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![[Post New]](/s/i/i.gif) 2010/01/28 14:28:08
Subject: "Make a Character" Redux II
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Fresh-Faced Inquisitorial Acolyte
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Since the old thread is too old to post in, I opened up a new one
Heres my General.
Qua-Tli (Blood of the Beast), the Bestial.
One of the most successful Scar-Leaders ever come across by man or elf, Qua-Tli has defeated every opponent he has found defiling the Sacred Temple-Cities and sites. Although Lizardmen have no titles to speak of, Qua-Tli is known by many outsiders as The Bestial, gained by his unstoppable frenzy. During a battle Qua-Tli enters a state of controlled frenzy, seeking out the areas of thickest fighting and unleashing his anger upon his foes.
A notable feature of Qua-Tlis is that when in this state, his eyes glow, not in the yellow of normal Saurus, but an eerie green, never before encountered in a Saurus, or any Lizardman to be precise. It is speculated by many that he is favoured by the lesser known Lizardmen God Itzl, the God of Coldblooded beasts, giving Qua-Tli the cunning, ferocity, and strength of these animals. Tasked by the Slann to defend the northern border of Lustria against the Dark Elves, he has now been given the order to push forward into the lands of the Druchii to further the Great Plan. Qua-Tli is now at the head of a massive Lizardmen force, making its way into the Dark Elf lands. The Druchii better be prepared to face his bestial wrath, or die to his blade.
Qua-Tli - 450
M -4
WS-6
BS-0
S -5
T -5
W -3
I -4
A -5
Ld -8
Special Rules- Blessed of Itzl, Controlled Frenzy, Fear, Cold Blooded.
Blessed of Itzl – Being blessed by Itzl gives Qua-Tli control over all cold blooded creatures. All models in 12” can reroll failed Break tests.
Controlled Frenzy- When in battle, Qua-Tli falls into a state of controlled frenzy. He can reroll failed rolls to hit.
Weapons and Armour
• Sword of the Beast
• 4+ Scaly Skin
• Light Armour
Sword of the Beast- A giant two-handed sword blessed by Itzl. Counts as a Great Weapon and gives Qua-Tli a 4+ Ward Save that cannot be changed in any way.
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This message was edited 1 time. Last update was at 2010/01/28 14:28:36
Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.
 Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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![[Post New]](/s/i/i.gif) 2010/01/28 18:40:37
Subject: "Make a Character" Redux II
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Fanatic with Madcap Mushrooms
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Wait, so the sword give him a 4+ ward?
Anyway, a nice concept. One question though. By "Cannot be changed in any way" do you mean that he can always take the save, even if the attack ignores Ward Saves?
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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) 2010/01/28 20:09:45
Subject: "Make a Character" Redux II
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Fresh-Faced Inquisitorial Acolyte
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No, I mean by any spells or what not.
Ward save is given because of his proficiency with it and its Blessed nature.
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This message was edited 1 time. Last update was at 2010/01/28 20:10:01
Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.
 Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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![[Post New]](/s/i/i.gif) 2010/01/30 02:08:45
Subject: "Make a Character" Redux II
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[DCM]
Tzeentch's Fan Girl
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MARCUS JOHANSSEN, CHIEF ADVISOR TO THE BORDER COUNT
[/i]Growing up in the Borderlands, Manfred von Drakken did develop some supersitions. Like many in that area, he grew up believing in soothsayers and oracles. Manfred's father had a selection of 'wise men' over the years, and some were even reliable.
Upon 'joining' the Empire, Manfred got a number of perks - one of which included access to the Colleges of Magic and the Imperial Battle Wizards.
Marcus Johanssen is old Celestial wizard who, in his youth, served as an oracle to Manfred's father. Having spent decades studying in Altdorf, Marcus has perfected his gift of future sight, and now serves his old master's son.
Marcus' ability to predict the future has been instrumental in the Border Count's success of late. Knowing the best times to fight or fly has won Drakland numerous battles. Marcus' most potent vision - even if it's inconclusive - depicts a bloodied Manfred triumphantly standing atop Drakenhof Castle in Sylvania... but his status as living or damned undead is unknown.[/i]
Marcus Johanssen can be fielded as a Lord choice in an Empire army. He must fielded exactly as presented here and no additional equipment may be purchased for him.
_____________M_WS_BS_S_T_W_I_A_LD
Marcus_______4__3___3__3_4_3_3_1__8
Marcus in a Level 4 Wizard, and knows spells from the Lore of the Heavens. When rolling his spells, only roll 3 dice - Marcus ALWAYS knows the spell Second Sign of Amul. He may still swap one randomly rolled spell for Portent of Far, as normal (except for Second Sign).
Advisor of War: On the eve of battle, Marcus can advise the army's general of where the foe is likely to strike, and as such the Border Count's commanders can respond to that threat.
After both armies have been deployed, the player controlling Marcus can redeploy one unit, abiding by all normal rules for deployment.
Visions of Self: Marcus can see glimpses of his own future. If anything happens that even remotely contradicts his sight, he will tuck tail and preserve himself!
Marcus has a 4+ ward save. However, he cannot join units (being in the thick of the fighting tends not to agree with his visions!). If charged, Marcus can only choose to flee.
Points: 275
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![[Post New]](/s/i/i.gif) 2010/01/30 20:09:24
Subject: "Make a Character" Redux II
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Fanatic with Madcap Mushrooms
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Seems pretty balanced, perhaps a points drop to 250?
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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) 2010/01/31 19:30:22
Subject: Re:"Make a Character" Redux II
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Master of the Hunt
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The "Spirit Warrior" or "Shadow Hunter" even the wood elves don't know his/her real name.
Stat line----> M WS BS S T W I A Ld
Minaraif----> 5 6 6 4 3 2 7 3 9
The Shadow Hunter is a waywatcher kindred. So has all the waywatcher special abilities.
weapons---> "shadow blades" and "spirit bow"
the shadow blades give an additional +1 attack and always strike first. (in close combat the "spirit warrior" would get 5 attacks)
the spirit bow gives +1 to hit at long range and killing blow at long range.
225 pts. (I figured a noble is 75, +35 for waywatcher kindred, +35 for bow, +50 for blades, and another +20 because he is able to go over the +50 magic allowance. Maybe as a requirement, a general must take a waywatcher unit, but can count it as a special choice instead of rare.)
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dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar |
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![[Post New]](/s/i/i.gif) 2010/02/01 02:02:14
Subject: Re:"Make a Character" Redux II
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Fresh-Faced New User
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Val'reth - The outcast Val'reth grew up in the halls of power in hag graef, witnessing all manner of political strife and aiding in the odd assassination to help his master. One day he found himself implicated in a political plot against his master and was declared pariah to all druchii families in the region, his entire family slaughtered by his master, making an example, val'reth barely slipped his captors bonds and ran for his life. After a hard childhood hiding in the streets and alleys until he became a grown man, he had become quite proficient at staying alive, no matter the odds, always seeming to escape at the last moment, always eluding his enemies. Eventually, he came to be known as a skilled thief and saboteur and was employed by all manner of highborn in their political schemes against eachother, filling val'reth's pockets at the same time. Val'reth the outcast M5 WS5 BS3 S4 T3 W2 I8 A3(4) LD 9 May only be taken if a master or dreadlord is present. Takes up no slot. Gear: Sea dragon cloak Light armor Bracers of khal aman 2 Hand weapons Flash powder Has the following abilities: Eternal hatred Scout Loner Sticky fingers Stubborn Always strikes first killing blow Challenging pose Cost:95 + 5 points for every druchii unit fielded besides Val'reth. (he get exceedingly harder to hire as he is considered lower than scum by his kinsmen) *Bracers of khal aman Stolen from a pitfighter famous for dodging and deflecting attacks, these braces enable val'reth to parry close combat attacks. You may choose to use val'reth's I stat instead of WS for any roll where val'reths WS is needed to determine if val'reth is hit or not. The bracers of Khal aman confer a 5+ ward save. *Flash powder* After Val'reth has attacked in close combat, but before the enemy has , Val'reth may use his flash powder to escape his enemy's blows. ( both fighters adds their I stat to a d6) If val'reth is successful he may leave the combat and hide in any non-impassable terrain within 12", as long as no unit can see him afterwards. One use per fight. *Loner* Val'reth may never under any circumstances join a unit, as he is still officially shunned as a druchii. However, this also means that doesn't care much for the druchii back. Val'reth never takes panic checks as a result. *challenging pose* Valreth may always force a character/champion to accept his challenges, regardless of where in the unit that character/champ is. *Sticky fingers* Valreth is skilled at confusing his opponents in battle and can steal item from his foe while striking blows from every angle. Val'reth may choose to discard any successful to-hit roll and instead attempt to steal a random item from his foe! Roll a d6 for every attempt: 1-2 Pick a random talisman to steal, if there is only one, then val'reth takes it. 3-4 Pick a random Arcane item to steal, if there is only one, then val'reth takes it. 5-6 Pick any category of items except mundane and take a random item from that category. If a foe suddenly finds himself without a weapon, then that model always counts as using a single mundane handweapon for the rest of the fight. any benefits bestowed from the stolen items are immediately lost. *Note that val'reth never uses the stuff he steals, as using an unkown item that might hurt him is just silly. If val'reth is still alive at the end of the battle, every item he has stolen gives it's cost in victory points to his side.
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This message was edited 2 times. Last update was at 2010/02/01 02:08:31
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![[Post New]](/s/i/i.gif) 2010/02/01 13:28:08
Subject: Re:"Make a Character" Redux II
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Fresh-Faced Inquisitorial Acolyte
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The Holst Brothers
The Holst brothers are an infamous duo known throughout the Empire. Lucas and Petir, unlike many Chaos Champions who have originated from the Northern Wastelands, were born amidst the Empire and under the all powerful Sigmar, unknowing as to their fate.
Lucas Holst
Lucas showed magic capabilities from an early age, coupled with a boundless curiosity, brought the attention of a travelling Shadow Magi, and so was apprenticed. Lucas’ magical abilities flourished, and his curiosity made it easy to teach him, but it also put him at risk as he read books that began to deal with almost blasphemous acts. Eventually, the Shadow Magi found Lucas reading intently through a heretical book that he had discovered during his travels, and promptly snatched the book form Lucas’ hands, destroyed it, and ordered that he never read a book without his permission. Much to his surprise, Lucas went into a rage and attacked. Using the abilities he had learned from the recently destroyed book, weaved a spell. Throughout the weave he felt a force adding itself to his efforts, and the final result opened a large gate of darkness that swallowed his former teacher. In the aftermath, the entity that had helped him stayed, much to his curiosities delight, and offered the chance to continue his study of magic, along with power beyond measure, and Lucas readily accepted, becoming a Sorcerer of Tzeentch. Now after many years of study and practice, Lucas has become a Sorcerer of almost unimaginable power, although he still harbours his immense curiosity and love of books.
Lucas Holst- 400
M WS BS S T W I A Ld
4 5 3 4 4 4 5 3 9
Lucas is a level 4 Wizard. He may choose his spells from the Lore of Tzeentch.
Equipment
• Chaos Armour
• Rod of Change
• Disk of Tzeentch
• Mark of Tzeentch
Special Rules
• Master Magician
• Studious
• Brothers of Change
-Eye of the Gods
Rod of Change- A Staff gifted to him by Tzeentch the melds reality itself around the wielder. This Staff gives Lucas an extra Power Dice, and a 5+ ward save against all attacks.
Master Magician- His years of practice as a Sorcerer have gifted Lucas with a mastery over the Winds of Magic. Lucas knows all the spells from the Lore of Tzeentch and three (chosen by d6) from the Lore of Shadow. Along with this Lucas can use as many power dice as he wishes (compared to the usual 5)
Studious- Lucas has always enjoyed reading to satisfy his curiosity and so has a wide variety of knowledge, although he can get so enthralled by a book that the outside world is temporarily forgotten. Lucas adds an extra two dispel dice to the players dispel pool, but suffers from stupidity (Lucas really loves his reading).
Brothers of Change- When fighting in concert with each other the Holst Brothers can change the course of any battle, much to the pleasure of their patron Tzeentch. When both characters are present within an army they can add or subtract D3 from their rolls on the Eye of the Gods.
Thats the first of two, obviously. Didnt know what to do for the Brothers of Change rule so I made it as it is, but it is subject to change. (horrible pun)
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This message was edited 4 times. Last update was at 2010/02/03 15:15:08
Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.
 Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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![[Post New]](/s/i/i.gif) 2010/02/01 16:01:57
Subject: Re:"Make a Character" Redux II
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Master of the Hunt
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A DE sorceress whose obsessed curiosity of the harpies led her to perform experimental magic even for a druchii. The spell was so powerful it would make sure the harpies would be a part of Karond Kar forever thus preventing the city from ever falling. What it did was make her into a harpy, an extremely powerful one.
(name goes here, I haven't thought of one yet) is a level 2 sorceress in the form of a harpy. She causes fear, flies, and carries the amulet of souls. She must be accompanied by a unit of harpies, these count as a core choice.
M WS BS S T W I A Ld
5 4 4 3 3 2 5 2 8
amulet of souls gives her a 5+ ward save and has a bound spell power level 4 of the spell soul stealer that can be used once per game.
225 pts.
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dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar |
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![[Post New]](/s/i/i.gif) 2010/02/02 17:04:15
Subject: Re:"Make a Character" Redux II
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Nasty Nob
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Drakhan the Dreaded - A notorious Marauder whom has earned a name for himself by pillaging and raping his way across the Northern lands of the Empire. Drakhan is known by his massive build (for even a Marauder Champion) and the pair of massive axes that he fights with. Rumor has it that the pair of axes were taken from a Dwarven supply train and further tainted by the hellish workings of Chaos Dwarfs whom branded each axe with the names of their dark gods.
Drakhan the Dreaded may be fielded as a Hero Choice in a Warriors of Chaos army.
Cost: 175pts
Stats: M4 WS7 BS3 S6 T4 W2 I6 A6 LD8
Equipment: Heavy Armor, the Blood Axes, The Horned Helm
The Blood Axes - A pair of rune enscribed axes , the Blood Axes grant plus one Attack (included above), plus one Strength (included above), and MR(1). If Drakhan manages to roll 4 or more ones when rolling to-hit (after Hatred re-rolls), or to-wound (successful wounding hits still count towards CR, Drakhan is immediately removed from the game as the powers of the Axes collapse upon themselves.
The Horned Helm - A Helmet that features a single black horn that appears to protrudes from the forehead of the wearer. The black horn is supposed to have been pulled from a mighty Nurgle Champion. The Horned Helm grants plus one to the bearers armor save and allows Drakhan to re-roll one armor save per turn.
Special Rules: Northern Raider, Cry for Blood, Blessed by Khorne, Eye of the Gods, Will of Chaos
Northern Raider - Drakhan may only join Chaos Marauder Units
Cry for Blood - Drakhan and any unit he leads is subject to Hatred
Blessed by Khorne - Drakahn has Frenzy (extra attack is included above), but does not lose Frenzy even if defeated in combat or subject to an item or power that would remove Frenzy (i.e. the Banner of Balance). Any unit that is led by Drakhan loses Frenzy as normal if defeated in combat.
I based the stats and cost on Wulfrik the Wanderer. Seems pretty powerful, but he's only got a 4+ armor save, no ward save, and he risks killing himself whenever he attacks. I liked the idea of having some corrupted Dwarven weapon that is able to avenge itself.
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This message was edited 1 time. Last update was at 2010/02/02 17:06:07
"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/02/03 11:22:45
Subject: Re:"Make a Character" Redux II
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Fresh-Faced Inquisitorial Acolyte
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The Second of the two Holst brothers, Petir.
Petir Holst
The younger brother of Lucas, Petir wasn’t like his brother at all. Where Lucas would lock himself away in the library, Petir would be outside practicing his martial skills. Although he was reasonably skilled, Petir was rejected by the rest of the young men and women in the village because of an affair his father had with a bar maid, which made Petir a bastard. It got worse when Lucas left, as he had stood up for his brother against the majority. Petir became more and more of a loner, hiding out in the forest and continuing to practice his swordsmanship. At about the same time that Lucas mad his pact with Tzeentch, Petir got into a fight with one of the young warriors in the village, Sneen. Petir had decided to finally stand up for himself, and confronted Sneen in the village square. During the confrontation things got out of control and weapons were drawn. 4 men backed Sneen and advanced on Petir. In his defence Petir drew his sword, and attacked. During the fight, he killed three men, including Sneen, and was only stopped from killing the fourth by the intervention of the guard. After this, he was rejected by the entire village, and was restricted to the outskirts of the village. When Lucas returned bearing the mark of Tzeentch, along with immense magical power, Petir was deep in depression and considering. Lucas found him and offered to help him get back at the village who had rejected him all his life, along with immense power. Petir was hesitant, but he had nothing else, and his brother had always been there for him, and so he accepted. Three days later at a neighbouring town, two people, a man and his wife, demanded to see the mayor because the town was in grave danger. The mayor laughed of the warning from this mad couple. The next day the town was aflame in blue fire, horrible screams saturating the air, and only two people left alive, one wearing armour glowing an eerie blue, and another casually reading a book.
Petir Holst- 215
M WS BS S T W I A Ld
4 7 3 6 4 2 6 4 8
Equipment
• Sword of Tzeentch
• Armour of Fate
• Shield
• Mark of Tzeentch
Special Rules
• Eye of the Gods
• Martial Prowess
• Brothers of Fate
Sword of Tzeentch- A sword that contorts the world around it, causing opponents to move into the incoming blows. This sword allows Petir to reroll failed rolls to wound.
Armour of Fate- This armour glows with an eerie blue light, and fate itself intervenes on behalf of the wearer. Chaos armour. Confers a 6+ ward save and causes fear.
Martial Prowess- All his years of sword practice have made Petir a master swordsman.[i] Petir has the killing blow special rule.
Brothers of Change- When fighting in concert with each other the Holst Brothers can change the course of any battle, much to the pleasure of Tzeentch. When both characters are present within an army they can add or subtract D3 from their rolls on the Eye of the Gods.
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This message was edited 5 times. Last update was at 2010/02/05 06:10:47
Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.
 Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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![[Post New]](/s/i/i.gif) 2010/02/03 18:41:09
Subject: Re:"Make a Character" Redux II
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Nasty Nob
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Nightchill
Probably the only female assassin of Naggaroth, Nightchill did not show any of the abilities a witch elf are supposed to have. Only eight years old, she refused to enter the cult of Khaine in Ghrond and disappeared. But years later, rumours came that spoke about plenty of murders in the city. The only one who survived, spoke of how he suddenly felt a freezing cold before he fainted. There were no wounds on him, neither on the other foes.
Nightchill counts as a hero choice in a Dark elves army (most likely a Ghrond-themed).
Nightchill - 185 points
M-5 WS-10 BS-10 S-3 T-3 W-2 I-10 A-4 LD-10
Equipment:
The Cold Swords
Hail Stars
Shadow Cloak
Special rules:
Eternal Hatred, Khainite, Always Strike First, Scout, A Killer not a Leader, Hidden, Wind of Ghrond
The Cold Swords:
Magic weapon. Requires two hands, +1 Attack (included in profile). Enemy models suffering hits from The Cold Swords must pass a toughness test for every hit. If a test is failed the model suffers a wound with a -1 armour save penalty. A model who is wounded (after ward saves, etc) by these weapons are hit automatically in close combat until the end of the turn. These attacks counts as flaming for the purposes of regeneration.
Hail Stars
Gift of Khaine. Maximum range: 12" Strength: As user Rules: Thrown weapon; one shot for each 3" the weapon are thrown (if the foe are 12" away, there are 4 shots)
Shadow Cloak
Gift of Khaine. Anyone willing to shoot at the wielder of this cloak must pass an initiative in order to shoot; if failed they may not shoot this turn.
Wind of Ghrond: Nightchill suddenly becomes transparent and turns into a cold wind, freezing anyone she touches,
One use only. In one Dark Elf turn when the Dark elf player has not declared a charge with her, Nightchill can attack make a normal flight move in the remaining movement part instead of moving normally. Any unit,friend or foe, she moves over suffers d3 S4 hit, counting as missile hits.
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![[Post New]](/s/i/i.gif) 2010/02/03 20:13:33
Subject: Re:"Make a Character" Redux II
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Mekboy Hammerin' Somethin'
Spreading the word of the Turtle Pie
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'Deathsong'
Diary found, last traces of an expidition sent into Sylvania by the Church of Sigmar to investigate the disappearances.
Day 57
There's something out there. Something twisted. Johan and Marcus went missing. We found them soon after, eyes gouged out and propped up, leaning against a tree as if still alive.
Day 60
Luke's dead too now. We found the Tilean mercanary's corpse leaned back against a tree, as if asleep. Hs eyes were gone. The men are muttering about some kind of monstrosity after us. I should never accepted this expedition into Sylvania, this place is cursed.
Day 62
It got Karl and Jacob... That thing that's following us. The same way as the rest, eyes gouged out and placed in lifelike positions, this time around the campfire. I must have been talking to them only minutes before. I keep seeing the thing out of the corner of my eye, grinning madly. When I look at it full on, it's gone. I fear I'm going mad.
Day 65
There's three of us left. Forget this expidition, it's not worth it. Not after what happened to the rest. We're taking as much food and water as we can and we're getting back to civilisation as soon as possible.
(Last legible entry, the rest of the pages are soaked in blood and completely illegible)
Deathsong is a rare choice for a Vampire Counts Army
M WS BS S T W I A Ld
7 8 5 5 4 3 9 5 10
Undead, Vampire, Unhinged, Scout
Unhinged:
Deathsong is an utterly unhinged individual. He is subject to Frenzy, and cannot lose it, even if he loses combat. In addition, his reckless disregard for his unlife once he gets into his killing frenzy means that while he follows the normal rules for undead losing combat, he loses one less wound than normal.
Goes for the eyes:
Deathsong has the Killing Blow rule for all his close combat attacks. In addition to this he cannot pursue or overrun due to his habit of arranging his victims in life-like poses.
Incredibly Agile
Deathsong can dodge even the most well-aimed of attacks. He benefits from a 3+ ward save, and at the start of each close combat phase may make a d6" move. This move cannot be used to make a charge, nor can it be used to leave close combat. However, he may reposition himself in close-combat.
Loner
Deathsong can never join a unit.
Magic Items:
The Scarblades
Deathsong carries two blackmetal blades, rumoured to contain warpstone, which induced his madness. Certainly, Deathsong claims that the blades themselves whisper to him.
The Scarblades count as two hand weapons (Deathsong gets +1 attack from this despite carrying a magic weapon) and allow Deathsong to re-roll misses.
Points cost:
205 (Vampire lord) - 90 (3 Magic levels) + 25 (Scout) + 20 (Frenzy) + 15 (-1 wound when losing cc) + 25 (killing blow) - 15 (cannot overrun or persue) + 65 (Incredibly agile) + 35 (Scarblades) + 20 (extra attack and initiative in profile) - 15 (loss of toughness) + 10 (+1M, based on talisman of Lycni) - 5 (Loner) = 315
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![[Post New]](/s/i/i.gif) 2010/02/04 02:34:29
Subject: "Make a Character" Redux II
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Lone Wolf Sentinel Pilot
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Captain_Sw. Consider for Petir that a normal un-equipped Chaos Lord is 215....and your guy has tonnes of magic items; real cost would be 290-310
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Many started armies including: / , , ....and Bretonnia |
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![[Post New]](/s/i/i.gif) 2010/02/04 02:54:32
Subject: "Make a Character" Redux II
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Fresh-Faced Inquisitorial Acolyte
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Hes not a chaos lord, he is exalted, with a few upgrades
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Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.
 Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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![[Post New]](/s/i/i.gif) 2010/02/05 02:25:37
Subject: "Make a Character" Redux II
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[DCM]
Tzeentch's Fan Girl
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3 wounds and 5 attacks looks like a Lord. I'd bump his WS/Ld back to where they belong and make him a Lord, and adjust the points accordingly.
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![[Post New]](/s/i/i.gif) 2010/02/05 06:09:51
Subject: "Make a Character" Redux II
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Fresh-Faced Inquisitorial Acolyte
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Thing is, he iis not meant to be a lord, thats his brother  , ill downgrade him a bit.
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Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.
 Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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