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Made in gb
Ichor-Dripping Talos Monstrosity






purplefood wrote:
IHateNids wrote:
felixander wrote:
Spoiler:

Commander All Y'all
WS: 6 BS: 4 S: 4 T:5 W: 4 I: 6 A: 1 LD: 11 SV: -

Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.

The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)

Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons:
Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6

Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).

Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all

Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior),
UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.

Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play

I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.

"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.


Fluff:
Commander All Y'all is awesome.

Picture here, if you're man enough to look. Still a WIP.


don't get too jelly.

For those of you who cant understand this:
Pretty much an Imperial Guard Commissar who is tougher than usual but has no save and has some wierd wargear.

And has a Deathsrike missile with unlimited shots...
I don't think so...


To be honest, if you notice it has a rule that says it cannot be deployed. Being its rules make it a 5pt penalty in a model taht cannot be placed on the field... xD

   
Made in gb
Perturbed Blood Angel Tactical Marine





felixander wrote:Since none of you fools can make a decent character I have decided to grace you with my special character:

Imperial Guard

5 points. HQ selection, does not take up FOC space but may be taken as the mandatory HQ choice, and does not count towards kill points.

Commander All Y'all
WS: 6 BS: 4 S: 4 T:5 W: 4 I: 6 A: 1 LD: 11 SV: -

Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.

The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)

Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons:
Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6

Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).

Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all

Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior),
UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.

Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play

I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.

"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.


Fluff:
Spoiler:
Commander All Y'all is awesome.


Picture here, if you're man enough to look. Still a WIP.


don't get too jelly.

lol

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in us
Quick-fingered Warlord Moderatus






Allright im new to this (and 40k as a whole) so bear with me if this doesnt make sense and or it just plain sucks.

Captain Crimson Novem of the ranger division, 5th company, Blades of the wasteland chapter.

WS BS S T W I A LD SV
6 5 4 4 3 5 2 10 +3


Wargear: Powerfist, iron halo, "Red Death" custom Storm bolter.
Special Rule's: And they shall know no fear, Combat tactics, independent character, Open fire, Rangers lead the way, Company tactics


Red Death bolter: A special bolter that the ranger company had passed down from captain to captain. Novem can fire the bolter on the run in the heat of battle or slow practised shots with a high rate of fire that forces him to use his power fist to control well.

It is fired with the following profile:

Range Str AP type
Red Death: assault: 24" 4 4 Assault 4
Red Death Heavy 30" 4 4 Heavy 6

Special rule: Open fire: Once per game, Novem can direct the fire of his astartes. Take a leadership test, and if sucessful, place a large blast template over the target, any astartes shooting at that unit can either fire at ballistic skill 5

Company tactics: The 5th company is largely composed of sternguard as shock troopers. They count as scouring units.

Rangers lead the way: if Novem is with a sternguard squad, they all gain an extra shot in rapid fire, Vengance rounds do not get hot.


Hope this isnt OP

"Do you really think 7th edition was the best edition?"

"Yes, and I'm tired of thinking otherwise."

 
   
Made in gb
Ichor-Dripping Talos Monstrosity






1: No points value. It needs one.

2: The Storm Bolter there seems a bit much, Making it straight Assault 3 / Heavy 4 would probably be better.
(Also, slow practiced shots at a high rate of fire makes little sense, spray and pray OR slow targeted.)

3: +1 shot in rapid fire range is... ok if pointed well enough, but removing gets hot? that seems a bit much.

4: Does the large blast scatter? the unit shooting can either fire at BS5 or?? and I assume it's only for that turn, not 'any unit under the template permamently has a target on his forehead'?

   
Made in us
Dakka Veteran




Somewhere in the Galactic East

Colonel Abrick Knells of the 182nd Ebon Hawks Regiment, commander of an urban Harkoni Warhawks detatchment. **Drop Troops Only; Please consult Imperial Armor 8 for the Drop Troops Army List**

Colonel Abrick Knells inherited the 182nd Ebon Hawks after a bitter loss of their previous commander and his command staff, when they had landed in a Necrontyr Minefield. While familiar with the Phantine Regiments of reknown, Knells maintains a grasp of battlefield command, and possess a quick mind required when dropping into enemy held territory.

His tactical acumen became famous among Imperial Generals during the invasion of Mordia, when three platoons under his command destroyed the ammunition dumps feeding the traitors defense at the Tetrarcal Palace, allowing the Mordians to storm the battlements. He avenged his predecessors deaths by aiding Grand Marshal Helbrecht in eradicating a Necron Tomb World. For his valour and dedication to eradicate the xenos, Helbrecht gifted Knells the Black Talon; a Master-Crafted Storm Bolter that became synonymous with the Colonels growing reputation.


Colonel Knells - 70 Points, Replaces the Company Commander of a Company Command Squad. The Company Command Squad can purchase upgrades for the Squad as normal. Colonel Knells cannot purchase additional wargear.

He can issue up to two orders and has access to all the Senior Officer's Orders. Get back in the fight! is replaced by Covering Fire!

WS: 4, BS: 5, T: 3, I: 3, W: 3, Ld: 9, Sv: +4

Wargear: The Black Talon: A Master-Crafted Storm Bolter, Chainsword, Carapace Armor, Refractor Field, Homing Beacon, Melta Bombs.

Special Rules:

Covering Fire! - Colonel Knells' had commanded hundreds of drops into ruined and besigned cities and fortifications and his experience in covering his troopers as they land is second to none.

If the order is successful, choose an enemy unit visible to Colonel Knells. The ordered unit gains the Pinning Special rule for the current Shooting Phase and immediately shoots the nominated target. The target suffers a -1 to their pinning check, demonstrating the enemy becoming overwhelmed by massed gunfire.


Master Vox Network - Colonel Knells' Regiment is supported by a massive array of Vox Nets both in space and using enemy Vox Towers for their own personal use, creating a reliable communication array for the Regiment.

If Colonel Knells Command Squad has a Vox Set, Colonel Knells can issue orders up to 36" regardless of line of sight, if the unit recieving the order also has a Vox Set.


The first wave: Colonel Knells Command Squad and a Troop Choice of your choosing must deep strike first turn, even if their embarked in a vehicle. If Colonel Knells is on the battlefield, add +1 to your reserve rolls.




This message was edited 2 times. Last update was at 2012/04/03 04:05:49


182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."

Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." 
   
Made in us
Rough Rider with Boomstick




United States

Actually this idea is kind of interesting. I making this up as I go. Tell me what you guys think. If I can balance right I maybe to use him in purely friendly games with a few of my friends.

Anyways he is based off an upgraded Lord Commissar (he himself is not a Lord though)


Commissar Galdos is an orphaned Cadian who went through the Schola Progenium and learned under the Hero of the Imperium, Ciaphas Cain. Cain taught his cadets the value of keeping one's men alive, a lesson Galdos took to heart. Galdos prefers to appeal to the soldiers sense of Duty and Honor instead of harsh punishments. Galdos shows his loyalty to his men by treating every soldier as a valued warrior of the Imperium. Believing strongely in the Imperial Guard's duty to defend the Imperium, Galdos has led more rescue missions than any other officer in the army group he is attached too. The knowledge that Galdos will return for anyone, soldier or civilian, has inspired the men and caused them to put great trust in the Commissar.

He understands the difference of holding the line through soldier sacrifice and wasting the lives of soldiers. As such Galdos has no trouble in ordering a retreat knowing that he will simply be falling back to prepare for a different way to achieve victory. Having been attached to the 812th Cadian Infantry Regiment and its "sister" regiment the Cadian 317th Armoured Regiment for his entire career, Galdos has earned a tight bond with the soldiers of the brigade. His very presence on the front line is enough to inspire his soldiers to continue fighting all that much harder knowing that this is the critical location of the battle.

Through the course of his career, Galdos has seen officers of the reigment fall, either wounded or killed in action. In each case Galdos will immediately step up and take command of the force before a break down in the chain of command is noticed. Galdos has stepped up and take command of everything from an Armoured Fist Squad to the 812th Regiment on one occasion when Eldar warriors were able to critical injure the commander and kill several members of his command squad.

Commissar Galdos
WS 5
BS 5
S 3
T 3
W 3
I 3
LD 10
SV 5+


Wargear:
Flak Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Refractor Field (May Upgrade To Carapace Armor for +10, Power Sword for +10, Power Fist for +15, or a Plasma Pistol for +10 points)

Special Rules:
Independent Character
Inspirational Hero (Yarrick's move)
Aura of Discipline
Officer Material - Galdos has an excellent understanding of combat tactics having proven himself countless times when he has taken the place of fallen or wounded officers inside of the regiment. After all other orders have been issued, Galdos can attempt to issue a single order. He can use "Bring it Down!" and "Fire on my Target" as well as "FRFSRF", "Incoming!" and "Move! Move! Move!" with a 6" Command Radius

I am taking Command - Should the Company Commander be removed as a casulty for any reason, Galdos takes command of the Company replacing his "Officer Material" Special Rule with "Senior Officer" as found in the Imperial Guard Codex


Now is where Im having trouble, points. He is literally a Lord Commissar with Yarricks Inspirational Hero and the ability to be a slightly better junior officer or be a senior officer if I lose mine.
A Lord Commissar is 70 pts
Yarrick 185

Im thinking between 90 and 120?

This message was edited 2 times. Last update was at 2012/04/03 17:27:49


2000pts. Cadians
500pts Imperial Fist


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

 
   
Made in gb
Proud Triarch Praetorian





I don't play Guard but 130pts sounds about right (going along with the slightly overcosted and underpowered approach that will get you able to use him more often)

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Quick-fingered Warlord Moderatus






Ovion wrote:1: No points value. It needs one.

2: The Storm Bolter there seems a bit much, Making it straight Assault 3 / Heavy 4 would probably be better.
(Also, slow practiced shots at a high rate of fire makes little sense, spray and pray OR slow targeted.)

3: +1 shot in rapid fire range is... ok if pointed well enough, but removing gets hot? that seems a bit much.

4: Does the large blast scatter? the unit shooting can either fire at BS5 or?? and I assume it's only for that turn, not 'any unit under the template permamently has a target on his forehead'?



In response to this I'll change it around to make sense.

Allright im new to this (and 40k as a whole) so bear with me if this doesnt make sense and or it just plain sucks.

Captain Crimson Novem of the ranger division, 5th company, Blades of the wasteland chapter. 200pts

WS BS S T W I A LD SV
6 5 4 4 3 5 2 10 +3


Wargear: Powerfist, iron halo, "Red Death" custom Storm bolter.
Special Rule's: And they shall know no fear, Combat tactics, independent character, Open fire, Rangers lead the way, Company tactics


Red Death bolter: A special bolter that the ranger company had passed down from captain to captain. Novem can fire the bolter on the run in the heat of battle or make better shots with a high rate of fire that forces him to use his power fist to control well.

It is fired with the following profile:

Range Str AP type
Red Death: assault: 24" 5 4 Assault 3
Red Death Heavy 30" 5 4 Heavy 4

Special rule: Open fire: Once per game, Novem can direct the fire of his astartes. Take a leadership test, and if sucessful, place a large blast template over the target, any astartes shooting at that unit can fire at ballistic skill 5 for one turn, template doesnt scatter.

Company tactics: The 5th company is largely composed of sternguard as shock troopers. They count as scouring units.

Rangers lead the way: if Novem is with a sternguard squad, they all gain an extra shot in rapid fire. If facing the forces of chaos or other space marines, All of thier special ammunition dops by one AP point (I.E. kraken rounds drop from ap 4 to ap 3 and vengance rounds drop from ap 3 to ap 2)



hope this is better

"Do you really think 7th edition was the best edition?"

"Yes, and I'm tired of thinking otherwise."

 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

I've worked on some new background for Fluffy.

After a monumental defeat of a Tyranid Hive Fleet on the Orkoid planet of Fervin, many Tyranid Organisms still remained in the various manufactorums and refineries of the ex-Forge world. Amongst these was a massive Carnifex, kept in an entranced state by the powerful fields generated by "Da Big 'Un", a huge plasma generator that powered the gargant fields where Meks built gigantic idols of Gork and Mork, complete with all the dakka they could fix on. By all normal logic, the generator should have killed everything within a 50 mile radius in an earth-shaking explosion. Nevertheless, Ork ingenuity had surpassed this minor difficulty somehow.

One day, an Ork named Deffgob stumbled across the giant Tyranid. After poking it several times with a stick and feeding it a passing Squig, he chained him up and led him to his ranch, where he intended to train him as a Mek-Pit Brawler. The tradition of Mek-Pit Brawling had long been part of the culture of the planet, seeing it's abundance of Meks and bits to be looted. The sport involved pretty much welding pieces of metal and other gubbinz together to make a walker body for an Ork, which is then used to beat other such creations into a pile of scrap metal. The main economy of teef thrived around the sport, and there was one particular event , "Da Crumper Cup", which often ended with a big payout for the battered and bruised winner, and several broken bones and torn organs for the losers.

After a few "modifikations", Deffgob's Carnifex was ready. He had named it Fluffy, as that was a traditional 'umie name for a pet. The beast managed to kill several Ork pilots during his brawls, and had earned Deffgob several hundred teef in a week. Deffgob rode on the back of Fluffy, controlling him using the reins that Deffgob had bolted to the walls of his mouth. Pretty soon Fluffy was out performing every other Mek fighter in the area. However, Deffgob still wanted more teef.

After major kustomization, Fluffy was entirely different. No longer did he fight with the massive claws that he was found with, rather he had a massive, serrated saw fused into his arm. Another was replaced with a large cannon that pulsed with unknown powers. He had a power unit implanted into his spine, and various gubbinz and wires protruded from his carapace. The most important piece of all was a device that produced waves like "Da Big 'Un", which could be switched off at the rider's will should he want to let loose all hell. After this, Fluffy went to "Da Crumper Cup". Unsurprisingly, the sheer power of Fluffy helped win many brawls, but now that the enthralling waves were gone, he was practically unstoppable. He destroyed several fighters in a lance of green light. He cleaved others in two with a Buzzsaw. All that remained after the Cup was Fluffy, Deffgob, scrap metal and sand.

Fluffy is now being used in the Waaaaagh! of Mek Grimtoof. And if you ever find yourself in his sights, you'd better pray. Because no weapon, human or alien, can stay his wrath.



BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Proud Triarch Praetorian





I dunno, a railgun would still give him a headache

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Fixture of Dakka






Dorset, Southern England

IHateNids wrote:I dunno, a railgun would still give him a headache


I didn't stay he was unstopable. Wrath = Angry. Headache = Angry = Wrath

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in ca
Horrific Horror





Alright, why not:

Warboss RahRut , Uniter of the Waaaaagh!

WS/5 BS/2 S/5 T/5 W/3 I/4 LD/9 SV/4+ PTS/165

Wargear:
Da FlameBelcha
Da Excalibah!
Eavy armour

Special Rules:
The united Waaaagh!!

FlameBelcha: The flamebelcha (Designed by Remnil himself) is a powerful handheld flame cannon, it releases a large, powerful blast that showers the enemy in debris, but at a very short distance.
The flame belcha has the following stats
S/5 AP/- Range/10" Assault 1, blast

Da Excalibah!: RahRut claims that the Excalibah was a gift from Gork and Mork himself. It is an all-powerful, monstrously large chainsword.
Da Excalibah! is a Power weapon that gives RahRut an bonus attack and +2 strength

Special Rules:
The United Waaagh!
The orks in RahRut's Waaagh are so dedicated to what they belive in, a united Clan that they are blind of any previous dedications, life means nothing! For Gork 'n Mork!
The united Waaagh! May be called once per game, it gives all ork units (including grots) the fearless rule


Remnil, The Brain of Gork and Mork

WS/2 BS/4 S/2 T/3 W/2 I/2 LD/9 SV/- PTS/175 (stats not including the DCA)

Wargear:
Protective shields
Obliterator cannon
Staff of conquest
The DCA (Defensive Combat Armour)

Special rules:
Ready, Aim, Fire!


Protective shields: Desiged by Remnil, and crafted on an alien world, these shields are able to deflect even the most mighty of weapons
The protective shields confer to a 3+ invulnerable save
The obliterator cannon: crafted by over 50 meks and Remnil himself is a deadly cannon of destruction, it has been known to slay entire platoons of imperial guard in a few minutes
The obliterator cannon is a piece of artillery with the following stats:
S/5 AP/2 Range/45" Heavy1 Large blast

Staff of conquest: The staff is a strange, unknown device, it was uncovered by Remnil on a dead world during his voyages with Rahrut. It causes powerful hallucinations in non-ork species
To use the staff of Conquest, choose any unit within 12" of Remnil, any model firing at Remnil or his squad must take a leadership test, if failed, the unit is brought down to BS2. It may be used only once per turn

DCA: The DCA is a thick suit of armor, similar to those donned by space marines
It gives a +1 strength to both strength and toughness and gives Remnil a +2 save

Ready, Aim, Fire:
Remnil is a Master tactician able to sway stupidity out of a mere ork's head, should he try.
Remnil may issue the command once per turn. In the movement phase, Do a leadership test on the model with the highst LD besides remnil, should he past, the unit he is with may not move. The following shooting phase, all guns in his unit are heavy 1, but all models gain +1 BS. Since grots and RahRut are slightly more reverent towards Remnil, he does not have to do a leadership test to issue the order.

Remnil does not take up an HQ slot should he be taken with RahRut, since the two almost always fight together



Gonna write fluff later, basically its a supersmart grot and his best friend, a warboss, who seek to unite all the clans under a single Waaagh
   
Made in gb
Proud Triarch Praetorian





drop the 2+ or the grot down to a 5+ and then I'd happily fight against the duo

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Screaming Shining Spear





Hagerstown, MD

DAWARBOSS wrote:Alright, why not:

Warboss RahRut , Uniter of the Waaaaagh!
Spoiler:

WS/5 BS/2 S/5 T/5 W/3 I/4 LD/9 SV/4+ PTS/165

Wargear:
Da FlameBelcha
Da Excalibah!
Eavy armour

Special Rules:
The united Waaaagh!!

FlameBelcha: The flamebelcha (Designed by Remnil himself) is a powerful handheld flame cannon, it releases a large, powerful blast that showers the enemy in debris, but at a very short distance.
The flame belcha has the following stats
S/5 AP/- Range/10" Assault 1, blast

Da Excalibah!: RahRut claims that the Excalibah was a gift from Gork and Mork himself. It is an all-powerful, monstrously large chainsword.
Da Excalibah! is a Power weapon that gives RahRut an bonus attack and +2 strength

Special Rules:
The United Waaagh!
The orks in RahRut's Waaagh are so dedicated to what they belive in, a united Clan that they are blind of any previous dedications, life means nothing! For Gork 'n Mork!
The united Waaagh! May be called once per game, it gives all ork units (including grots) the fearless rule


Remnil, The Brain of Gork and Mork

WS/2 BS/4 S/2 T/3 W/2 I/2 LD/9 SV/- PTS/175 (stats not including the DCA)

Wargear:
Protective shields
Obliterator cannon
Staff of conquest
The DCA (Defensive Combat Armour)

Special rules:
Ready, Aim, Fire!


Protective shields: Desiged by Remnil, and crafted on an alien world, these shields are able to deflect even the most mighty of weapons
The protective shields confer to a 3+ invulnerable save
The obliterator cannon: crafted by over 50 meks and Remnil himself is a deadly cannon of destruction, it has been known to slay entire platoons of imperial guard in a few minutes
The obliterator cannon is a piece of artillery with the following stats:
S/5 AP/2 Range/45" Heavy1 Large blast

Staff of conquest: The staff is a strange, unknown device, it was uncovered by Remnil on a dead world during his voyages with Rahrut. It causes powerful hallucinations in non-ork species
To use the staff of Conquest, choose any unit within 12" of Remnil, any model firing at Remnil or his squad must take a leadership test, if failed, the unit is brought down to BS2. It may be used only once per turn

DCA: The DCA is a thick suit of armor, similar to those donned by space marines
It gives a +1 strength to both strength and toughness and gives Remnil a +2 save

Ready, Aim, Fire:
Remnil is a Master tactician able to sway stupidity out of a mere ork's head, should he try.
Remnil may issue the command once per turn. In the movement phase, Do a leadership test on the model with the highst LD besides remnil, should he past, the unit he is with may not move. The following shooting phase, all guns in his unit are heavy 1, but all models gain +1 BS. Since grots and RahRut are slightly more reverent towards Remnil, he does not have to do a leadership test to issue the order.

Remnil does not take up an HQ slot should he be taken with RahRut, since the two almost always fight together



Gonna write fluff later, basically its a supersmart grot and his best friend, a warboss, who seek to unite all the clans under a single Waaagh


Isn't that just Ghrazkull from 2nd Edition? He had an awesome gretchin (yes Gretchin, not Grot!) buddy with a 2++ from being extra lucky. Though the gretchin lacked the supersmart wargear, so definitely not a ripoff, just struck a familiar cord.

As for wargear I think S8 Power on the charge is a bit much, but he has only a 4+ with no ++. Maybe for fluffiness make a rule that on a Big Mek or Weirdboy may take the other HQ slot to show his push to reunite the clans (where as Ghaz is all about conquering the galaxy and all the orks just so happen to want to follow him). It would make it more fluffy, I guess it depends on how important your fluff is. I know in the character I posted it's very important that I follow the fluff to a T.

Overall I think the grot is pretty crazy, though I'm assuming they're both supposed to be ICs, but so long as the DCA is wargear his ID is against S6 weapons, which aren't that uncommon to one shot him. Even so, two bolter rounds can clear him. I think his gun should be watered down as he is a grot and shouldn't be able to move a gun that would be that devastating. Maybe make it S4 AP4 Barrage (as you mentioned it being Artillery) at MOST. I think S4 AP4 would be very surprising for a grot to be able to handle (Imperial guard Manticores fire missiles 3 times the size of a grot and are only AP4, as are Griffons, SM Whirlwinds, etc) and to have a higher AP I would expect it to need either a larger shell or a more technilogically advanced one (fitted with plasma/warp/etc). If you're going to model him as an artillery unit with a immobile gun to have it be reasonably stronger then he should be fielded with an AV like Big Gunz, which would be terribly unbenificial for him. With this you can obviously bring down his cost a good bit.

I like the Grot as he is more unique and makes Flash Gitz viable! I'm all for a character who sincerely makes other styles of play viable and gunline orks are something I'd love to see!

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Perturbed Blood Angel Tactical Marine





BA only
Captain malgus, the executioner

200 points

WS BS S T W I A LD SV
7 5 4 4 3 5 4 10 2+

Wargeer= Artificer armour, hand flamer, frag and krak grenades, iron halo, jump pack and
Widowmaker- master crafted power weopon.
Special rules = atsknf, unique charecter, fearles, furious charge,
Surgical strike - malgus and his unit do not scater when deep strikng,
8 company captain - Malgus may only join squads with jump packs.
and
Execution - once per asualt phase malgus can sacrfise all his atacks to make one atack with the intant death special rule at WS 8. Malgus picks the target of the atack.

fluf not writen yet.


What do you think? Is he to OP?

This message was edited 4 times. Last update was at 2012/04/04 12:10:42


In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
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Proud Triarch Praetorian





it's 'furious' charge, and he has no points vaue. I'm saying no he isn't OP, but I need a points value before I say for definate

This message was edited 1 time. Last update was at 2012/04/04 11:34:47


Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Perturbed Blood Angel Tactical Marine





He's 200 points.

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in gb
Proud Triarch Praetorian





definatly not OP for 200pts, although now I'm thinking a DS Terminator squad that dosen't scatter is a bit much. possibly make it scatter a d6, like DoA

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Doesn't seem OP by any means, but the points cost is what will determine that. Perhaps give him the option to allocate the execution wound. Seems extra fluffy as it would be him picking out the target he deems unworthy and also makes him useful against squads like Ork boyz to take out that Nob or Paladin squads with an Apothecary in it etc

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Perturbed Blood Angel Tactical Marine





I changed him so he can only join jump pack squads.


Automatically Appended Next Post:
felixander wrote:Doesn't seem OP by any means, but the points cost is what will determine that. Perhaps give him the option to allocate the execution wound. Seems extra fluffy as it would be him picking out the target he deems unworthy and also makes him useful against squads like Ork boyz to take out that Nob or Paladin squads with an Apothecary in it etc

Edit made. Should i reduce the points or keep it the same?

This message was edited 1 time. Last update was at 2012/04/04 11:47:06


In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in gb
Proud Triarch Praetorian





ok then, no scatter it is. I would actually like to face this guy

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Perturbed Blood Angel Tactical Marine





This guy can be used in any sm force but only one in each army. he has the normal captain options unles stated otherwise.
10th company captain 110 points

WS BS S T W I A LD SV
6 5 4 4 3 5 3 10 4+
Wargeer - the same as normal except scout armour instead of power armour, shotgun instead of boltgun and combat knife instead of bolt pistol and chainsword.
Options -
may exchange shotgun for
boltgun, sniper rifle or bolt pistol. free.
may exchange scout armour for power armour 25 points
may take
camo cloak 3 points
locator beacon 25 points
may NOT take
jump pack
terminator armour


Special rules - all normal and scout, infiltrate, move through cover and

10th company captain - one squad of scouts may be taken for 50 points.

what do you think? is the point cost ok?

This message was edited 3 times. Last update was at 2012/04/04 19:47:48


In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
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Proud Triarch Praetorian





yes, but why no upgrades on the 50pt scout squad?

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Perturbed Blood Angel Tactical Marine





IHateNids wrote:yes, but why no upgrades on the 50pt scout squad?

It was origanaly it doesnt take up foc slot so 10 scouts with power fist, 2 heavy bolters, locator becon, melta bombs and camo cloaks along with 6 other squads felt a bit over the top and i forgot to change it. anyway the edit is made

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in gb
Proud Triarch Praetorian





two characters made, and only minor changes needed on both. You've got a good record so far mate

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Perturbed Blood Angel Tactical Marine





This is the same using rules as 10th company.

9th company captain 150

WS BS S T W I A LD SV
4 6 4 4 3 4 2 10 3+
Wargear - same as normal but with signum
options
may take any devastator marine weoponry.

special rules - all same except
9th company captain - one squad of devastors can be taken as a troop choice.

This message was edited 2 times. Last update was at 2012/04/04 19:12:43


In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in gb
Proud Triarch Praetorian





Devestators as troops?

You may be pushing it slightly there mind...

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Perturbed Blood Angel Tactical Marine





IHateNids wrote:Devestators as troops?

You may be pushing it slightly there mind...

Should i up th point cost or change th rule?
150 points or discounted devastators?

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in gb
Proud Triarch Praetorian





150 pts if you want the Devastators as troops

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Veteran Inquisitorial Tyranid Xenokiller





Colne, England

My own Character for my homebrew chapter for deathwatch.

Supreme Grand Master Thanatos-220pts
WS-6 BS-5 S-4T-4 W-4 I-5 A-4 Ld-10 Sv2+/4++

Wargear: Frag & Krak Grenades, Artificer armour, Iron Halo, Mastercrafted storm bolter, The sword of retribuition, Cloak of the Lion.

Special rules: Independent Character, Stubborn, Eternal Warrior, Rites of battle.

The sword of retribution- suitable impressive fluff Is a power weapon that wounds MC on a 4+.

Cloak of the Lion- Made from the silk of super space silk worms it makes the wearer impervious to all but the heaviest weapons, so grants the bearer eternal warrior. Also looks quite good.

And in the spirit of suitable impressive fluff, Thanatos is the current Supreme grand master of the Oracles of Retribution. plans battles with the usually brutal efficiency of those in similar positions as well as having amzing martial prowess.
On a side note, he wrote the beginners guide to surviving the warp, thus far there has only been one purchaser.

Brb learning to play.

 
   
 
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