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Made in us
Stealthy Kroot Stalker






U.S.

I was debating whether to put this in the Proposed Rules section or here.

I was bored and felt like starting this thread to see what rules people would make and what kinda of characters people would make 40k rules for.

I'll start with:

From an anime that I particularly enjoy, Kara no Kyoukai: The Garden of Sinners
http://en.wikipedia.org/wiki/Kara_no_Ky%C5%8Dkai

Ryougi Shiki[180pts]
WS7 BS4 S3 T3 W3 I6 A4 Ld10 Sv-
Equipment: CCW, throwing knives
Throwing knives: count as a ccw. They can also be used in the shooting phase with the following profile: R6" S3 AP- Assault2, Mystic Eyes of Death Perception

Special Rules
EW, Fleet, FNP, Infiltrate, Scout
Origin: the Void - Being the physical embodiment of the Void, the origin of everything, Shiki can destroy and reshape the universe if she pleases. She is all and knows all. Shiki has a 4+ save against anything that causes wounds and psychic abilities. It is not an invulnerable, armour, or cover save.
Mystic Eyes of Death Perception - Shiki's close combat and shooting attacks are rending. However, she rends on a 5+. In addition, rolls to wound of 5+ automatically cause a wound that are AP2 regardless of toughness. Against vehicles, hits that are landed cause an automatic glancing hit on a 5 and a penetrating hit on a 6.

This message was edited 2 times. Last update was at 2011/08/27 15:11:47


 
   
Made in us
Implacable Black Templar Initiate





It's an interesting idea, but it would have to be worth a fair amount of points.

If only I could make up my mind  
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Ezio de Auditore da Firenze from Assassin's Creed: Brotherhood
Spoiler:

Unit type: Independent Character

WS: 5
BS: 3
S: 3
T: 4
W: 1
I: 4
A: 2
LD: 10
SV: 4+

Wargear
Hummingbird Gun: The Hummingbird Gun counts as a Bolt Pistol
Dual Hidden Blades: The dual hidden blades count as 2x hand weapons
Medicine: Gives Ezio the Feel No Pain USR
Poison: All of Ezio's CC attacks have the poison rule
Smoke Bombs: Smoke bombs give Ezio the Hit and Run USR

Special Rules
Stealth: Ezio has the Stealth USR
Assassin Recruits: Once per game, Ezio can send Assassin Recruits to attack a unit. Place a small blast template over the unit. Anybody under the template takes a single S4 AP- hit
Assassin: At the beginning of the game, select one HQ from your opponent's army. Ezio gets to re-roll all hits against it. You must accept the re-roll, even if it's worse then your first roll
I work alone: Ezio cannot join friendly units.

175 pts.

This message was edited 2 times. Last update was at 2011/08/27 04:22:36


Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in pe
Storm Trooper with Maglight





Lima, Peru, Holy Terra

Spoiler:
Alex Mercer

Stats:

WS: 7
BS: 4
S: 5
T: 5
W: 4
I: 5
A: 3
Ld: 10
Sv: 4+

Wargear:
Can choose one of the following:
Missile Launcher
Assault Cannon

Special Rules:
Biomass: Once per turn, Alex may morph his body into: A pair of biomass fists (powerfists), a biomass blade (power weapon with rending) and a biomass shield (4++ save), a biomass whip (+3A), a pair of biomass claws (lightning claws with rending) or a biomas armor (2+ save +2S)
Absorb: If Alex kills a model in CC, roll a die. On a 5+, he recovers one wound.
Disguise: If in an assault he kills a model, Alex may join the enemy unit and be treated as the enemy model he killed. At any time, even on the player's turn, you may choose to unveal him. You may transsform or assault with him that turn, even if it's the enemy's turn.
Enhanced Leap: Alex counts as jump infantry.
Independent Character
Eternal Warrior
Relentless
Fearless
Feel No Pain

This message was edited 6 times. Last update was at 2011/08/28 05:39:15




DR:90-SG+M--B--I--Pw40k11#-D++A--/mWD-R+T(F)DM+

 
   
Made in us
Stealthy Kroot Stalker






U.S.

Can you explain the Disguise rule for Mercer I don't think I understand how that quite works. If I read it correctly, it sounds sorta like the callidus assassin's polymorphine ability.
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Storm troopers from starwars.

WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 8
Sv 3+

Why can't we ever hit anything?
When firing at an Idependent character or a unit containing an independent character, stormtrooper's BS is reduced to -1, and in combat always strike at an unmodified initiative of 1.

Aww, this armour is useless...
When being fired at by an independent character, or a unit containing an independent character, stormtroopers lose their armour save. This also applys in close combat.

Damn ewoks! Or ewok equivilents!
Stormtroopers automatically lose combat and are swept when attacking or are attacked by small, cute furry aliens.

Wargear- Krak and frag grenades.
laser gun-counts as pulse rifle.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in pe
Storm Trooper with Maglight





Lima, Peru, Holy Terra

acekevin8412 wrote:Can you explain the Disguise rule for Mercer I don't think I understand how that quite works. If I read it correctly, it sounds sorta like the callidus assassin's polymorphine ability.


Let's say I have Alex and you have boyz. Alex assaults, kills a boy and he uses his ability. He joins the unit as an ork boy and is controlled by you, but at any time, I can choose to regain control of him. He can transform and assault at that moment, even if it's your turn. Also:

Spoiler:
Big Daddy

Stats:

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

Wargear:
Drill (chainfist)
Rivet Gun (S4 AP4 Assault 3 Rending)

Special Rules:
Parental Instinct: If the Big Daddy joins a unit, he may not leave it until all other models are killed. If another unit causes a wound on his unit, he gains Preffered Enemy against that unit. If a model in his unit would suffer form an unsaved wound in an assault, the Big Daddy may take the wound.
Agonizing Frenzy: If the Big Daddy has one wound left, he gains the Feel No Pain and Fearless rules and gets +2A.
Independent Character
Stubborn
Furious Charge

This message was edited 2 times. Last update was at 2011/08/28 05:47:09




DR:90-SG+M--B--I--Pw40k11#-D++A--/mWD-R+T(F)DM+

 
   
Made in us
Implacable Black Templar Initiate





Those storm troopers sound like imperial guardsmen who have a decent armor... some of the time.

If only I could make up my mind  
   
Made in de
Ragin' Ork Dreadnought






Ingelheim am Rhein, Germany

Blondie from "The Good, the bad and the ugly"

Y'know, Clint Eastwood always hits, so....

WS 3
BS 8
S 3
T 3
W 2
I 3
A 1
Sv -

Special rules:

- too cool to get hit; Blondie is just too cool to get hit in a firefight or something like that, so he ha a 3 or 4+ invul.

Wargear

- His gun: Blondie automtically wounds anything on a 2+ and intakills it on a 5+, wich is also what he needs for rending. Against vehicles he counts as having S4

edit:

forgot to mention that he can allocate the wounds intead of the enemy

I guess he'd cost something 150ish

This message was edited 1 time. Last update was at 2011/08/28 08:54:54


LOOK!! a shameless self-promotion! (gasp!)
My ORK!-Blog here on dakka And if you need a good conversion or a paintjob... My commission blog

[

Looking for Painting & Modelling advice? Click here! 
   
Made in gb
Blood-Drenched Death Company Marine






Dirty Harry


WS 4
BS 6
S 3
T 4
W 2
I 3
A 1
Sv -

Equipment - Colt Magnum -
Range 12" Str 5, AP4, Assault 6. Within 6" the strength is increased to 9, AP3

Special rules:
Eternal Warrior

Marksman - can pick off ICs, special weapons etc

Basic Math is important : If harry misses with all but 1 of his shots, the one that hit autowounds at AP1 and counts as melta, inflicts instant death.

Do you feel lucky? : Once per turn dirty harrys player can re-roll a dice. One per game his opponent can.

   
Made in se
Nasty Nob





'Ere an dere

Optimus Prime

True Form:
Type: Vehicle (Walker)
Armour: WS-5 BS-5 S-6(10) I-4 A-4 F-12 S-12 R-11
Wargear: Energon Blade (Counts as a Dreadnaught Close Combat Weapon), Ion Blaster.

Disguise Form:
Type: Vehicle (Tank, Open-topped)
Armour: F-13 S-11 R-10
Wargear: Frontal-mounted Barrage Cannon.
Transport Capacity: 10 models.

Special Rules:
Transformation:
In the beginning of the movement phase, Optimus Prime can decide to swich form. He will then turn into the form he is not currently in. He may move as normal after having tranformed. Should Optimus Prime be in Disguise Form and decide to transform into True Form, all eventual passengers must immediately disembark.

Ion Blaster: Range 36" S 7 Ap 3 Heavy 1 Blast
Barrage Cannon: Range 30" S 6 Ap 4 Heavy 1 Large Blast, Barrage

This message was edited 1 time. Last update was at 2011/08/28 19:40:44


idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


My Eldar Blog

THE DARK CITY, A Dark Eldar Dedicated Forum! 
   
Made in gb
Worthiest of Warlock Engineers






preston

The Hottie

there is always a sexy chick in these things. always

WS1 BS2 S3 T3 W2 I2 A1 LD6 S-

wargear
las pistol

special rules
must pick ONE hair coulour

BLOND
gains a manicure kit(gives FNP)
enemy units consisting of non khorne nurgle or tzench must pass a LD check to shoot her. all dark eldar and slannesh units must take the test(even the chicks)

BRUNNETE
gains a makeup kit(gives +1 cover save)
I becomes 3

RED HEAD
gains hair kit(counts as power weapon)
WS becomes 4
must take LD check each turn or gain RAGE. must pass LD check to lose RAGE


SUPER SEXY
all male units in LOS become fearless.

WELL AVENGE HER
if a Hottie is killed then all freindly male units within LOS gain RAGE FEARLESS and +2A +1WS but -1BS

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Pragmatic Collabirator






One of my favorite Touhou Characters, here to help the Xenos "catch" some sun
Spoiler:
Chapter master Utsuho Reiuji of the Sun ravens 215pts
WS6 BS5 S4 T4 W3 I5 A3 LD10 Sv+3/+4
War gear:
Power armor
Frag and Krak grenades
1st leg (Iron halo)
2nd leg (Relic blade)
3rd leg (Twin linked plasma gun)

Special Rules:
ATSKNF
Chapter tactics
Relentless
Orbital bombardment
Independent Character
Unique

Rules:
You may take 1 unit of honor guards in your force for Utsuho this does not count for Hq
Chapter tactics
All units replace combat tactics with: Masters of the Sun
All plasma pistols cannons and guns (including combi weapons) loose Gets Hot
All melta guns (including combi meltas) and Multi Meltas are twin linked
All power swords are master crafted
If more than 1 version of this rule is in your army then you choose which aplies


Quote from: GuardianTempest on shrinemaidens.org new generation RP
BLOOD FOR THE BLOOD TREE!!!
SKULLS FOR THE SKULL MULCH!!!
the Saigyou Ayakashi 
   
Made in gb
Drone without a Controller




Too close

loota boy wrote:Storm troopers from starwars.

WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 8
Sv 3+

Why can't we ever hit anything?
When firing at an Idependent character or a unit containing an independent character, stormtrooper's BS is reduced to -1, and in combat always strike at an unmodified initiative of 1.

Aww, this armour is useless...
When being fired at by an independent character, or a unit containing an independent character, stormtroopers lose their armour save. This also applys in close combat.

Damn ewoks! Or ewok equivilents!
Stormtroopers automatically lose combat and are swept when attacking or are attacked by small, cute furry aliens.

Wargear- Krak and frag grenades.
laser gun-counts as pulse rifle.

Try
WS 3
BS 4
S 4
T 4
I 3
A 1
LD 10
SV 3+

wargear same apart from they should have a close combat weapon and a pistol range 12" S3 AP5 Type assult 3
no special rules

The emperor protects? Why don't we put that to the test! 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

hey801 wrote:
loota boy wrote:Storm troopers from starwars.

WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
Ld 8
Sv 3+

Why can't we ever hit anything?
When firing at an Idependent character or a unit containing an independent character, stormtrooper's BS is reduced to -1, and in combat always strike at an unmodified initiative of 1.

Aww, this armour is useless...
When being fired at by an independent character, or a unit containing an independent character, stormtroopers lose their armour save. This also applys in close combat.

Damn ewoks! Or ewok equivilents!
Stormtroopers automatically lose combat and are swept when attacking or are attacked by small, cute furry aliens.

Wargear- Krak and frag grenades.
laser gun-counts as pulse rifle.

Try
WS 3
BS 4
S 4
T 4
I 3
A 1
LD 10
SV 3+

wargear same apart from they should have a close combat weapon and a pistol range 12" S3 AP5 Type assult 3
no special rules


Except now they arn't at all recognizable as stormtroopers... no thanks, i'll keep my design.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in au
Esteemed Veteran Space Marine





Australia

Storm troopers from starwars.

WS 1
BS 1
S 2
T 1
W 1
I 1
A 1
Ld 13
Sv 7+

Why can't we ever hit anything?
A storm trooper may only hit birds with shooting

Aww, this armour is useless...
A storm trooper may never save a wound.

What's a wounded?
A hit automatically wounds a storm trooper.

Damn ewoks! Or ewok equivilents!
Storm Troopers are destroyed automatically if placed within 95 inches of a furred alien.

What's a retreat?
Storm Troopers never take morale checks

Wargear- Krak and frag grenades.
laser gun-counts as Nerf Gun (S 1/10, Ap -)

Points-1

I think that about sums up the usefulness of a stormtrooper


Automatically Appended Next Post:
Phototoxin wrote:Dirty Harry


WS 4
BS 6
S 3
T 4
W 2
I 3
A 1
Sv -

Equipment - Colt Magnum -
Range 12" Str 5, AP4, Assault 6. Within 6" the strength is increased to 9, AP3

Special rules:
Eternal Warrior

Marksman - can pick off ICs, special weapons etc

Basic Math is important : If harry misses with all but 1 of his shots, the one that hit autowounds at AP1 and counts as melta, inflicts instant death.

Do you feel lucky? : Once per turn dirty harrys player can re-roll a dice. One per game his opponent can.



I LOVE THIS!!

This message was edited 1 time. Last update was at 2011/09/03 14:07:08


DT:90S++++G++M--B++I+pw40k08#+D++A+++/mWD-R++T(T)DM+


I am Blue/White
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
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Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

ChocolateGork wrote:Storm troopers from starwars.

WS 1
BS 1
S 2
T 1
W 1
I 1
A 1
Ld 13
Sv 7+

Why can't we ever hit anything?
A storm trooper may only hit birds with shooting

Aww, this armour is useless...
A storm trooper may never save a wound.

What's a wounded?
A hit automatically wounds a storm trooper.

Damn ewoks! Or ewok equivilents!
Storm Troopers are destroyed automatically if placed within 95 inches of a furred alien.

What's a retreat?
Storm Troopers never take morale checks

Wargear- Krak and frag grenades.
laser gun-counts as Nerf Gun (S 1/10, Ap -)

Points-1

I think that about sums up the usefulness of a stormtrooper


Automatically Appended Next Post:
Phototoxin wrote:Dirty Harry


WS 4
BS 6
S 3
T 4
W 2
I 3
A 1
Sv -

Equipment - Colt Magnum -
Range 12" Str 5, AP4, Assault 6. Within 6" the strength is increased to 9, AP3

Special rules:
Eternal Warrior

Marksman - can pick off ICs, special weapons etc

Basic Math is important : If harry misses with all but 1 of his shots, the one that hit autowounds at AP1 and counts as melta, inflicts instant death.

Do you feel lucky? : Once per turn dirty harrys player can re-roll a dice. One per game his opponent can.



I LOVE THIS!!


Yeah, but in some of the episodes it shows stormtroopers hitting droids and stuff. They just can't ever get through main character plot armour.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Duke Nukem

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

WARGEAR

Pistol 12" S5 AP6 Pistol

Shotgun 12" S3 AP- Assault 2 Rending. If within 1" causes instant death against infantry (non IC). No saves allowed

Ripper 24" S4 AP6 Assault 20

Balls of Steel Gives 4+/4++ Fearless and FnP

Missile Launcher 24" S8, AP3 Assault 1

Shrink Ray 24" Assault 10 No damage, Reduces target to S1 T1. Vehicles, IC and MC immune.

Freeze Ray Flamer Target cannot move/shoot/assault next turn, and can be instakilled by EVERYTHING

Pipebombs 6" S6 AP3 small blast Also counts as Offensive Grenades

Tripmines Count as Defensive Grenades

Almighty Foot Power Weapon

SPECIAL RULES -

I'm gonna tear off your head and down your neck. = Preferred enemy against IC/MC

Hail to the king, Baby! = Eternal Warrior

Power Armor is for = Preffered Enemy against SM

This is taking FOREVER = Duke must always be kept in reserve, and can only arrive on a 6

Fleet



This message was edited 3 times. Last update was at 2011/09/04 20:43:34


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in fi
Frenzied Berserker Terminator





In my cave, lying down and waiting for you...

The Terminator

Ws 4
Bs 5
S: 4
T 6
W 3
I 3
A 4
Ld 7
Sv 2+

Weapons:
Fists: Count as power fists in assault, but won't reduce The Terminators initiative.
Shotgun: Rng 12 S 4 Ap 4 Assault 3

Special rules:

Fearless,Relentless

Man of steel: Poisoned weapons wont work on the Terminator, nor do flamer or melta weaponry (any one who has seen the latest terminator movie hopefully knows what Im talking about).

Fate unknown: At the start of the game choose terminate or protect.
1. Terminate: At the beginning of the game, nominate any enemy model or unit as the target to be terminated. The Terminator gains the preferred enemy rule against the target (may re-roll hits against vehicles).
2. Protect: At the start of the game, choose one friendly model or unit. The Terminator must always be within 6" inches of the model or else this rule is nulfilled. If an enemy unit is at least 10"inches away from the chosen unit/model, The Terminator is counted as being initiating an assault to the enemy unit and is placed B2B with the enemy unit.

I'll be back: If The Terminators wounds are reduced to 0, place an counter where he "died". At the start of each turn, roll a die and on the roll of 3+, The Terminator is returned to the game with 1 W left. If The Terminator is reduced to 0 wounds after this, it stays dead and won't come back.

Give me your clothes. NOW!: Instead of deploying The Terminator, its controlling player may secretly choose one enemy infranty unit model and write the chosen model down (this may not be an enemy HQ or "sergeant"). At the start of any turn, the player may reveal The Terminator. Replace the chosen model with The Terminator. It may then act as normally, but is considered as being in assault.

Options:
20+ Bike (this is an regular bike that makes the "give me your clothes" special rule, unusable.


Who, thats alot of rules . Still haven't thought about the price tag thought...

This message was edited 1 time. Last update was at 2011/09/03 22:36:54



Join my Khornate warband here: http://www.dakkadakka.com/dakkaforum/posts/list/0/419388.page#3722432
Yes, I am a dragon freak. I have the spirit and the mind of a dragon, so I guess Im somekind of a dragonborn . But in the mean time, poke the eggs... 
   
Made in us
Storm Trooper with Maglight




Chicago

Niko Bellic

WS: 3
BS: 4
S: 3
T: 4
W: 2
I: 3
A: 1
LD: 9
Save: 5

Weapons: RPG-7, counts as GL.
AK-47-Counts as lasgun with AP 6.

May take body armor, gives a 4+ save.
May take friends, which provide benefits.
Roman: Gives Niko a 4+ invuln save, due to his need to protect his cousin.
Little Jacob: Provides firepower, Niko is now armed with bolt pistol equivalent on top of normal weapons.
Packie: Provides demo charge.
Brucie: Roid rage! Brucie provides an extra attack in close combat.
Dwayne: Provides 2 extra units, which count as bodyguards, with the Look out!--ARGH! rule.

Each friend is a unit on the table, with a laspistol equivalent weapon. They have the stats of a guardsman. Should one die, Niko gains preferred enemy on the unit that killed them, and becomes fearless, for he is mad with revenge.

This is a jekking! When Niko assaults a vehicle, he gets 2d6 to penetrate, should the vehicle be destroyed, instead of being removed from play, it is jacked by Niko, and becomes yours.

Yellow car! In a drunken fit, Niko hails the nearest friendly vehicle, and embarks it. It may move an extra 2" inches.

Guardsmen, Fire!
...Feth yeah!
 
   
Made in us
Pragmatic Collabirator






ChocolateGork wrote:Storm troopers from starwars.

WS 1
BS 1
S 2
T 1
W 1
I 1
A 1
Ld 13
Sv 7+

Why can't we ever hit anything?
A storm trooper may only hit birds with shooting

Aww, this armour is useless...
A storm trooper may never save a wound.

What's a wounded?
A hit automatically wounds a storm trooper.

Damn ewoks! Or ewok equivilents!
Storm Troopers are destroyed automatically if placed within 95 inches of a furred alien.

What's a retreat?
Storm Troopers never take morale checks

Wargear- Krak and frag grenades.
laser gun-counts as Nerf Gun (S 1/10, Ap -)

Points-1

I think that about sums up the usefulness of a stormtrooper

On the reverse side I would like to Present Clone troopers, wow did quality control go down
1commander and 4-9 clones
clone trooper points 9
commander points 18
Ws3
Bs3(+1for comander)
S3
T3
W1
I4
A1(+1 for commander)
Ld8
Gear
Mk2 armor +5
Blaster rifle S4 Ap6 range 24 rapid fire
Frag grenades
rules
Orders are absolute: always pass moral test for orders
Lead on Jedi: Psykers joined in the unit gain +1ws and +1A
Order 66: Clones have, perferred enemy: Psykers
2 clones may take a rotary blaster cannon (s5 ap5 heavy 3 24") for 5 points or,
missal launcher (s7 ap3 heavy 1 36" or s4 ap6 36" heavy 1 blast) for 15points
any clone may take a blaster s4 ap6 12" assault 2 for free
Commander may take dual pistols s4 ap6 12" pistol 2 (fires twice) twin linked for free


Quote from: GuardianTempest on shrinemaidens.org new generation RP
BLOOD FOR THE BLOOD TREE!!!
SKULLS FOR THE SKULL MULCH!!!
the Saigyou Ayakashi 
   
Made in ca
Deadly Dark Eldar Warrior




Ontario

Harry Potter - 300pts

WS 3
BS 3
S 3
T 3
W 2
I 3
A 1
Ld 10
Sv 2++

Unit Type: Jump Infantry

Wargear:
Invisibility Cloak: Harry Potter has the stealth and infiltrate universal special rules. Also, if any unit wants to shoot at harry potter, the opposing player must roll 2d6. The unit's spotting distance for shooting at harry is 2d6x2 inches. If they cannot see him, they cannot shoot him. The unit may not shoot anything else that turn.
Wand: Harry Potter may cast 2 DIFFERENT spells/psychic powers per turn.
Firebolt Broom: Harry Potter flies around on his broom, the firebolt. He is jump infantry.
Sword of Gryffindor: The sword of Gryffindor is a power weapon that always wounds on a 2+.
Weasley Firecrackers: Harry Potter and any unit he joins counts as having offensive and defensive grenades.

Special Rules:
Independent character
The shield of love and sacrifice: For whatever reason when Harry's mom died protecting him it made him pretty much invincible. Therefore Harry Potter has a 2+ invulnerable save.
Apparition: In the movement phase, instead of moving, Harry Potter may apparate. Harry Potter can even apparate if he is locked in close combat. Pick a spot on the battlefield and place Harry Potter there. Normal deep striking rules apply, however there is no scatter. Harry can also apparate onto the field from reserve. He can apparate out of a unit he is joined to. If an independent character (friend or foe) is in base contact with harry potter when he apparates, they also get transported wherever he goes. He cannot apparate into close combat.
Sheer Luck: When Harry inflicts a wound on an enemy character or monstrous creature in close combat, roll a D6. On the result of a 6 the target is automatically removed from play.
Stealth & Infiltrate (from invisibility cloak)
The Chosen One: Harry Potter has the Eternal Warrior special rule. Also, while harry is alive, all units in his army receive +1 to their leadership characteristic, to a maximum of 10. When/if he dies, all units in his army receive a -1 to their leadership characteristic, starting in the next player turn after he is killed.
Harry Potter counts as a scoring unit.

Spells for Harry Potter (all cast in the shooting phase. may not be cast if harry is locked in close combat. may move and cast. may not apparate and cast in the same turn.):
Stupefy: If successfully cast the target unit becomes pinned. Range: 12"
Reparo: Harry can repair immobilized results on vehicles. Range: 6"
Expecto Patronum: All friendly units within 12" of Harry Potter may re-roll failed morale checks and leadership tests.
Cruciatus Curse: It may be cast on any independent character within 12" of Harry Potter, even if they are locked in close combat. The character and his attached unit automatically fall back 2D6 inches and count as falling back. It does not work on fearless units.
Imperio: When cast, harry potter may move any living model 6" in a direction of his choice, including separating them from a unit they are attached to or taking them into/out of close combat.
Sectum Sempra: It may be cast on any living model within 12" of Harry Potter, even if they are locked in close combat. The target automatically suffers a wound, without saves of any kind permitted. If the target is in close combat, the wound counts toward the resolution of that combat during the same turn.

This message was edited 8 times. Last update was at 2011/09/09 23:20:07


1850pts
W-L-D: 9-3-1 
   
Made in us
Stealthy Kroot Stalker






U.S.

Everything works for Mr Potter except the Cruciatus Curse. Maybe replace it with the disarming spell, I don't remember the name.
   
Made in se
Nasty Nob





'Ere an dere

Expelliarmus.
The hit unit counts as having no wargear except armour until the end of their next turn?

This message was edited 1 time. Last update was at 2011/09/10 08:00:54


idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


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Made in us
Stealthy Kroot Stalker






U.S.

Expelliarmus, that's what it was, thanks.

The unit cannot shoot the next shooting phase? If targeting an IC, they also assault with their hands/claws instead of their equipped weapons(counts as 1ccw)?
   
 
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