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the emperors keys protect the ancient libraries of Terra from harm and they also go out on tremendous campaigns to capture books some that could causes harm others that were looted from terra at the time of the horus heresy
wsbs s t w a i ldsv 5 5 5 5 4 3 5 10 2+
wargear
tome of the emperor
Artificer Armour
plasma Pistol
Frag and Krak Grenades
Iron Halo
power sword
tome of the emperor
written by the emperor himself this tome lands courage to those that need it
all friendly models within 12" have fearless
Special Rules
And They Shall Know No Fear
Fearless
the library must be preserved
Independent Character
protect the tome
the library must be preserved
Jullio counts as a troop for objectives
protect the tome
any emperors keys assaulted along with Jullio have counter attack as they protect his tome but any enemys charging him get furious charge
what do you think i am going to price him as 250
to much to little let me know
also add your own chapter masters
This message was edited 2 times. Last update was at 2012/05/02 17:31:32
TBH if anything your character seems overcosted, which is rare indeed in homebrew characters. Why is he S and T 5 though? I'd say drop him down to 4 in those 2, remove the Furious Charge to enemies part and price him at 160 or so; I struggle to see how that'd be OP.
As for my own:
Spoiler:
Alexandros Makarov, Chapter Master of the Harbingers of the Emperor
235 points
WSBS S T W I A LdSv 5 6 4 4 3 5 3 10 2+
Wargear: Terminator Armour, Iron Halo, Power Weapon, Woebringer
Woebringer:
This relic Assault Cannon is the most treasured of the artfacts in the hands of the Harbingers of the Emperor. Only the Chapter Master may wield it's awesome fury. This is a normal Assault Cannon, with the exception that it has an additional firing mode. Declare which mode you use before rolling to hit.
Nova Rounds:
Range 24" Str. 4 AP 5 Type Heavy 8, Ignores Cover, Gets Hot!
Chapter Tactics: An army including Alexandros Makarov replaces the Combat Tactics rule with the Relentless USR. If more than one character in your army has the Chapter Tactics special rule, you must choose which will apply.
Utter Devotion: The Harbingers of the Emperor do not love close combat, prefering instead to blast the foe to tiny bits with the Holy Bolter, as well as heavier weapons. To make sure that they are not bogged down in close combat, the Harbingers train themselves to move out of the way of incoming enemies. Before deployment but after the roll to see who gets to pick sides, you may select 1D3 units in your army. Those units, aswell as any Independent Characters that are attatched to them, gains the ability to both fire and run during the same shooting phase. Note that you still may not assault after running unless you have a special rule allowing it (e.g. "Fleet"). If an Independent Character leaves the unit in question, it [the IC] loses this rule until it rejoins another unit affected by this rule.
Options:
Alexandros Makarov often fights alongside his Terminator Honor Guard, reinforcing the battle lines where they are weakest. Makarov may be accompanied by 3 Terminators and a Terminator Apothecary for 200 points. These Terminators count as a Retinue and furthermore do not take up an HQ slot. The Terminators are identical to the normal Terminators found in C:SM, except they do not have a Sergeant. The Apothecary is armed with a Storm Bolter and a Narthecium. Their options are outlined below:
Any Terminator may take one of the options listed below, for the cost indicated:
Assault Cannon - 25 points
Cyclone Missile Launcher - 30 points
Heavy Flamer - 5 points
One Terminator may replace his Power Fist for the Chapter Banner - 15 points
The Unit may upgrade all Storm Bolters to carry Special Issue Ammunition for 40 points. This works just as the Special Issue Ammunition described on pg. 63 with the exception that it modifies Storm Bolters rather than Bolters. As such, replace the "Rapid Fire" with "Assault 2". (Design Note: This is just to shut all the RAW complainers up, there wouldn't be much point in having an upgrade you can't use, would it?)
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
Please take the capitals out of the thread title. It is so very annoying.
As for my 'Chapter Master'
Spoiler:
WS-5 BS-5 S-4 T-4 W-2 I-6 A-4 Ld-9 Sv-3+ Points-220 Wargear- Jester's blade:This weapon was recovered from an Eldar Harlequin during a fight with a Dark Eldar kabal. Counts as a power weapon that grants the bearer +1 strength. Plasma pistol Digital weapons Melta bombs Iron halo Power armour Frag grenades
2 steps ahead-One troops choice in the army gains the Infiltrate USR Planning ahead-May re-roll the dice for seizing the initiative Fast shot-When an enemy charges Wynter or his unit he may attempt a shooting attack. The controlling player must first pass an I test. If successful treat the shooting attack as a normal shooting attack if unsuccessful nothing occurs and the assault happens as normal. Hard to fight-Doesn't count as an Independent character for targeting with CC attacks. Wounds caused by shooting which allows certain models to be targetted act as normal e.g. Telion or a Vindicare assassin.IC And they shall know no fear
This message was edited 1 time. Last update was at 2012/05/02 16:17:53
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
warrior lord wrote:Jullio garus lord of the emperors keys
Drop S and T down to 4 as AlmightyWalrus pointed out, and he can easily be 160-170pts.
AlmightyWalrus wrote:
Alexandros Makarov, Chapter Master of the Harbingers of the Emperor
I like the idea; a shooty CM is a rare one indeed. The gun is a good idea too, maybe heavy 6, but I'm just nitpicking.
What I don't like is army wide relentless. That's pretty significant if you ask me. If it was slow and purposeful, I'd be okay as you trade mobility for firepower, but relentless for everyone just seems a touch OP. Alternatively, you could make the whole army incapable of performing sweeping advances, or gaining the bonus attack from charging. I just feel that relentless is an incredibly useful rule to have, and army wide at 2000+ pts could be broken quite easily *cough drop podding MMdevs*, but that's just me.
The second rule is also cool, like Al'Rahem's 'Like the wind' order. I think you should have to pass some sort of leadership test to do it, as a balancing factor.
Then again, saying all that, you could knock him down to 215pts, but hey, just ideas. I like the idea.
I was thinking of creating a CM for my custom chapter, and being a space-centric chapter I figure I'd use Lugft Huron as a base.
Chapter Master -Insert Name Here- of the Void Wyverns - 225pts
Standard Marine rules, Orbital Supremacy, Chapter Tactics
Orbital Supremacy: The Void Wyverns, regardless of contingent size, will always ensure superiority in orbit before commencing any landing. The Void Wyverns rely on the support of their strike cruisers and battlebarges in the heat of battle to eliminate fortified positions. The Chapter Master may make a standard orbital bombardment attack as per C:SM, but he may fire this attack twice per game (but not on the same turn), rather than once.
Chapter Tactics: The close ties with the Cult Mechanicus fostered from mutual trade with the Void Wyvern's home system has ensured their armouries are kept fully stocked with the latest equipment.
Any Sergeant may upgrade his ranged weapon to twin-linked for 5pts. Any Sergeant may also upgrade any close combat weapon to a master-crafted weapon for 5pts.
I was also toying with the idea of giving him a -1 modifier to enemy reserve rolls, similar to an officer of the fleet.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
Seems good Blacksails...
I'd make him 240 points if you're gonna make him modify enemy reserve rolls.
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
purplefood wrote:Seems good Blacksails...
I'd make him 240 points if you're gonna make him modify enemy reserve rolls.
Yeah that's what I was thinking. Kinda torn really...oh well, its all still in the works anyways. I might save the reserve modifier for my 4th company captain, being the Master of the Fleet and all.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
I can see what you mean with relentless, and I agree that S&P would be a better fit. As for the run thingie, I see it as something similar to Grand Strategy, and that doesn't have a drawback.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
AlmightyWalrus wrote:I can see what you mean with relentless, and I agree that S&P would be a better fit. As for the run thingie, I see it as something similar to Grand Strategy, and that doesn't have a drawback.
That's fair, though I do feel S&P is more balanced and a better, fluffier fit anyways.
Either way, cool and unique idea.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
AlmightyWalrus wrote:I can see what you mean with relentless, and I agree that S&P would be a better fit. As for the run thingie, I see it as something similar to Grand Strategy, and that doesn't have a drawback.
I'd go with heavy 6 on his cannon... I'd also change the terminators upgrades to 'One terminator may replace his storm bolter the following for the costs listed' Otherwise you could just take 4 heavy flamers for 20 points...
This message was edited 1 time. Last update was at 2012/05/02 17:40:49
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
AlmightyWalrus wrote:I can see what you mean with relentless, and I agree that S&P would be a better fit. As for the run thingie, I see it as something similar to Grand Strategy, and that doesn't have a drawback.
I'd go with heavy 6 on his cannon...
I'd also change the terminators upgrades to 'One terminator may replace his storm bolter the following for the costs listed'
Otherwise you could just take 4 heavy flamers for 20 points...
That's the point, command squads get more weapons than normal squads after all.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
AlmightyWalrus wrote:I can see what you mean with relentless, and I agree that S&P would be a better fit. As for the run thingie, I see it as something similar to Grand Strategy, and that doesn't have a drawback.
I'd go with heavy 6 on his cannon...
I'd also change the terminators upgrades to 'One terminator may replace his storm bolter the following for the costs listed'
Otherwise you could just take 4 heavy flamers for 20 points...
That's the point, command squads get more weapons than normal squads after all.
I get that but 4 heavy flamers so cheaply seems abusive...
I'd up the cost a touch or make so only one or two could have them...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
Cost 200
wsbs s t w a i ldsv 5 5 4 4 4 3 5 10 2+ 4++
wargear
Artificer Armour
plasma Pistol
Frag and Krak Grenades
Iron Halo
power sword
Auspex Targeter
Auspex Targeter: The Targeter may only be used if the "In for the ride" rule is in use, in this case, the Targeter improves the ballistic skill of one weapon to Six.
Special Rules
And They Shall Know No Fear
Armoured assault
Tank master
In for the ride
Armoured assault: Predator tanks may be taken in squads of up to three.
Tank master: An master of armoured warfare, Gorbachev may either outflank or bring in one unit of vehicles with the scouts rule.
In for the ride: Gorbachev may be used as the commander for any one predator or land raider, giving it his BS and an immunity to crew shaken results on armour penetration results.
This message was edited 5 times. Last update was at 2012/05/02 20:03:33
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
So...you reduced the price of every good choice in the C:SM and balanced it by tacking on 10pts to tactical marines?
Considering you made rhinos/razors cheaper, tactical squads really only go up by 5pts, or are in fact cheaper with a Razorback.
Sorry, but its just a bad idea. No custom character should make a slew of units significantly cheaper.
I highly recommend you find another way to give him a 'mechanized feel', as making everything good even cheaper is not the right way.
Also, I'd point out, that from a fluff perspective, Space Marines are all about tactical squads; having power armour on the ground and fighting the good fight and all that. A Chapter Master would never say anything along the lines of 'Don't need infantry', it just doesn't fit with established SM fluff.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
Blacksails wrote:So...you reduced the price of every good choice in the C:SM and balanced it by tacking on 10pts to tactical marines?
Considering you made rhinos/razors cheaper, tactical squads really only go up by 5pts, or are in fact cheaper with a Razorback.
Sorry, but its just a bad idea. No custom character should make a slew of units significantly cheaper.
I highly recommend you find another way to give him a 'mechanized feel', as making everything good even cheaper is not the right way.
Also, I'd point out, that from a fluff perspective, Space Marines are all about tactical squads; having power armour on the ground and fighting the good fight and all that. A Chapter Master would never say anything along the lines of 'Don't need infantry', it just doesn't fit with established SM fluff.
Alright I've edited it so that only predators are cheaper sine they're the MBT. The Ice dragons are supposed to have a hybrid Wehrmarcht/Red Army style to warfare, the tank is the lynchpin of the assault and the infantry support the tanks, not the other way around.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
I still firmly believe a custom character shouldn't make any unit cheaper because you want more of them. Having them in squadrons of 1-3 is plenty to represent an affinity for armour.
Furthemore, having assault ramps on every vehicle is also broken. Being able to assault out of a rhino should not happen. In JustDave's C:CSM, you have to pay 15pts for open-topped, which effectively makes it an assault vehicle.
I would seriously suggest not altering the pts cost of any units, as they're pretty balanced as is. Its also helps for your opponent when they look over your list.
Just allow squadrons of preds. Every marine goes through intense training in armoured warfare, even though they're specialized, its the simple fact that a Rhino is not a suitable chassis to run a bunch of marines out of. Not to mention the balancing issue of having every vehicle an assault vehicle.
Squadrons of preds, plus his ability to outflank a unit of vehicles and his own special rule of commanding a tank are plenty for a special character. Give him a unique piece of wargear for added flair and you're set.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
Blacksails wrote:I still firmly believe a custom character shouldn't make any unit cheaper because you want more of them. Having them in squadrons of 1-3 is plenty to represent an affinity for armour.
Furthemore, having assault ramps on every vehicle is also broken. Being able to assault out of a rhino should not happen. In JustDave's C:CSM, you have to pay 15pts for open-topped, which effectively makes it an assault vehicle.
I would seriously suggest not altering the pts cost of any units, as they're pretty balanced as is. Its also helps for your opponent when they look over your list.
Just allow squadrons of preds. Every marine goes through intense training in armoured warfare, even though they're specialized, its the simple fact that a Rhino is not a suitable chassis to run a bunch of marines out of. Not to mention the balancing issue of having every vehicle an assault vehicle.
Squadrons of preds, plus his ability to outflank a unit of vehicles and his own special rule of commanding a tank are plenty for a special character. Give him a unique piece of wargear for added flair and you're set.
alright that should do it. The Auspex Targeter may be a bit too strong though.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
the lord watchman points 300
ws-6 bs-5 s-5 t-4 w-4 i-5 a-4 ld-10
wargear terminator armour, Hell dart and the piller of heaven
hell dart- a katana sealed into its scabbord with chain, works as a power weapon until on a turn you decide to unleash the katana in which case it works at double strength but you need to take a inititive test or kill your self as the blade erupts with black flames
heavens piller- a customised storm sheild with an inbuilt infernus pistol
special rules fearless, chapter tactics, guardian of hotep and last of his kind
chapter tactics-the knights of hotep, all models with combat tactics lose this special rule and instead choise one type of vetrans (teminators do count but have to choice them as a seperte choice so can not choice both at once for this) and they can be taken at D3 troops
guardian of hotep- the lord watchman is the guardian of the space fortress hotep it is said that it is ana alien craft that the imperium has been using since the grand crusade- the lord watchman dose not get an orbital bombardment he instead can launch a single hotep bombardment from the folowing choices
lance-range -unlimeted-s-10-ap-1-type-ordenance berrage-special-lance
magna-range-unlimeted-s-5-ap-3-type-heavy large blast D3
the last of his kind-the lord watchman has preferd enemy agasinst all foes but at the same time they gain it against him-he also dose not count as an inderpendent charector and has the eternal warior usr
Aluxio Custoris - High Guardian of the Solaris Knights - 220pts WSBS S T W I A LdSv 6 5 4 4 3 5 3 10 2+ Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Artificer Armour Flareblade Bolt Pistol Frag and krak grenades Iron Halo
Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Solaris Bombardment Blinding Assault Brilliant Defence
Flareblade - The Flareblade incorporates a dazzling gem that holds a tumultuous mix of reds and oranges and yellows at its core. Retrieved from the leader of a psychic alien race in the Celestial Graveyard Campaign, the gemstone was used to house the dying star that sparked the Xeno’s hunger for star collection, and the wielder of the blade is fed by its energies, and able to release it in small, controlled bursts.
The Flareblade is a power weapon. At the start of each player turn, roll a D6. On the roll of a 2-3, Aluxio gains +1 Initiative for the rest of the turn, on the roll of a 4-5, he gains +1 Strength for the rest of the turn, on the roll of a 6, he gains an additional D3 attacks in assault for the rest of the turn (roll after assault moves are made but before any model attacks). On the roll of a 1, uncontrollable energy surges outwards, and Aluxio must fight to contain it; Aluxio takes an automatic wound with an AP of 2 that may be saved using his Iron Halo as normal. If the wound is saved, he may act as normal, if the wound is not saved then he may not move or shoot voluntarily this turn, and in assault may make only a single attack at strength 4 with an initiative of 1.
Solaris Bombardment – The Solaris Knights employ a variety of bombardments to suit their offensives. The basic bombardment is used to smash through defences, the Illuminator bombardment can light up the darkest night and blind foes, and the Conflagrator can envelope entire armies in flame.
In addition to the regular Orbital Bombardment found in Codex: Space Marines, Aluxio has access to the following bombardments:
Illuminator Bombardment – The Illuminator does not target any unit, and its use does not count as firing a ranged weapon. Instead, when used, any and all effects of Night Fighting are nullified for until the start of the next Space Marine turn. The effects of the Illuminator are such that enemy units are blinded by the light it gives off, and must roll to spot their targets as if affected by Night Fighting.
Conflagrator Bombardment – Calling down a Conflagrator Bombardment counts as firing a ranged weapon and uses the following profile: Range Strength AP Type Unlimited X* 3 Heavy 1, Large Blast, Ignores Cover
Note that if an arrow is rolled on the scatter dice an orbital bombardment will always scatter the full 2D6" - the Chapter Master's Ballistic Skill makes no difference.
*Models touched by the blast marker are wounded on a 4+ regardless of toughness. Vehicles whose hulls are beneath the centre of the marker suffer an automatic glancing hit on the roll of a 4-5, and a penetrating hit on the roll of a 6; this represents the flames spreading across the frame of the vehicle and finding weak points or possibly igniting fuel. Vehicles whose hulls are not under the centre of the marker suffer a glancing hit on the roll of a 6, as the spreading flames still pose a threat.
Blinding Assault – The Flareblade is used to focus bursts of light at any in Aluxio’s path, blinding them temporarily and allowing him to cut them down with ease.
At any point Aluxio charges, all models in base contact must pass an initiative test, or be unable to strike in this round of combat.
Brilliant Defense – Aluxio releases flashes of light into enemy attackers, disorientating and confusing them whilst giving him time to prepare for the assault.
Aluxio and any unit he is with count as being equipped with Defensive Grenades.
---
Working out: Chapter Master w/ Artificer Armour and Relic Blade - 170pts -10 for S5 +5 for +1 I on 2-3 +5 for +1 S on 4-5 +10 for Extra D3 attacks on 6 -10 for Wound on 1 +20 for Added Bombardment options +5 for Defensive Grenades +10 for I test when charging +15 for being a Custom Character and as a buffer against underestimating added wargear/rule costs.
Key points: Not EW and doesn't have FNP. Originally had Chapter Tactics that swapped Combat Tactics for Acute Senses; scrapped over balance concerns. Flareblade may be complicated or even OP. Currently gives the extra attack for being paired with a bolt pistol. Possibly gives 8 attacks on the charge, although Chaos Lords can have greater with the same potential downside on the roll of a 1, for less points, and is usually seen as risky. Conflagrator Bombardment possibly OP at AP3, although scatters full 2D6" like regular bombardment. Trades wounding on 2s and being an AP1 Ord. Barrage for wounding on 4s but disallowing cover with an AP of 3, with only slight potential effectiveness against vehicles; fair? May still only make a single bombardment per game, so it's not as if it's an easy decision. I test on the charge a bit much? Or fair? Considering that it won't help against hidden powerfists unless you can manoeuvre him to be in base contact with it; even then it's a risk and not guaranteed. Could possibly help him be less wimpy in assault than other non-EW or less survivable characters.
This message was edited 2 times. Last update was at 2012/05/02 19:36:24
Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation
Blacksails wrote:I still firmly believe a custom character shouldn't make any unit cheaper because you want more of them. Having them in squadrons of 1-3 is plenty to represent an affinity for armour.
Furthemore, having assault ramps on every vehicle is also broken. Being able to assault out of a rhino should not happen. In JustDave's C:CSM, you have to pay 15pts for open-topped, which effectively makes it an assault vehicle.
I would seriously suggest not altering the pts cost of any units, as they're pretty balanced as is. Its also helps for your opponent when they look over your list.
Just allow squadrons of preds. Every marine goes through intense training in armoured warfare, even though they're specialized, its the simple fact that a Rhino is not a suitable chassis to run a bunch of marines out of. Not to mention the balancing issue of having every vehicle an assault vehicle.
Squadrons of preds, plus his ability to outflank a unit of vehicles and his own special rule of commanding a tank are plenty for a special character. Give him a unique piece of wargear for added flair and you're set.
alright that should do it. The Auspex Targeter may be a bit too strong though.
Auspex is fine, BS6 isn't game breaking or anything for a single weapon. You can also knock him down to 190pts I imagine.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
Wargear - Terminator Armour, The Harpy, Talon of Thoth
The Harpy - This is a master forged Storm Bolter, able to tear apart even Power Armour with ease. This is a weapon with the following profile - Str 4, AP 3, Rng 12", Assault 3
Talon of Thoth - This is a Lightning Claw that may make an extra attack for each wound Dreph has remaining.
Special Rules - Fearless, Genetic Enhancements, For the Emperor!, Independent Character
Genetic Enhancements - Thanks to an unorthodox and radical procedure performed on him by Fabius Bile, Dreph has Feel no Pain
For the Emperor! - Dreph is utterly devoted to his cause, inspiring others around to him to even greater feats of valour. An army that includes Dreph replaces Company Tactics and ATSKNF for this rule. A unit under the effect of For the Emperor! gains Fearless.
This message was edited 2 times. Last update was at 2012/05/02 19:46:29
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?
BlapBlapBlap wrote:Captain Dreph Kalar, Bringer of Fate - 250pts?
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+/5++
Unit Type - Infantry
Unit Composition - 1 (Unique)
Wargear - Terminator Armour, The Harpy, Talon of Thoth
The Harpy - This is a master forged Storm Bolter, able to tear apart even Power Armour with ease. This is a weapon with the following profile - Str 4, AP 3, Rng 12", Assault 3
Talon of Thoth - This is a Lightning Claw that may make an extra attack for each wound Dreph has remaining.
Special Rules - Fearless, Genetic Enhancements, For the Emperor!, Independent Character
Genetic Enhancements - Thanks to an unorthodox and radical procedure performed on him by Fabius Bile, Dreph has Feel no Pain
For the Emperor! - Dreph is utterly devoted to his cause, inspiring others around to him to even greater feats of valour. An army that includes Dreph replaces Company Tactics and ATSKNF for this rule. A unit under the effect of For the Emperor! gains Fearless.
...Eh? This would make more sense if he were corrupted by chaos rather than a loyalist.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Can i have some feedback on mine?
If it's fine just say so...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
BlapBlapBlap wrote:Captain Dreph Kalar, Bringer of Fate - 250pts?
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+/5++
Unit Type - Infantry
Unit Composition - 1 (Unique)
Wargear - Terminator Armour, The Harpy, Talon of Thoth
The Harpy - This is a master forged Storm Bolter, able to tear apart even Power Armour with ease. This is a weapon with the following profile - Str 4, AP 3, Rng 12", Assault 3
Talon of Thoth - This is a Lightning Claw that may make an extra attack for each wound Dreph has remaining.
Special Rules - Fearless, Genetic Enhancements, For the Emperor!, Independent Character
Genetic Enhancements - Thanks to an unorthodox and radical procedure performed on him by Fabius Bile, Dreph has Feel no Pain
For the Emperor! - Dreph is utterly devoted to his cause, inspiring others around to him to even greater feats of valour. An army that includes Dreph replaces Company Tactics and ATSKNF for this rule. A unit under the effect of For the Emperor! gains Fearless.
...Eh? This would make more sense if he were corrupted by chaos rather than a loyalist.
It's a Pre-Heresy character.
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?
purplefood wrote:Can i have some feedback on mine?
If it's fine just say so...
Oh sorry, I forgot about yours. I guess I just glazed over your post with the spoiler tag (I hate spoiler tags for some reason).
I think he looks good. While his special rules are quite good when rolled together, he himself as a model isn't particularly fearsome. Two wounds at 3+/4++ will go down pretty easily. I think 220 is pretty fair, and would not have any problems facing him.
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
purplefood wrote:Can i have some feedback on mine?
If it's fine just say so...
Oh sorry, I forgot about yours. I guess I just glazed over your post with the spoiler tag (I hate spoiler tags for some reason).
I think he looks good. While his special rules are quite good when rolled together, he himself as a model isn't particularly fearsome. Two wounds at 3+/4++ will go down pretty easily. I think 220 is pretty fair, and would not have any problems facing him.
Thanks for that.
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
Heraphim Sokar - Scourge of Trajax; Chaptermaster of the Exorcists
265 Points
WS 7
BS 5
S 4
T 5
W 4
A 3
Ld 10
Sv 2+/3++
Wargear:
Artificer Armour
Stormbolter
Frag-/Krakgrenades
Jumppack
Shielded Hexagrams
Black Star of Iacor
Machera Malifex
Shielded Hexagrams
Every Psyker (friend or foe), who wants to cast a spell on the wearer and his unit has to do his psytest with 3d6, suffering perils of the warp on everything higher than 11.
Black Star of Iacor
This mastercrafted helmet confers a 3++ inv-save and the usr 'Feel no pain' to his bearer.
Machera Malifex
This relic blade doubles the users strenght and for every unsaved to wound-role of 6, daemons and psykers have to take a ld-test or are removed as casualities. Every attack addressed to the bearer by a model dedicated to chaos (both daemons and CSM) benefits from the 'Preferred enemy' usr
Special Rules:
ATSKNF Independent Character
Preferred enemy: CSM Ancient tactician
Ancient tactician
Sokar can choose whether to pass or fail any Morale Check he is called upon to make. While he is on the table, all non-vehicle units can also choose whether to pass or fail any Morale Check they are called upon to make.
Playing mostly Necromunda and Battletech, Malifaux is awesome too!
Wargear:
Artificer Armor
Iron Halo
Jump Pack
Hell Gauntlet: Chainfist with inbuilt TL Infernus Pistol
Jackals Bite: a ancient power sword that benefits from the Rending USR Stimulants: A unique cocktail of drugs which increase the awareness and reflexes of Lucius Lucullus, increases his initiative by 1 (already included in his profile) and grants him FNP.
Special Rules:
Independent Character
Stubborn
Hit and Run
Stealth
Counter-Attack
Jab and Hook: When in close combat, Lucius can attack with both the Jackals Bite and Hell Gauntlet
Ghosts Upon the Wind: All units in an army list including Lucius Lucullus may replace Combat Tactics and ATSKNF with USR's Stealth and Hit and Run.
This message was edited 3 times. Last update was at 2012/06/18 01:34:52
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB
Pyralis Agis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
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WS:5 BS:7 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
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FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Stealth suit and Advanced Camo Cloak, Bow of Hyperion
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule and a 4+ cover save (Stealth cover save bonus included and even when out in the open), if Pyralis is not attached to any unit, it also causes all shooting attacks at Pyralis to be made as if Night Fighting was in effect. In addition, attackers must subtract 4” from the outcome of their Night Fighting roll to see if they can see Pyralis, before adding any more multipliers, such as Blacksun Filters.
Bow of Hyperion: This magnificent weapon is a technological marvel as it weapon contains technology unheard of outside of the most advanced xenos species, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile:
R:48” S:X* AP:1 Heavy 1, Sniper
*This weapon wounds on a 2+. If a 6 is rolled to wound, rather than a single wound, two wounds are inflicted. Against vehicles, this weapon has a Strength of 6.
Special Rules: Independent character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike Special Rule.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic than Orbital Bombardment: shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Instead of attacking, every turn any enemy unit within 12" has to pass a LD test, or it becomes controlled by Jesus for the remainder of the game (Daemons are instead destroyed and are at -1Ld). Vehicles count as Ld 9 unless specified.
All friendly units with a LoS to him may reroll failed Ld tests
He must take his retinue of 12 Ministorum Priests (see the guard Codex), but every turn after turn 3, roll a dice separately for each priest. On a 6 the priest betrays Jesus and both models are removed from play (the priest that betrayed and Jesus). The Priests must then take S tests every turn or be removed from play, and become Independant Characters.
When he's removed from play, every friendly unit (including those converted) must pass a Ld test or be removed from play (to go mourn, and possibly feed lions). Those that pass gain Preferred Enemy. However, 3 turns later he comes back from the dead in a random piece of terrain, no closer than 13" from any enemy unit, as if he came on from reserve. At this point, every friendly unit becomes Fearless. This only happens if he's betrayed, not killed by the enemy.
I dunno...Maybe 400pts. The Priests can be outfitted however they want from the Guard codex for those additional points.
This message was edited 1 time. Last update was at 2012/05/03 03:44:11
When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.
- Cain.