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The Joker (Hero, Unique, 335 pts)
Some two-bit whack-job. Wears a cheap purple suit and clown make-up.
M:6 --- WS:2 --- BS:4 --- S:3 --- T:3 --- W:2 --- I:4 --- A:1 --- LD:8
Equipment: Hand Weapon
Special Rules: Stubborn, Immune to Psycology
Scars and Warpaint: Joker causes Fear.
"Why so serious?": Joker has 10 Weapon Skill, and Killing Blow on the turn he charges into combat.
Poison Immunity: The Joker's immunity to poisons has been built up over years of dedicated abuse. Joker is immune to poison.
Cheat Death: The Joker has cheated death numerous times, even in seemingly inescapable and lethal situations. He has been seen caught in explosions, been shot repeatedly, dropped from lethal heights, electrocuted, and so on, but he always returns once again to wreak havoc. Joker has a 4+ ward save.
Joker's Weapons: Roll D6 at the beginning of each close combat phase that Joker is in close combat.
1: Nothing happens.
2: Joker gets the opportunity to make a daring escape. You may take an initiative test. If passed move 16" out of combat in the direction of your choosing, if failed Joker takes a wound.
3: A blade appears out of Joker's shoe. Joker has 1 extra Attack until the end of this phase.
4: Joker grabs someone's hand electrocutes them with a powerful hand buzzer. Joker has Strength 10 until the end of this phase.
5: Joker puts on an acid squirting flower. Joker has the Killing Blow special rule until the end of this phase.
6: Joker venom; a deadly poison. The target dies while laughing uncontrollably. Jokers attacks hit automatically and have the Heroic Killing Blow special rule until the end of this phase.
Slaughter is the Best Medicine: During the ballistic phase roll D6.
1: "Guns are too quick. You can't savor all the... little... emotions.". Nothing happens.
2: Joker pulls out a shotgun. Now until the end of the phase Joker is equipped with a Shotgun; the gun is treated as a ranged weapon that has the range of 12", the strength of 6, and Multiple Wounds (2)
3: Joker pulls put a machine pistol. Now until the end of the phase Joker is equipped with a Machine Pistol; the gun is treated as a short bow that has the strength of 4, and 5x Multiple Shots.
4: Joker pulls out a submachine gun. Now until the end of the phase Joker is equip with a Submachine Gun; the gun is treated as a short bow that has the strength of 5, and 3x Multiple Shots.
5: Joker pulls out sniper rifle. Now until the end of the phase Joker is equipped with a Sniper Rifle; the gun is treated as ranged weapon that has the the range of 48", the strength of 6, and if you roll a 6 to wound against infantry with this weapon, it automatically slays the opponent. Armor and regeneration saves are ignored. A ward save can be attempted -- if passed it prevents all damage from the attack.
6: Joker pulls out an RPG. Now until the end of this phase Joker is equipped with RPG; Ranged Weapon. Flaming Attack. Small Blast Template. Strength 10, Range 36, causes Muliple Wounds (3).
So that's what I got so far. Hope you like it. Automatically Appended Next Post: Oh and btw, if you were wondering why he costs so much just remember... He wants half... Haha, but yeah. He is probably worth his points. I just wanted to know if he is overpowered.
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