemon ship the Kidu Khan, the Dread Captain terrorizes the open waters with an iron fist and slithering appendages... Cost - 555 M: 4 WS: 5 BS: 3 S: 4 T: 4 I: 5 A: 3 W: 3 Ld: 10 Special Rules: Mark of Tzeentch, Polymorph, Cannons of the Kidu Khan, Mage-Pirate Equipment: Dragonfire, Heavy Armor Gartain Ke-Bow is a level 2 wizard. You must take Pandemonium as one of your spells. Polymorph: Before deployment, roll a D6 to determine which sea creature you take attributes from. _______________________________________________ 1-2 Human: You retain your human form and gain no benefits. 3 Squid : +1 Wound, -1 Toughness, D3+1 Attacks, Black Ink: when Gartain and his unit breaks,you may use this ability (only once per game). The unit that breaks you cannot run you down, as they are stuck in a black goopy mess. 4 Shark: +1 Movement, +1 Strength, +1 Initiative, -3 Ld, Always Strikes First 5 Kraken: Unbreakable, +4 Ward Save, -2 Movement 6 Hydra: Fear, +3 Ward save, Stupidity, Frenzy _______________________________________________ Cannons of the Kidu Khan Gartain Ke-Bow has unloaded his hellcannons from his dreaded daemon ship the Kidu Khan. Hellcannons cost 50 points less, and count as a special unit choice instead of a rare choice. When resolving rampage, if Gartain is within 18" of the cannon, use his Leadership instead. Mage-Pirate At any point during the game, Gartain may sacrifice a would to add +1 to his army's power dice. He cannot do this more than once per turn, and cannot do this if he has 1 Would left. Dragonfire An ornate and powerful weapon dating back since the creation of the first of Cathay's empires, this behemoth burn with the souls of 10,000 kings. Flaming Attacks
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This message was edited 1 time. Last update was at 2009/12/12 06:09:24
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![[Post New]](/s/i/i.gif) 2009/09/01 08:51:40
Subject: Re:"Make a Character" Redux
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Fate-Controlling Farseer
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Alithanel Eriatriel - Tower of Hoeth's Captain of the Guard
Cost - 200pts
M: 5 WS: 7 BS: 4 S: 4/6 T: 3 I: 7 A: 3 W: 2 Ld: 9
Special Rules: Blinding Strike
Equipment: Heavy Armor, Pendant of the White Tower, Flame of Hoeth
Blinding Strike: Alithanel's centuries of training has honed his reflexes and instincts to levels unknown by most mortals, man and elf alike. His sword is so swift that he can cut arrows from the sky about him. All shooting at Alithanel is at a -1 to hit.
Pendant of the White Tower Passed down to all Captains of the towers guard, this pendant is imbued with many of the greatest protective spells that the towers mages can cast. The Pendant grants Alithanel a 5+ Ward Save, as well as a Magic Resistance of 1 and immunity to all flaming attacks.
Flame of Hoeth A powerful sword imbued with such arcane energy that when it is swung, the Winds of Magic themselves coalesce around the blade giving it a ghostly flaming appearence. Two Handed Sword that grants +2 Strength and Killing Blow to the bearer.
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Full Frontal Nerdity |
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![[Post New]](/s/i/i.gif) 2009/09/14 12:03:01
Subject: Re:"Make a Character" Redux
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Enigmatic Sorcerer of Chaos
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This looks like fun.
My regular General (with a few fluff rules for good measure)
 Darrylmagne l’Impenitant  220 points
Once a noble knight in the land of Brettonia, Darrylmagne and his three brothers went with their Lord to fight against the invasion of Archaon during the Storm of Chaos. With most of his martial adventures having been slaying the Rat-men and small raiding parties of lanky beastmen that lurked on the borders of his family’s fief, he was overwhelmed with the dizzying high of blood and glory that fighting against the masses of Orcs, Goblins and Chaos adventurers had given him. As the campaign carried on, and bloody battle after bloody battle heaped more glory, higher and higher upon his head, his brothers and fellow knights noticed that he was becoming increasingly unstable in character. As a result, his Lord, after taking counsel with the other knights, decided that it might be best if Darrylmagne remain in reserve with his men-at-arms peasant levies upon their next engagement.
Near the ford of a river in the foothills of the World’s Edge Mountains, Darrylmagne was given his orders to remain behind with his levies and watch the extra horses and elements of the baggage train. Infuriated beyond all reason, with jealousy, anger, and rage burning every fibre of his being, he led his men-at-arms to the rear only to turn back towards the river and descend upon his family and knightly brothers hacking them down mercilessly from behind becoming the anvil for the Chaos hammer. He became the latest Champion of the Blood God that day.
Exalted Hero of Chaos
M/4 WS/7 BS/3 S/5 T/4 W/2 I/6 A/4 Ld/8
Hand Weapon, Chaos Armour, Collar of Khorne, Sword of Battle, Shield, Mark of Khorne, Daemonic Mount, Blood Curdling Roar
Mount
M/8 WS/4 BS/0 S/5 T/5 W/1 I/3 A/2 Ld/8 Causes FEAR
Brettonians are scum! Darrylmagne has HATRED towards Brettonians and will always strike first against them. In the case a Brettonian Character or unit also has the always strike first rule, combat goes in the order of initiative. If initiatives are identical a dice is to be rolled by both players with player rolling highest rolling first to hit in combat.
Expert Horseman. From a young age Darrylmagne trained in the equestrian arts. This engrained skill and the Daemonic Mount give Darrylmagne the Horselord skill (re-roll the dice to see what distance he moves for any pursuit roll)
Glory Hog. Darrlymagne is so completely focused upon becoming a Daemon Prince that he is unable to share the glory of combat in Khorne’s name with anyone. Darrlymagne cannot join any unit.
Will of Chaos Re-roll Panic Checks
Eye of the Gods
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This message was edited 1 time. Last update was at 2009/09/14 12:11:25
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![[Post New]](/s/i/i.gif) 2009/10/24 04:50:29
Subject: Re:"Make a Character" Redux
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Missionary On A Mission
The Eye of Terror
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Tatyana, Warrior Priestess of the Wolves of Tharis
The village of Tharis is a relatively peaceful if savage village in the northland. The Wolves of Tharis are the mostly ceremonial military arm of this village, led by a Warrior Priestess, gifted with prescience, grace, and wisdom by the village's patron, Slaanesh. The wolves themselves devote themselves entirely to any god they wish, though they are gifted by Slaanesh on behalf of the warrior priestess.
Points: Help me on this. I can't price fantasy yet.
M5 WS5 BS5 S3 T3 W3 I7 A4 Ld10
Equipment:
Hand weapon
Swordwhip of Ecstasy: Counts as hand weapon. Any model in base contact with Tatyana loses a number of attacks equal to the number of wounds remaining on Tatyana. It also grants her the 'always strikes first' special rule.
Essence of excess: The Armor of excess grants Tatyana and any unit she joins a 5+ ward save. This does not remove her ability to cast spells.
Special Rules:
Eye of the gods
Mark of Slaanesh
Slaanesh's Favor: Any unit in your army joined by a character with the mark of slaanesh gains the 'always strikes first' special rule.
Wolve's Hunger: The Wolves of Tharis have become nearly twice as active since Tatyana became their warrior priestess. Every victory they gain feeds their bloodlust, among other lusts. At the beginning of the game, nominate one enemy unit worth no more than 300 points. This unit is worth twice as many victory points as normal.
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This message was edited 1 time. Last update was at 2009/10/24 04:51:03
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![[Post New]](/s/i/i.gif) 2009/10/24 05:52:44
Subject: Re:"Make a Character" Redux
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Longtime Dakkanaut
Painesville, Ohio, USA
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((Alright, lets try this again. After more field-testing, and ides, here is Kreuger mk II))
Michal Kreuger is an old man... having seen more than 60 summers, some have even speculated that he's an elf in disguise. He's got much to be thankful for... all his fingers and toes... both of his eyes, though he now needs spectacles to see with, and most of his hair still remains. The old man would care for nothing less than to live out his twilight years in quiet contemplation, fishing along the Riek or the Sea of Claws... but such is not the fate of one of the most well known wandering engineers in all of the Old World.
Kreuger's traveling life started in Marienburg where he met a nobleman named von Metzger. Kreuger wanted nothing more than to tinker with clocks and pocket-watches, like his father, and his grandfather, and his great-grandfather before him. But von Metzger was a charming and charismatic fellow. Von Metzger, being an Imperial loyalist, wanted to return Marienburg to the Empire, reuniting the richest city in the old world, with the most powerful human kingdom. So, the two of them colluded, and attempted to bloodless coup. What happened, instead, were the pair of them were ran out of town. From that point on, Kreuger has tagged along with von Metzger, counting away the seconds till his luck and cynicism wear out.
Their first stop from Marienburg being the war-torn lands of Tilea and Estalia. Here, Kreuger discovered his innate ability to tinker with machines. For years he sold his trade as a combat engineer, improving keep walls, cannons, handguns, and the like. His aptitude at such feats of science and technology soon became constantly sought after. And, with von Metzger's bills pilling up, Kreuger often found himself reviewing armies, and making suggestions to Tilean and Estallian nobles, warlords, and generals. They would pay a heavy bag of imperial gold, and Kreuger would make recommendations on how to improve the army. The problem being, with each review, the old man had to keep getting closer and closer to the actual fighting.
No matter where he traveled, if someone spoke Riekspiel, they'd ask the old man to review and accompany their army to the front... and Kreuger begrudgingly did.
Now, being 62 summers, Kreuger's purse of courage is long since spent... courage and bravery lead to a short, meaningless life. But with loan sharks to repay, and his own constant need for paper and ink, the old man offers his services to whatever Imperial noble is on the march.
Points: 155, Takes up 1 Hero slot
------------------M--WS--BS--S--T--W--I--A--LD
Michal Kreuger-4---3-----5---3--3--2--3--1---8
Warhorse-------8---3-----0---3--3--1--3--1---5
Equipment: Kreuger wears a suit of Full Plate armor, carries a hand weapon, and a Brace of Tinkered Multi-Pistols. Kreuger rides a warhorse
Special Rules: Brace of Tinkered Multi-Pistols, Marienburger, Master Artillerist, Arms Dealer, Blinded by Science, Innate Sense of Self-Preservation
Brace of Tinkered Multi-Pistols: During his many travels Kreuger has picked up a supply of Repeater Pistols, and had years to tinker with them. His two favorites he always carries with him, and uses in combat.
Pistol, STR 4 Range: 10", Armor Piercing, Multi Shot x4. Due to the sheer amount of shot that the brace of pistols can throw down range, Kreuger may re-roll failed to hit rolls. Kreuger must abide by the result of the re-roll. You cannot re-roll a re-roll.
Marienburger: While his knowledge is respected, no one really trusts him. He is from Marienburg after all, and trained in Tilea. No Empire unit may use Kreuger's LD value.
Master Artillerist: Kreuger may act as a crewman for a Mortar, Cannon, Rocket Battery, or Volley Gun. Such is his ability to multi-task that, even if acting as a crewman, Kreuger may fire his Brace of Tinkered Multi-Pistols. In addition, each artillery piece gains the following bonus, if Kreuger is crewing it:
-----Cannon: Mini-Bounce-- Kreuger has mastered the art of skipping stones on lakes, and has applied it to cannons as well. After the initial bounce, roll the artillery die again. The shot skips that much further one time. If a Misfire is rolled on any of the bounces, the shot stops there. Even Kreuger cannot pull a cannonball from the mud.
-----Mortar: Heavy Fragmentation Shrapnel--Kreuger has tinkered with all sorts of mortar shell designs, from better fuses, to thinner-walled shot, to different types of shrapnel. When rolling to-wound rolls for a mortar, you may re-roll failed to-wound rolls. You must abide by the re-roll. You cannot re-roll a re-roll.
-----Volley Gun: Guns and Gearing—If Kreuger is a crewman on a Volley Gun, you may use his BS for all shots fired. In addition, Kreuger had studied and worked on clocks and watches for several years before meeting von Metzger. He's applied this understanding of mechanical motion to the intricate gearing used in Volley Guns. Count all "Jammed" or "Malfunction" misfire results as "Dud" instead. Lastly, Kreuger has an innate sense of self preservation. If the Volley Gun is destroyed as a result of a Misfire, Kreuger is not removed. Instead he suffers 1 wound at STR 5, that he may save as normally.
-----Rocket Battery: Firecrackers--Kreuger has been to the distant lands of Cathay... twice... and returned to the Old World for better or worse. During his trips, he studied how the Cathayan's adapt black-powder into wondrous fireworks, and applied it in practical ways to the Rocket Battery. The shrieking sounds and colorful lights bedazzle any unit hit by the Rocket Battery, and therefore has their WS reduced to 1 for the remainder of that turn. Units Immune to Psychology, Demons, and Undead or not affected.
Arms Dealer: Weapons manufacturers from all over the Old World often offer Kreuger their weaponry, in an effort to get an endorsement from the old engineer. This has caused Kreuger to collect quite a bit of expertly made knives, swords, axes, bows, crossbows, handguns, and halberds. Select one unit from your Army list. That unit receives +1 to hit, as it uses weapons rented out from the engineer.
Blinded by Science: Kreuger does not believe in magic. He knows natural physical and quantifiable forces can explain everything. Science is his religion and faith. His devotion to Science manifests itself in odd ways… that Kreuger is quick to explain is the natural order of things. If a spell, including beneficial spells cast on him, is successfully cast, roll a die. On a 5+ the spell goes off, but has no effect on Kreuger. If Kreuger is with a unit or war machine, the unit or war machine may be affected as normal.
Innate Sense of Self-Preservation: You don't get to 62 by being overly brave and stupid. Kreuger has made a life of ducking, dodging, weaving, bobbing, distracting, cowering, hiding, and the like to keep his skin in one piece, and him alive. Kreuger has a 4+ Ward save; however, any time Kreuger must make a Break test, he automatically fails it... he knows better than to stick around when things start going badly.
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![[Post New]](/s/i/i.gif) 2009/10/31 11:16:36
Subject: Re:"Make a Character" Redux
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Potent Possessed Daemonvessel
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Kore the Bloodmarshal-On dark winters nights, in the frozen north, travellers tell tales of the Bloodmarshal-He who stands at the gate of Khorne's palace, and the only mortal to have returned from that Dark realm with his sanity. Lord choice for Warriors of chaos army.-550pts M: 5 WS: 9 BS: 3 S: 5 T: 5 W: 3 I: 8 A: 4 LD: 10 Wargear-MoK, The Gatewardens armour, the Gottenhelm (a cookie for whoever can get the allusion here.), Axe of the Bloodmarshal. The Gatewardens armour-The Gate wardens armour is fashioned from a slab of Khornes brass throne, rendering it one of the best forms of protection in the old world. This armour grants Kore a 2+ armour save. In addition, the worst his armour save can become is 4+-even weapons that allow no armour saves cannot negate this. The Gottenhelm-Kores helm is in the image of a bloodied, grinning skull-not the nicest of images on the battlefield. Kore causes fear, and is immune to phsycology (He still benefits from Frenzy though). Axe of the Bloodmarshal-Kore has weilded this axe every day since it was first forge-his skill with it is incredible. It counts as a great weapon. In addition, Kore may reroll all failed "to hit" rolls. Special rules Eye of the gods, fury of the blood god, Unbreakable The tower guard-On the battlefield, Kore is acommpanied by his loyal bodyguard. What his bodyguard exactly are is a different matter entirely..... If Kore is present in an army, then it must include one unit of chosen, which must purchase the mark of khorne. These Chosen are chosen from the army list as usual, but gain the unbreakable special rule for free. However, If Kore is killed, they will dissapear into the wind-they immeadiatly take 3d6 casualties. Kore must join this unit, and may not leave it. Well, unless he dies. Calculating-Kore is unlike other champions of Khorne in that he still has his sanity-he will not mindlessly rush into battle. Before charges, Kore may take a Leadership check to restrain his frenzy-if this is passed, then Kore and his unit does not need to charge or move towards the nearest enemy unit. However, Kore still benefits from the +1 attack, and such is his favour with khorne he may never lose his frenzy for any reason. Skulls for the Skull throne!-Kore, like all of Khornes chosen, desires the taking off skulls for his master. Kore may opt to, in a challenge, make a 'special attack' in lieu of striking normally. If he chooses this, then he has only one attack and does not benefit from his great weapon, but gains the "Killing blow" special rule. Kore may killing blow anything with this attack-not even Dragons are safe!
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This message was edited 4 times. Last update was at 2009/11/27 19:31:05
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![[Post New]](/s/i/i.gif) 2009/11/10 04:57:00
Subject: Re:"Make a Character" Redux
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Slippery Scout Biker
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Prince Tutankhanut wears a magnificent suit of golden armour to battle. His image has swayed many people to fight for him and has inspired terror in foes.
Prince Tutankhanut of the Golden Sun
Points: 160
Prince Tutankhanut may be taken as a hero in a Tomb King army.
M.4 WS.5 BS.3 S.4 T.4(5) W.3(4) I.3 A.3 Ld.10
Special Rules: Army of the Golden Prince, Inspiring Power
Equipment: Golden Armour of Ptra, Mask of Horrer
Golden Armour of Ptra: This armour has been blessed by the god of the sun. It grants +1 T and +1 W. It gives Tutankanut a 2+ armour save and a 5+ ward save. It can never be destroyed by a weapon or spell.
Mask of Horrer: The mask gives Tutankhanut Terror
Army of the Golden Prince: If you include Prince tutankhanut in an army, You must take at least on unit of Tomb Guard, or if mounted in a chariot, A unit of chariots. Either of these units may get the Blessing of Ptra, Granting them heavy armour and a 6+ ward save.
Inspiring Presence: Tutankhanut is so magnificent that all around him are transfixed by him. All friendly units within 12" may use Prince Tutankhanut's Ld.
Opitions: Prince Tutankhanut may take a chariot for +45 points.
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This message was edited 2 times. Last update was at 2009/11/11 02:07:16
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![[Post New]](/s/i/i.gif) 2009/11/10 19:15:24
Subject: Re:"Make a Character" Redux
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Never-Miss Nightwing Pilot
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Orcs and goblins dont have a magic special character, here's my idea for one: Orc shaman Yorgof the Strange Yorgof was once a typical orc shaman until he was viciously attacked my a marauding band of squigs. As he was lying there bleeding to death he saw Mork in a dream and he said "Oi you, dont die, youve got good potential. I;ll fix you up good 'n proper and then yer gotta go an' tell all the uvvers about how mork's gonna open up da Great Green so there will be more shamans to blast those oomies." After Mork had gone Yorgof claimed to see 'goblin angels' healing him back together. He awoke, suprised to find himself in the middle of a battlefield, from what Yorgof could make of it, the Orks were loosing. Turning round he found some Empire spearmen charging at him. Since he wasnt very good in CC he did what he normally did and fired a grren bolt of Waaggh! energy. Much to his surprise this bolt was 10 times more powerful than usual and fried all of the soilders. Then he remembered his dream. Filled suddenly with battlelust and Waaaggghh! energy. He screamed at the to of his voice: WAAAGGGHHH!!! The whole battlefield stopped and, after a brief pause, all the orcs screamed at the top of thier voices inspired by this mighty shaman who had magically appeared. With great help and inspiration from Yorgof's magic the orcs drove back the humans and won the battle. YORGOF THE STRANGE- 350PTS ............M....WS....BS....S....T....W...I....A....LD yorgof 4.....3.......3......4....5....3....2...2.....9 grizzly 7.....3.......0......3....4....1....3...1.....3 Yorgof is a level 4 wizard and knows all the spells from the Big Waaggh! in addition Yorgof knows the folowing spell: Mork's Prophecy 13+ Yorgof fills the orcs with a propechy of victory. Eager to please the God they have just heard they double thier efforts Select D3 units within 10". Theese orks double thier move/charge movement and gain the Frenzy and Hatred special rules, this lasts until the end of the turn. Fleeing units may also be affected, except differently. They immediately rally, even if they are below half strength, they immediatley rally, but do not get the other affects. WARGEAR Grizzly the boar, Mork's Waaggh! Staff, Enchanted Dragon Skull, Da Giggling Green Orb. SPECIAL RULES Imune to pshycology, Stupidity, Not affected by animosity Inspirng: Yorgof's magic is both inspiring and worthy of respect to all other shamans All shamans within 12" of Yorgof may reroll one dice per phase when casting spells. They must use this result. Mad: though a grat shaman, Yorgof is not the sharpest tool in the shed At the start of each magic phase roll a D6. On the result of a one Yorgof will imediately cast one of the following spells on the nearest friendly unit : Gaze of Mork, 'Eadbutt or Fists of Gork. Randomise between the three spells. No roll to cast is needed although 2 dice are taken from the power pool. Yorgof may then continue the magic phase as normal. MAGIC ITEMS Mork's Waaggh! Staff: A gift from Mork it is an incredibly powerful weapon Allows Yorgof to re-roll any to cast or dispell results of a 1. It also adds one dice to the dispel and power pool each phase. In close combat it does not allow armour saves. Enchanted Dragon Skull:Said to be the skull of the mighty Dragon Flameeyes that Yorgof killed in a duel, it has been enchanted by Mork This artefact causes fear and gives Yorgof a 4+ invunerable save. In addition it wil dispel D3 spells each phase of a roll of 5+ roll at the start of each phase. Da Gigling Green Orb:This glowing orb interfires with enemy magic, if you listed closely you can hear it laughing. Stops enemy irresistible force unless a triple 6 is rolled. Causes all enemy wizards to miscast on the roll of double 1, 2 or 3. Round of applause for Yorgof the shaman!! Didnt really know what pts value to give him. I think 350 is right. Anyone want to say different??
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This message was edited 3 times. Last update was at 2009/11/10 19:17:30
"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2009/11/10 20:35:33
Subject: Re:"Make a Character" Redux
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Fanatic with Madcap Mushrooms
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Fatninjo2012 wrote:Prince Tutankhanut wears a magnificent suit of golden armour to battle. His image has swayed many people to fight for him and has inspired terror in foes.
Prince Tutankhanut of the Golden Sun
Points: 160
Prince Tutankhanut may be taken as a hero in a Tomb King army.
M.4 WS.5 BS.3 S.4 T.4(6) W.3(4) I.3 A.3 Ld.10
Special Rules: Imunne to Instant Death, Army of the Golden Prince, Inspiring Power
Equipment: Golden Armour of Ptra, Mask of Horrer
Golden Armour of Ptra: This armour has been blessed by the god of the sun. It grants +2 T and +1 W. It gives Tutankanut a 2+ armour save and a 5+ ward save. It can never be destroyed by a weapon or spell.
Mask of Horrer: The mask gives Tutankhanut Terror
Army of the Golden Prince: If you include Prince tutankhanut in an army, You must take at least on unit of Tomb Guard, or if mounted in a chariot, A unit of chariots. Either of these units may get the Blessing of Ptra, Granting them heavy armour and a 6+ ward save.
Inspiring Presence: Tutankhanut is so magnificent that all around him are transfixed by him. All friendly units within 12" may use Prince Tutankhanut's Ld. All enemy units in 12" must take a Ld test at the begining of their turn or become transfixed. If transfixed, a unit cannot move, shoot, or fight.
Opitions: Prince Tutankhanut may take a chariot for +45 points.
A T6 hero is kinda OTT, I'd tack it down to 5.
Inspiring Presence is pretty OTT as well, I'd take off the negative benefits. Also, Why is he immune to instant death? There is no such thing as instant death.
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![[Post New]](/s/i/i.gif) 2009/11/11 02:04:13
Subject: Re:"Make a Character" Redux
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Slippery Scout Biker
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Yeah, great feedback. I must have fogotten that there is no instant death in fantasy. Been playing too much 40k.
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Those damned legonaires...
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![[Post New]](/s/i/i.gif) 2009/11/11 19:26:13
Subject: "Make a Character" Redux
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Never-Miss Nightwing Pilot
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Hey manfred make this thread for 40K, i got a good idea for a Warp Spider Pheonix Lord
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2009/11/12 00:55:40
Subject: "Make a Character" Redux
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[DCM]
Tzeentch's Fan Girl
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There's nothing saying you can't start it yourself. I didn't start the original, just the redux when the original entered the Necromantic phase. Besides, I don't know enough about 40k to start it over there myself.
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![[Post New]](/s/i/i.gif) 2009/11/13 19:16:44
Subject: Re:"Make a Character" Redux
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Nasty Nob
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Dervish, Fire Master
Dervish may be taken as a Lord choice in an Elemence Fire Army.
Points: 310
M WS BS S T W I A Ld
5 8 4 4 4 3 6 4 10
Special Rules: Warrior Dancer, Fire Master, Elemental Power (Fire)
Equipment: Ironblaze, The Red Skull
Ironblaze: This sword was forged years ago, and it still hasn't stopped glowing of heat.
Flaming attacks. Each caused wound counts as two wounds. Ignores armour saves.
The Red Skull: This ruby is formed like a cranium. Itäs arcane magic gives Dervish an extreme will to fight, even if she is deadly wounded.
One use only. Dervish may use this item when charged. If used, she adds +1 attack, and may attack even if killed, until the end of that close combat phase.
Warrior Dancer: Dervish have a 3+ ward save. She may always marsch. If she charges, the enemy has a -1 to hit her in that close combat phase. She may however not join a unit.
Fire Master: All friendly unit with the Elemental Power (Fire) pecial rule within 12" of Dervish become Stubborn. All enemy units within her has -1 to their Leadership.
(Note that this character is made for an army list i made myself. The Elemental Power (Fire) special rule grants Cause Fear.)
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This message was edited 1 time. Last update was at 2009/12/10 19:27:57
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![[Post New]](/s/i/i.gif) 2009/11/14 10:53:53
Subject: Re:"Make a Character" Redux
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Fresh-Faced New User
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Howdy fellas, my first post. Anyway here is my take on my own cool character.
Dark Elf
Kanarki, Lord of the Northern Towers
Kanarki may be taken as a lord choice and may not be given any additional equipment other then stated.
Points: 410
Kanarki: M:5 WS:7 BS:5 S:4 T:3 W:3 I:8 A:4(5) LD:10
Equipment
Kanarki is armed and armoured with the following items: Blades of Eternal Agony, Armor of Deviation and the Soul Stone of Magnetism.
Mount
Kanarki may ride a Dark Steed or a Black Dragon (Not included in his points cost).
Magic Items
Blades of Eternal Agony (Magic Weapon)
These blades were forged from a rare light weight alloy found deep in the blackspine mountains. The metal was adorned with horrible enchantments of Dark Magic and when formed into the twin swords by Kanarki runes were etched into both blades. These blades never loose their edge and have the stength to withstand the strongest blows.
Kanarki gains one extra attack and in addition grant him a 4+ ward save.
Armor of Deviation (Magic Armor)
The Armor of Deviation protects Kanarki with a powerful magical field which repells almost any object from striking him
Heavy Armor. Any model wishing to make any close combat or ranged attacks towards Kanarki must roll a D6 under or equal to their strength. If this test is failed, the models attacks are ignored. If the test is passed, the model may make its attacks but at -1 strength. A roll of a 6 always fails.
Soul Stone of Magnetism (Talisman)
This stone emits the power of an ancient Daemon. The winds of magic bend around this stone, unable to break its powerful aura.
Spells targeting Kanarki or his unit must be cast with irresistable force or otherwise are ignored. Bound spells can only be user rolls equal to or under their initiative with 2D6.
Special Rules
Eternal Hatred.
Master Strategist: At the end of deployment the Dark Elf player may re-deploy one unit.
Cruel Taskmaster: All Dark Elf Units in the army can re-roll all leadership tests (excluding Harpies).
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This message was edited 3 times. Last update was at 2009/11/14 11:19:03
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![[Post New]](/s/i/i.gif) 2009/11/15 00:09:27
Subject: "Make a Character" Redux
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Fanatic with Madcap Mushrooms
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Hmmm, Kanarki looks pretty good, but the Soul Stone of Magnetism and Armor of Deviation are a bit much, I'd just count the Soul Stone as MR3. The only thing about the armor is the -1 S, which I would also remove.
This would, of course, leave him at a good 380/375 ish.
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Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+
WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW
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![[Post New]](/s/i/i.gif) 2009/11/15 06:03:51
Subject: "Make a Character" Redux
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[DCM]
Tzeentch's Fan Girl
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Kanarki is also basically an army-wide Imperial Banner. I'd consider limiting the range on this ability to 12" - it's hard to influence someone on the other end of a battle.
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![[Post New]](/s/i/i.gif) 2009/11/15 10:11:31
Subject: Re:"Make a Character" Redux
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Fresh-Faced New User
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Yeah looking over Kanarki's rules it seems a little to good for 410 points. Here is an amended version.
Kanarki, Lord of the Northern Towers
Kanarki may be taken as a lord choice and may not be given any additional equipment other then stated.
Points: 410
Kanarki: M:5 WS:7 BS:5 S:4(6) T:3 W:3 I:8 A:4(5) LD:10
Equipment
Kanarki is armed and armoured with the following items: Blades of Eternal Agony, Armor of Deviation and the Soul Stone of Magnetism.
Mount
Kanarki may ride a Cold One or a Black Dragon (Not included in his points cost).
Magic Items
Blades of Eternal Agony (Magic Weapon)
These blades were forged from a rare light weight alloy found deep in the blackspine mountains. The metal was adorned with horrible enchantments of Dark Magic and when formed into the twin swords by Kanarki runes were etched into both blades. These blades never loose their edge and have the stength to withstand the strongest blows.
Treated like 2 mundane hand weapons, but in addition confer Kanarki +2 strength and armor peicing.
Armor of Deviation (Magic Armor)
The Armor of Deviation protects Kanarki with a powerful magical field which repells almost any object from striking him
Heavy Armor. Any model wishing to make any close combat or ranged attacks towards Kanarki must roll a D6 under or equal to their strength. If this test is failed, the models attacks are ignored. If the test is passed, the model may make its attacks as normal. A roll of a 6 always fails.
Soul Stone of Magnetism (Talisman)
This stone emits the power of an ancient Daemon. The winds of magic bend around this stone, unable to break its powerful aura.
Magic resistance (3) and a 3+ ward save.
Special Rules
Eternal Hatred.
Master Strategist: At the end of deployment the Dark Elf player may re-deploy one unit.
Cruel Taskmaster: All Dark Elf Units within 12" of Kanarki can re-roll all leadership tests (excluding Harpies).
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This message was edited 1 time. Last update was at 2009/11/15 10:13:51
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![[Post New]](/s/i/i.gif) 2009/11/15 16:00:39
Subject: "Make a Character" Redux
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Fanatic with Madcap Mushrooms
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Hmmm, that's much better, methinks.
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Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+
WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW
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![[Post New]](/s/i/i.gif) 2009/11/20 20:42:43
Subject: Re:"Make a Character" Redux
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Pestilent Plague Marine with Blight Grenade
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Varhaal, the Slayer of Beasts
Varhaal may be taken as a Hero choice in a Warriors of Chaos army.
Points: 195
Varhaal
M 4 WS 7 BS 3 S 5 T 4 W 2 I 6 A 4 Ld 8
Equipment (Varhaal Only)
- Shard of Morrslieb
- Dragonscale Armour
- Beholder's Eye
Magic Items
Shard of Morrslieb (Magic Weapon)
Rumoured to have come down from the skies, accompanied by a sickly green light, the Shard of Morrslieb is a vicious-looking, stone sword of enormous size.
The Shard of Morrslieb is considered a Great Weapon. Additionally, Varhaal is allowed to re-roll failed rolls to wound against enemies that he Hates. Unsaved wounds from the Shard of Morrslieb are multiplied into d3 wounds.
Dragonscale Armour (Magic Armour)
The armour that Varhaal wears is crafted from Star Dragon scales, treated to resist even the hottest flames, and the breaths of Varhaal's chosen foe.
Chaos Armour. Varhaal is considered immune to Flaming Attacks, and to all Breath Weapons. Additionally, Varhaal benefits from a 5+ Ward save, in addition to his armour save.
Beholder's Eye
Plucked from a feroicous beast by Varhaal himself, the Beholder's Eye warns the Slayer of Beasts about threats and dangers to his person. Over the years, this has had the unfortunate effect of making Varhaal wildly paranoid about the other members of his warband.
Varhaal has the Always Strikes First rule. If Varhaal is within 6" of a friendly unit at the start of his movement phase, he must test for Stupidity, as the Eye warns him of the dangers other warriors of Chaos present - those who would kill him for glory.
Special Rules
Eye of the Gods, Will of Chaos, Immune to Psychology.
Eternal Hatred: Varhaal Hates all enemies of Toughness 5 or more. This Hatred is not lost after the first round if the enemies' starting Wounds exceed 3.
Loner: Obsessed with his desire to hunt the most powerful and vicious foes, Varhaal has no time to think about lesser warriors. Varhaal may never be the army's general. In addition, Varhaal's leadership may never be used by other units.
Glory Unending: Varhaal has slain many of the most fearsome creatures across the Old World, and has been rewarded for his slaughter by the Chaos Gods. After deployment, Varhaal gets one free roll on the Eye of the Gods table, re-rolling results of 2 and 7, in the same manner as Chaos Chosen. Additionally, whenever Varhaal rolls on the Eye of the Gods table during the game, he must always re-roll results of 2 and 7. This can result in multiple re-rolls.
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This message was edited 2 times. Last update was at 2009/11/21 00:58:11
Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.
Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it. |
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![[Post New]](/s/i/i.gif) 2009/11/20 20:57:54
Subject: "Make a Character" Redux
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Fanatic with Madcap Mushrooms
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What does Varhaal get to re-roll against hated enemies? Wounds?
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Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+
WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW
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![[Post New]](/s/i/i.gif) 2009/11/21 01:00:53
Subject: "Make a Character" Redux
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Pestilent Plague Marine with Blight Grenade
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Cryonicleech wrote:What does Varhaal get to re-roll against hated enemies?
EVERYTHING.
Seriously, though. Yeah, Varhaal gets to re-roll failed rolls to wound. Message edited!
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Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.
Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it. |
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![[Post New]](/s/i/i.gif) 2009/11/21 11:57:51
Subject: Re:"Make a Character" Redux
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Crazed Savage Orc
K.C. Kansas
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What would these dudes be a Lord or Hero Choice? That could help with point allocation. They all seem reasonable enough.
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