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Made in gb
Perturbed Blood Angel Tactical Marine





IHateNids wrote:150 pts if you want the Devastators as troops

Edit 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
Courageous Space Marine Captain






Glasgow, Scotland

The 10th Captain, what most people don't realise, is not an inferior scout. He is more expierianced than any other cause he needs to train and oversee scouts.

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Made in gb
Perturbed Blood Angel Tactical Marine





Deadshot wrote:The 10th Captain, what most people don't realise, is not an inferior scout. He is more expierianced than any other cause he needs to train and oversee scouts.

I did not realize. I have boosted his stats and increased the points now.

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
Fireknife Shas'el





United States

I retooled my FK special character, Making his weapon a bit like GK Halberds and the Chapter Tactics more awesome.


Archknight Arakor, Chapter Master of the Forge Knights..........................................................200 points
Arakor has major two qualities: his almost unnatural affinity for technology and his size. Arakor was almost turned into a servitor shortly after becoming a scout, as he seemed to skinny and weak to be of any use as a soldier. Most of the implants Space Marines receive had been well received by Arakors body, although his musculature and bone structure did not change accordingly, although it did change slightly. What did happen, however, was a slight mental uptick; over time, rather than simply increasing his physical strength, it increased his mental capacity and his reflexes far beyond normal, human limits. Arakor swiftly proved himself to be one of the sharpest and quickest scouts in the Chapter, out-thinking even the Scout Captain on a few occasions. Because of his mental acuity, he was selected to be part of a mission to the Imperial World of Holthar to determine to reason for a sudden communications blackout on a remote testing facility.

It did not take long for the scouts to discover the reason for the blackout. A Dark Eldar raid was in progress, and the Scouts could do nothing about it. They were outnumbered 100 to 1, so all they could do was report what they saw and wait for reinforcements. However, by the time reinforcements arrived, all of the facility workers and scouts were gone.

Arakor and the scouts, being obvious warriors, were sold as slaves to die in the arenas. And die they did, for the most part. At first, the slaves were pitted against each other, the Scouts mercilessly slaughtered the weaker, normal humans that were thrown against them. Arakor, however, held back and attempted to unify the slaves, guessing that this was just one of many trials. After fighting each other, they were set upon by the wyches.

The Wyches tore them apart, as they did with all other slaves they were set against. Arakor fought for what seemed like hours, and in the end, only the Wyches and Arakor remained. Arakor was dragged away and thrown into a cell with a dozen other slaves, where he promptly passed out.

He awoke the next morning (at least, it felt like morning), feeling sore, but also thrilled. Usually, fights ended quickly with Arakor as the victor. But here? Not even close. He finally had a real challenge in his hands. Eventually, Arakor started to keep a mental journal of his fights, noting his performance and how exciting the fight was.

-Day 4- I fought a dozen of these "wyches" today. I also finally found someone who speaks both the Dark Eldar language and high gothic, a inquisitors servant named Phillip. The Wyches died easily, not expecting a human to be on their level. I think they also expect me to know fear, but I don't.

-Day 8- The Arena master threw a dozen more Wyches at me. I wonder if I'm thinning out those Wych Cults as all, since all they seem to do is die. This is boring.

-Day 12- Finally! A new challenge! I am told they are called Hellions, and I am picking up some of their language on my own. I think today's fight would have gone in the Hellions favor had the audience not been so close. The audience seemed to be as thrilled as I was, although the Hellions were less so. I also managed to take one of their weapons. I think I'll keep it, study it's workings.

-Day 16- More beasts, more slaves. Nothing new, nothing fun. It felt like a day off. for one of the fights, I put a blind fold on.

-Day 20- I've picked up more of their language. The Dark Eldar really seem to despise me. Today's fights were against some dishonored Kabalites accused of treason. They seemed better trained than others that I've fought.

-Day 24- They've moved me to a new arena. Something about an Archon getting in good with the Wych Cults. I also spooked the audience today when I began taunting them in their own language. They began throwing things at me, mostly bladed objects. What is it with these people and blades? The arena master tried to throw the chains back on me. I sliced his face open.

-Day 28- I think I'm getting better at this game. The world seems to be moving in slow motion, almost like I'm making time slow down. I'm told that the Cult of Strife will be sending a few members my way.

-Day 32- One month in, first draw. It's a bit of a bummer, but let me say that Lelith Hesperax is attractive, though that's not why there was a draw.

-Day 36- After the fight with Hesperax, it all seems so boring now. To spice things up, I managed to steal a Hellion's Skyboard, rode it up to the Reaver Arena, jacked a Reaver's Jetbike, and left. It was a bit more difficult than I thought it would be, but Commoragh from a distance is quite something to behold. It feels good to be away from the arena.

After stealing the Reaver Jetbike, Arakor spent the next week attempting to gain entrance back into realspace. Finally, he found it, in the form of a Haemonculi's webway portal. Through cunning and the use of many disguises, Arakor made his way back to the Forge Knights and after extensive purity shenanigans, Arakor was allowed back into the ranks of the Chapter. It was only a matter of time and a few defeated Dark Eldar raids that Arakor rose to the rank of Chapter Master.
-----------------------------------------------------------
WS:7 BS:5 S:3 T:3 W:3 I:7 A:4 Ld:10 Sv: 3+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The King of Death, Voidforged Armor

The King of Death: Made from the remnants of a Hellion's Hellglaive and some spare parts, the King of Death is a Relic Blade that rolls an extra d3 when rolling to penetrate vehicle armor. Due to both Arakor’s skill and the style of the weapon, Arakor strikes at +2 Initiative.

Voidforged Armor: This special suit of armor is similar to the Ghostplate Armor used by the Dark Eldar. It produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor or his unit must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakor’s armor is also equipped with a miniature Locator Beacon.

Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 4+ Invulnerable save when being shot at and a 3+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor is taken and is not part of any unit, he may assault after Deep Striking.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor 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. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.

This message was edited 2 times. Last update was at 2012/04/05 04:11:46


 
   
Made in cn
Flashy Flashgitz






China

I'd say because he can give an entire army deepstike no matter the mission type and drop locator beacons each turn to assist this he becomes an entire army buff he may be worth a bit more.

Then again, because he doesn't have Eternal Warrior, I'd gather 200pnts may be just right.

Toughness 3 makes him a bit too easy to kill even, hell, the only reason he's worth that much is because of his armywide buff.

Why does he have combat tactics if your going to take combat tactics away from him?

I'd actually say give him a toughness 4 and then playtest him. If he's too good like that knock him down to T 3. I'd gather you'll be ok with him at T 4 at 200pnts.
Otherwise T 3 off the top of my playtest experience I'd knock him down to 180-175.

Deep Strike won't be very good if he's dead and T 3 invulnerable save or not his life span in high point games is very limited, he's high priority in a bad way. If he dies, your whole army really would suffer if you went deepstiking. Otherwise your only paying money for a guy you should stick in a heavy troop squad to go hunting, and space marines are filled with good armor saves but not enough wounds to make him untargetable even in their squads.

If you make him Eternal Warrior, than easily 240-250pnts.

Also, he's already Initiative 7, does he need to strike at +2 Initiative?

Why T 4 even with the bit about his not having so and so muscular what have you, because he was in a friggin arena and toughened up, right? Toughness and Strength are not always hand in hand. Many strong men are not tough, many not physicall imposing men are dirt tough.

(Perfered Enemy: Dark Eldar maybe???)

This message was edited 1 time. Last update was at 2012/04/05 06:03:00


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I hope.his +2 Int is already.included in his profile.

I'm celebrating 8 years on Dakka Dakka!
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Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Big Mek Dattrukk wrote:In regards to Fluffy, perhaps that boy had just a smidgin of psychic power, manifesting in the form of a very weak synapse-like aura. to weak to take a nid away from the hivemind, but strong enough to hold on to one who was already disconnected?


You have been disconnected from the server

Fluffy: FUUUUUUUUUUUUU

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Made in us
Screaming Shining Spear





Hagerstown, MD

Deadshot wrote:I hope.his +2 Int is already.included in his profile.


^---- This. Also, this fool is as skilled in combat as Draigo?? I have to disagree with Runna and say that he has a ton of USR...

Fluffwise it's another ridiculous heap to add to the pile. "Oh yeah I was captured by Dark eldar, but no biggie, I beat the pants off of everything they threw at me, learned their language, and then when I was bored I escaped in a way that Rambo would call shenanigans on." and honestly I find the diary silly.

But that's just an opinion.

4500 Points
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Made in cn
Flashy Flashgitz






China

The guy's fluff is funny, because lets face it, it doesn't make any sense and the fact he killed a dozen wyches in CC is unjustifiable.
But as a unit to work, the dude is easy to kill.
I really just wanted to drop hints to the guy who wrote it that he needed to re-work it.
I digress.

“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in us
Nurgle Predator Driver with an Infestation





Lawrence Ks

General Fat back.- Hq, Chaos space marines

Ws Bs S T W A I LD S
5 5 3 6 6 3 2 7 3+/4+

War gear
Power armor, Big fist of Doom, Frag and krak grenades, Hat of Fat, Spoon of soup.

Rules
Independent Character-as per the rule book.

Winded- Fat back can't be on the move for long amounts of time. To show this He rolls 2 d6 for movement keeping the highest. (this isn't slow and prop) In any turn Fat back runs, He runs an extra d-3 inches because of his momentum. This doesn't apply to any squad he is with, and can force him to leave the squad. He must move full d-3 extra.

Hat of Fat- This under sized hat is from his child hood. It grants Fat back a 4+ invl save. If a physic power is used with in 2d6 of a model wearing the hat of fat, both players roll a d6 and add it to their leader ship. If Fat back wins the roll. The enemy physic takes one wound with no saves allowed of any kind.

Fat-Because of his huge size, Fat back takes up 2 spots in any transport that would allow infantry to be carried.

Hey you kinda smell- If Fat back is not in a squad he is counted as being armed with defensive grenades.



Spoon of soup- Is a Large spoon that is used to hurl soup great distances, Or very short distances. The spoon is a deadly weapon when used right. This is a shooting attack with the following profile.
R-4d6" S-5 AP- Assault 2
The Spoon of soup is fired in a straight line hitting the first model in the line, and moves to the next in the same line. until the max range is hit or until no more hits where scored. This includes friendly models and models in close combat.
Big Fist of Doom-Is a master crafted power fist, That gives 2d6 armor pen against vehicles.

Just to lazy to run away- General Fat Back is fearless and turns any unit is joins fearless. Its just easier to fight to the death than it is to run away.

Fat Back- 165 points
Nose picker-50 points
Dolka dot pot-20 points

Faithful steed- Fat back is often seen riding his faithful steed. A smaller than normal donkey. Nose picker, his faithful steed will come to Fat backs aid when in need. If Fat back is riding Nose picker, He gains the FNP universal rule and can't be transported in a vehicle. Because of Nose picker being so faithful, Fat back can no longer join units. Nose picker gives Fat back a sense of command and raises Fat back's leadership to 10.

Dolka dot pot- This master crafted soup pot was made to be used with the spoon of soup. It increases the number of shots allowed by the spoon to assault d6. It also allows hotter soup to be carried, giving the spoon an ap of 4. Changing the Spoon of Soup to the following profile
R-4d6 S-5 Ap-4 assault d6

This message was edited 1 time. Last update was at 2012/04/05 13:21:01


Pigs is beautiful

"People Judge you on how your labels smell"

"Some times I just like to use my fingers" Bob Ross
2000 pts 2000 pts
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Made in gb
Ichor-Dripping Talos Monstrosity






OK, I'm going to assume, you don't really know all that much about the Dark Eldar from this... So I'll point out the.. shall I say flaws. I'll try and.. help where I can.

McNinja wrote:I retooled my FK special character, Making his weapon a bit like GK Halberds and the Chapter Tactics more awesome.

Archknight Arakor, Chapter Master of the Forge Knights..........................................................200 points
Arakor has major two qualities: his almost unnatural affinity for technology and his size. Arakor was almost turned into a servitor shortly after becoming a scout, as he seemed to skinny and weak to be of any use as a soldier. Most of the implants Space Marines receive had been well received by Arakors body, although his musculature and bone structure did not change accordingly, although it did change slightly. What did happen, however, was a slight mental uptick; over time, rather than simply increasing his physical strength, it increased his mental capacity and his reflexes far beyond normal, human limits. Arakor swiftly proved himself to be one of the sharpest and quickest scouts in the Chapter, out-thinking even the Scout Captain on a few occasions.

I admittedly don't know huge amounts about space marines, but if the muscle grafts didn't take, wouldn't that be viewed as a failiure? I don't know what the response to that would be.

Because of his mental acuity, he was selected to be part of a mission to the Imperial World of Holthar to determine to reason for a sudden communications blackout on a remote testing facility.

It did not take long for the scouts to discover the reason for the blackout. A Dark Eldar raid was in progress, and the Scouts could do nothing about it. They were outnumbered 100 to 1, so all they could do was report what they saw and wait for reinforcements. However, by the time reinforcements arrived, all of the facility workers and scouts were gone.

Considering how long it would take for them to notice a comms blackout from a regular facility, decide to investigate, and get there, for them to notice comms blackout from a remote facility, even considering it would be important enough to require instant mobilisation (and if it was, why ONLY a single scout squad?), the raid would be over. Dark Eldar run lightning strikes, if they're raiding a facility it would be stripped within a day or so at the most, more likely only a few hours. I mean, it took them less than a day to strip the Tau world of Rubikon during the War of Dark Revelations. But even my character who's dedicated to responding will only rarely make it to the scene in time, and his ship is specifically rigged to get him there within hours. I'm thinking of having a Kroot Shaman that is able to give premonitions allowing him to be there already.

A more logical reason is they happened to be there. A layover after another mission, coincedence, something, but they wouldn't find anything other than ghosts if they're traveling to it .


Arakor and the scouts, being obvious warriors, were sold as slaves to die in the arenas. And die they did, for the most part. At first, the slaves were pitted against each other, the Scouts mercilessly slaughtered the weaker, normal humans that were thrown against them. Arakor, however, held back and attempted to unify the slaves, guessing that this was just one of many trials. After fighting each other, they were set upon by the wyches.

Why will the scouts mercilessly slaughter? I'd have thought they'd try to protect or save, rally against their captors...

The Wyches tore them apart, as they did with all other slaves they were set against. Arakor fought for what seemed like hours, and in the end, only the Wyches and Arakor remained. Arakor was dragged away and thrown into a cell with a dozen other slaves, where he promptly passed out.

He awoke the next morning (at least, it felt like morning), feeling sore, but also thrilled. Usually, fights ended quickly with Arakor as the victor. But here? Not even close. He finally had a real challenge in his hands. Eventually, Arakor started to keep a mental journal of his fights, noting his performance and how exciting the fight was.

-Day 4- I fought a dozen of these "wyches" today. I also finally found someone who speaks both the Dark Eldar language and high gothic, a inquisitors servant named Phillip. The Wyches died easily, not expecting a human to be on their level. I think they also expect me to know fear, but I don't.

looking at his current statline, a dozen wyches would kill him now though it's possible it's wych acolytes fighting...

-Day 8- The Arena master threw a dozen more Wyches at me. I wonder if I'm thinning out those Wych Cults as all, since all they seem to do is die. This is boring.

-Day 12- Finally! A new challenge! I am told they are called Hellions, and I am picking up some of their language on my own. I think today's fight would have gone in the Hellions favor had the audience not been so close. The audience seemed to be as thrilled as I was, although the Hellions were less so. I also managed to take one of their weapons. I think I'll keep it, study it's workings.

Hellions wouldn't care about a close spectators. Hellions are street gangs, they might fight in the arenas for a giggle. Keeping a hellglaive isn't likely though, they'd likely shoot him rather than let him keep it. Learning the eldritch that Dark Eldar speak isn't entirely unreasonable, but isn't it heresy?

-Day 16- More beasts, more slaves. Nothing new, nothing fun. It felt like a day off. for one of the fights, I put a blind fold on.

-Day 20- I've picked up more of their language. The Dark Eldar really seem to despise me. Today's fights were against some dishonored Kabalites accused of treason. They seemed better trained than others that I've fought.

Wyches and beasts will be a much better fight than kabalite warriors. Warriors are soldiers, specialising in firearms, while capable of CC, it's not their primary ability.

-Day 24- They've moved me to a new arena. Something about an Archon getting in good with the Wych Cults. I also spooked the audience today when I began taunting them in their own language. They began throwing things at me, mostly bladed objects. What is it with these people and blades? The arena master tried to throw the chains back on me. I sliced his face open.

Again, put down with fire. Either sedated or dead.

-Day 28- I think I'm getting better at this game. The world seems to be moving in slow motion, almost like I'm making time slow down. I'm told that the Cult of Strife will be sending a few members my way.

-Day 32- One month in, first draw. It's a bit of a bummer, but let me say that Lelith Hesperax is attractive, though that's not why there was a draw.

Lelith is the single crazy fastest CC warrior ever. Against full blown marines she simply toys with them... but hey.

-Day 36- After the fight with Hesperax, it all seems so boring now. To spice things up, I managed to steal a Hellion's Skyboard, rode it up to the Reaver Arena, jacked a Reaver's Jetbike, and left. It was a bit more difficult than I thought it would be, but Commoragh from a distance is quite something to behold. It feels good to be away from the arena.

Taking a Skyboard up to the reaver tracks is reasonably suicidal, assuming you'd be able to learn how to fly the skyboard before it crashes, then not only fighting your way out of the arena, past the guards, through the hellion gangs outside, not getting shot out of the air or ripped apart by the scourges, etc, then fighting his way into the reavers playground past their guards, survivng the insane bladevane passes and insane flying they make, knocking off the rider who's probably stapled to the seat, learning how to ride the bike in mid-air, while it's spiraling out of control at almost supersonic speeds before it splats into a wall / outcrop all the while holding onto a hellglaive..., then managing to fight his way back out past the other reavers, then survive the inevitable Razorwings sent to put down the trouble if he did make it that far...

After stealing the Reaver Jetbike, Arakor spent the next week attempting to gain entrance back into realspace. Finally, he found it, in the form of a Haemonculi's webway portal. Through cunning and the use of many disguises, Arakor made his way back to the Forge Knights and after extensive purity shenanigans, Arakor was allowed back into the ranks of the Chapter. It was only a matter of time and a few defeated Dark Eldar raids that Arakor rose to the rank of Chapter Master.

Wait, waaaaait.... so on top of the above, he just somehow strolls into the lair of a coven, where dozens of the dark eldar that make other dark eldar wet themselves live in the dozens, steals a webway portal, figures out how to use it, calibrates it to open into realspace (which is a trick, as a webway portal opens a link between Commoragh and where ever it is set, so going through it would just lead back to the city, so this parts even more impressive...), then makes the casual stroll back to his chapter.

BTW - carrying that hellglaive would cripple any disguise...


-----------------------------------------------------------
WS:7 BS:5 S:3 T:3 W:3 I:7 A:4 Ld:10 Sv: 3+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The King of Death, Voidforged Armor

The King of Death: Made from the remnants of a Hellion's Hellglaive and some spare parts, the King of Death is a Relic Blade that rolls an extra d3 when rolling to penetrate vehicle armor. Due to both Arakor’s skill and the style of the weapon, Arakor strikes at +2 Initiative.

Assuming that he made it through all the crap with the reaver bike, him somehow keeping hold of the Hellglaive that he would have to have stolen when he escaped (no way he'd have kept the earlier one.) is... almost reasonable the +2 Initiative is not. +2 Str is.. ok, the +D3 to pen is even getawayable, but with a big heavy modified 2 handed power weapon, +2 inititiave is silly. MAYBE +1 on the charge.

Voidforged Armor: This special suit of armor is similar to the Ghostplate Armor used by the Dark Eldar. It produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor or his unit must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakor’s armor is also equipped with a miniature Locator Beacon.

Ghostplate is a tough armour plate, that is thin to enable free movement. it grants a 4+ save and a 6+ invun. If he's wearing something that light, he probably shouldn't have a 3+ save.
And if his armour somehow obscures HIM, how does it make the whole unit shrouded? that doesn't make much sense tbh.


Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop

I'd remove Move Through cover (IC gives it anyway, and he'll lose it when joining a squad that doesn't have it regardless, so giving it twice is redundant)

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 4+ Invulnerable save when being shot at and a 3+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor is taken and is not part of any unit, he may assault after Deep Striking.

Copying Leliths Quicksilver Dodge (which she gets for being about the fastest damn eldar ever.) for a human is a bit crazy, mayhaps a 4+/5+ invun?

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor 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. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.


Ultimately, if his fluff is redone a little for him not to be a magical combination of Macguyver and Chuck Norris that can hide a 6-8 foot long hellglaive in his coat (i.e. make sense ) I could live with it.

This message was edited 1 time. Last update was at 2012/04/05 15:03:27


   
Made in us
Fireknife Shas'el





United States

felixander wrote:
Deadshot wrote:I hope.his +2 Int is already.included in his profile.


^---- This. Also, this fool is as skilled in combat as Draigo?? I have to disagree with Runna and say that he has a ton of USR...

Fluffwise it's another ridiculous heap to add to the pile. "Oh yeah I was captured by Dark eldar, but no biggie, I beat the pants off of everything they threw at me, learned their language, and then when I was bored I escaped in a way that Rambo would call shenanigans on." and honestly I find the diary silly.

But that's just an opinion.
It's supposed to be. If I wanted it to be taken seriously, I wouldn't have spent 20 minutes writing it. Actual fluff that wouldn't be silly would be about a page long, much like how in order to make Draigo's fluff seem reasonable, a ton of more explanation would have needed to go into his whole "I cut open a daemon primarchs chest and carved my name and my mentors name into it. Then I roflstomped my way through the warp and wrecked the chaos gods' gak." I anyone cares to see it, I'll be happy to put it up. It'd take place over the span of a year, rather than a month, though.

Also, Drazhar has 5 USRs, plus 3 other special rules. The Decapitator has ten special rules. Also, yes, he is as skilled in CC than Draigo (perhaps more skilled, even). His mind and reflexes work faster than even the Supreme Grand Master of the Grey Knights.
   
Made in us
Fireknife Shas'el





United States

Ovion wrote:OK, I'm going to assume, you don't really know all that much about the Dark Eldar from this... So I'll point out the.. shall I say flaws. I'll try and.. help where I can.

McNinja wrote:
Spoiler:
I retooled my FK special character, Making his weapon a bit like GK Halberds and the Chapter Tactics more awesome.

Archknight Arakor, Chapter Master of the Forge Knights..........................................................200 points
Arakor has major two qualities: his almost unnatural affinity for technology and his size. Arakor was almost turned into a servitor shortly after becoming a scout, as he seemed to skinny and weak to be of any use as a soldier. Most of the implants Space Marines receive had been well received by Arakors body, although his musculature and bone structure did not change accordingly, although it did change slightly. What did happen, however, was a slight mental uptick; over time, rather than simply increasing his physical strength, it increased his mental capacity and his reflexes far beyond normal, human limits. Arakor swiftly proved himself to be one of the sharpest and quickest scouts in the Chapter, out-thinking even the Scout Captain on a few occasions.

I admittedly don't know huge amounts about space marines, but if the muscle grafts didn't take, wouldn't that be viewed as a failiure? I don't know what the response to that would be.

Because of his mental acuity, he was selected to be part of a mission to the Imperial World of Holthar to determine to reason for a sudden communications blackout on a remote testing facility.

It did not take long for the scouts to discover the reason for the blackout. A Dark Eldar raid was in progress, and the Scouts could do nothing about it. They were outnumbered 100 to 1, so all they could do was report what they saw and wait for reinforcements. However, by the time reinforcements arrived, all of the facility workers and scouts were gone.

Considering how long it would take for them to notice a comms blackout from a regular facility, decide to investigate, and get there, for them to notice comms blackout from a remote facility, even considering it would be important enough to require instant mobilisation (and if it was, why ONLY a single scout squad?), the raid would be over. Dark Eldar run lightning strikes, if they're raiding a facility it would be stripped within a day or so at the most, more likely only a few hours. I mean, it took them less than a day to strip the Tau world of Rubikon during the War of Dark Revelations. But even my character who's dedicated to responding will only rarely make it to the scene in time, and his ship is specifically rigged to get him there within hours. I'm thinking of having a Kroot Shaman that is able to give premonitions allowing him to be there already.

A more logical reason is they happened to be there. A layover after another mission, coincedence, something, but they wouldn't find anything other than ghosts if they're traveling to it .


Arakor and the scouts, being obvious warriors, were sold as slaves to die in the arenas. And die they did, for the most part. At first, the slaves were pitted against each other, the Scouts mercilessly slaughtered the weaker, normal humans that were thrown against them. Arakor, however, held back and attempted to unify the slaves, guessing that this was just one of many trials. After fighting each other, they were set upon by the wyches.

Why will the scouts mercilessly slaughter? I'd have thought they'd try to protect or save, rally against their captors...

The Wyches tore them apart, as they did with all other slaves they were set against. Arakor fought for what seemed like hours, and in the end, only the Wyches and Arakor remained. Arakor was dragged away and thrown into a cell with a dozen other slaves, where he promptly passed out.

He awoke the next morning (at least, it felt like morning), feeling sore, but also thrilled. Usually, fights ended quickly with Arakor as the victor. But here? Not even close. He finally had a real challenge in his hands. Eventually, Arakor started to keep a mental journal of his fights, noting his performance and how exciting the fight was.

-Day 4- I fought a dozen of these "wyches" today. I also finally found someone who speaks both the Dark Eldar language and high gothic, a inquisitors servant named Phillip. The Wyches died easily, not expecting a human to be on their level. I think they also expect me to know fear, but I don't.

looking at his current statline, a dozen wyches would kill him now though it's possible it's wych acolytes fighting...

-Day 8- The Arena master threw a dozen more Wyches at me. I wonder if I'm thinning out those Wych Cults as all, since all they seem to do is die. This is boring.

-Day 12- Finally! A new challenge! I am told they are called Hellions, and I am picking up some of their language on my own. I think today's fight would have gone in the Hellions favor had the audience not been so close. The audience seemed to be as thrilled as I was, although the Hellions were less so. I also managed to take one of their weapons. I think I'll keep it, study it's workings.

Hellions wouldn't care about a close spectators. Hellions are street gangs, they might fight in the arenas for a giggle. Keeping a hellglaive isn't likely though, they'd likely shoot him rather than let him keep it. Learning the eldritch that Dark Eldar speak isn't entirely unreasonable, but isn't it heresy?

-Day 16- More beasts, more slaves. Nothing new, nothing fun. It felt like a day off. for one of the fights, I put a blind fold on.

-Day 20- I've picked up more of their language. The Dark Eldar really seem to despise me. Today's fights were against some dishonored Kabalites accused of treason. They seemed better trained than others that I've fought.

Wyches and beasts will be a much better fight than kabalite warriors. Warriors are soldiers, specialising in firearms, while capable of CC, it's not their primary ability.

-Day 24- They've moved me to a new arena. Something about an Archon getting in good with the Wych Cults. I also spooked the audience today when I began taunting them in their own language. They began throwing things at me, mostly bladed objects. What is it with these people and blades? The arena master tried to throw the chains back on me. I sliced his face open.

Again, put down with fire. Either sedated or dead.

-Day 28- I think I'm getting better at this game. The world seems to be moving in slow motion, almost like I'm making time slow down. I'm told that the Cult of Strife will be sending a few members my way.

-Day 32- One month in, first draw. It's a bit of a bummer, but let me say that Lelith Hesperax is attractive, though that's not why there was a draw.

Lelith is the single crazy fastest CC warrior ever. Against full blown marines she simply toys with them... but hey.

-Day 36- After the fight with Hesperax, it all seems so boring now. To spice things up, I managed to steal a Hellion's Skyboard, rode it up to the Reaver Arena, jacked a Reaver's Jetbike, and left. It was a bit more difficult than I thought it would be, but Commoragh from a distance is quite something to behold. It feels good to be away from the arena.

Taking a Skyboard up to the reaver tracks is reasonably suicidal, assuming you'd be able to learn how to fly the skyboard before it crashes, then not only fighting your way out of the arena, past the guards, through the hellion gangs outside, not getting shot out of the air or ripped apart by the scourges, etc, then fighting his way into the reavers playground past their guards, survivng the insane bladevane passes and insane flying they make, knocking off the rider who's probably stapled to the seat, learning how to ride the bike in mid-air, while it's spiraling out of control at almost supersonic speeds before it splats into a wall / outcrop all the while holding onto a hellglaive..., then managing to fight his way back out past the other reavers, then survive the inevitable Razorwings sent to put down the trouble if he did make it that far...

After stealing the Reaver Jetbike, Arakor spent the next week attempting to gain entrance back into realspace. Finally, he found it, in the form of a Haemonculi's webway portal. Through cunning and the use of many disguises, Arakor made his way back to the Forge Knights and after extensive purity shenanigans, Arakor was allowed back into the ranks of the Chapter. It was only a matter of time and a few defeated Dark Eldar raids that Arakor rose to the rank of Chapter Master.

Wait, waaaaait.... so on top of the above, he just somehow strolls into the lair of a coven, where dozens of the dark eldar that make other dark eldar wet themselves live in the dozens, steals a webway portal, figures out how to use it, calibrates it to open into realspace (which is a trick, as a webway portal opens a link between Commoragh and where ever it is set, so going through it would just lead back to the city, so this parts even more impressive...), then makes the casual stroll back to his chapter.

BTW - carrying that hellglaive would cripple any disguise...


-----------------------------------------------------------
WS:7 BS:5 S:3 T:3 W:3 I:7 A:4 Ld:10 Sv: 3+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The King of Death, Voidforged Armor

The King of Death: Made from the remnants of a Hellion's Hellglaive and some spare parts, the King of Death is a Relic Blade that rolls an extra d3 when rolling to penetrate vehicle armor. Due to both Arakor’s skill and the style of the weapon, Arakor strikes at +2 Initiative.

Assuming that he made it through all the crap with the reaver bike, him somehow keeping hold of the Hellglaive that he would have to have stolen when he escaped (no way he'd have kept the earlier one.) is... almost reasonable the +2 Initiative is not. +2 Str is.. ok, the +D3 to pen is even getawayable, but with a big heavy modified 2 handed power weapon, +2 inititiave is silly. MAYBE +1 on the charge.

Voidforged Armor: This special suit of armor is similar to the Ghostplate Armor used by the Dark Eldar. It produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor or his unit must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakor’s armor is also equipped with a miniature Locator Beacon.

Ghostplate is a tough armour plate, that is thin to enable free movement. it grants a 4+ save and a 6+ invun. If he's wearing something that light, he probably shouldn't have a 3+ save.
And if his armour somehow obscures HIM, how does it make the whole unit shrouded? that doesn't make much sense tbh.


Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop

I'd remove Move Through cover (IC gives it anyway, and he'll lose it when joining a squad that doesn't have it regardless, so giving it twice is redundant)

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 4+ Invulnerable save when being shot at and a 3+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor is taken and is not part of any unit, he may assault after Deep Striking.

Copying Leliths Quicksilver Dodge (which she gets for being about the fastest damn eldar ever.) for a human is a bit crazy, mayhaps a 4+/5+ invun?

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor 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. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.


Ultimately, if his fluff is redone a little for him not to be a magical combination of Macguyver and Chuck Norris that can hide a 6-8 foot long hellglaive in his coat (i.e. make sense ) I could live with it.
His coat's bigger on the inside Actually, I meant to remove the armor save. Also, the fluff is being rewritten to be less magical. I'll put it up when I finish it up.

As to the +2 I on the weapon: I'm not sure if you've ever seen a professional wield a Bo Staff, but http://www.youtube.com/watch?v=WxFEsLtdNfs and http://www.youtube.com/watch?v=6wc1QENR-Hk&feature=relmfu Just put blades on the ends and there you go.
   
Made in gb
Ichor-Dripping Talos Monstrosity






I know you can do crazy things with a Bo Staff, but a Hellglaive, especially one modified (which would make it even heavier) is significantly bigger, significantly heavier, and has 2 whacking great swords on the ends. Its use will be a lot closer to a twin-ended polearm, imagine a Bardiche or something, but with even more weight at the back end. These things are REALLY large and unwieldy.

Using a shortstaff like that - yes.
Using a twinbladed polearm that's twice as long like that, you'll lose a leg, get it stuck in the ground etc.

And measuring the Hellglaive against a kroot, DE and marine, the Hellglaive is infact, 10-12ft long.

I would say have EITHER the +2 Str -or- +2 Ini, not both.

   
Made in us
Fireknife Shas'el





United States

I would agree. I'll solidify this idea later, but I might just do normal hellglaive stats (+1 S and +1 A) and keep his Initiative high. It won't be an actual hellglaive, but It'll be fairly close.
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

McNinja wrote:
felixander wrote:
Deadshot wrote:I hope.his +2 Int is already.included in his profile.


^---- This. Also, this fool is as skilled in combat as Draigo?? I have to disagree with Runna and say that he has a ton of USR...
Spoiler:

Fluffwise it's another ridiculous heap to add to the pile. "Oh yeah I was captured by Dark eldar, but no biggie, I beat the pants off of everything they threw at me, learned their language, and then when I was bored I escaped in a way that Rambo would call shenanigans on." and honestly I find the diary silly.

But that's just an opinion.
It's supposed to be. If I wanted it to be taken seriously, I wouldn't have spent 20 minutes writing it. Actual fluff that wouldn't be silly would be about a page long, much like how in order to make Draigo's fluff seem reasonable, a ton of more explanation would have needed to go into his whole "I cut open a daemon primarchs chest and carved my name and my mentors name into it. Then I roflstomped my way through the warp and wrecked the chaos gods' gak." I anyone cares to see it, I'll be happy to put it up. It'd take place over the span of a year, rather than a month, though.

Also, Drazhar has 5 USRs, plus 3 other special rules. The Decapitator has ten special rules. Also, yes, he is as skilled in CC than Draigo (perhaps more skilled, even). His mind and reflexes work faster than even the Supreme Grand Master of the Grey Knights.


Well you could have simply posted it in a "spoiler" tag (like I did above! So easy!) and mention what is in the text. And then next post you said you were rewritting it. It's ok, not everyone is an author. I'd rather see a short run down than a story that makes people roll their eyes. You could even say something like "Was captured and enslaved by the Dark Eldar for a standard month. He managed to escape with his life and Technology. Then he ate a brownie sundae." and I'd believe it and love the happy ending. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff. It's rare but sometimes I wouldn't let someone field a character just because his background story is so derpy it makes me want to punt a puppy.

This message was edited 2 times. Last update was at 2012/04/05 23:52:40


4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Fireknife Shas'el





United States

felixander wrote:

Well you could have simply posted it in a "spoiler" tag (like I did above! So easy!) and mention what is in the text. And then next post you said you were rewritting it. It's ok, not everyone is an author. I'd rather see a short run down than a story that makes people roll their eyes. You could even say something like "Was captured and enslaved by the Dark Eldar for a standard month. He managed to escape with his life and Technology. Then he ate a brownie sundae." and I'd believe it and love the happy ending. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff. It's rare but sometimes I wouldn't let someone field a character just because his background story is so derpy it makes me want to punt a puppy.
Ok, I know what's wrong with the fluff, what about the statline, wargear, and rules?
   
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Mekboy on Kustom Deth Kopta






WS: 1 BS: 3 S: 3 T: 3 (4) W: 1 I: 1 A: 1 LD: 2 Sv:-

G00fy smiley leads the army from off of the table, he does no damage of his own, he's not kidding himself he's probably stronger than average human but would die in a heartbeat in the 40k universe as a biker he rides away from combat as quickly as possible

10000 points 7000
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Tail-spinning Tomb Blade Pilot




Onuris Coreworld

Iron Captain Victor Velikor of the Iron Hands 5th Company

(I did counts as Space Wolves army) Captain Velikor uses Logan Grimnars rules. I also used the Carab Culn model to represent him, which was perfect.

My second army is Necrons so...

Anaxes the Voidmaster, Overlord of Coreworld Onuris and surrounding fringeworlds of the Ogdobekh Dynasty

I just use Imotekh's rules, as not bringing Imotekh always seems like a bad idea.

"Most mortals will die from this procedure...and so will you!"  
   
Made in us
Fireknife Shas'el





United States

Archknight Arakor, Chapter Master of the Forge Knights..........................................................210 points
Spoiler:
By all respects, Arakor should not even be a Space Marine. His only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of a damn after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.

However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he lept over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, them not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another ten months before Arakor was declared the new Chapter Master.

As Chapter Master, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar.

Stats
Spoiler:

-----------------------------------------------------------
WS:7 BS:5 S:3 T:4 W:3 I:7 A:4 Ld:10 Sv: 3+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Beast (Character)
Wargear: The King of Death, Voidforged Armor

The King of Death: The King of Death is an extremely unique weapon. Built to have the aesthetics of a Hellglaive, it weighs far less and is a few feet shorter than an actual Hellglaive. On the inside, however, it is vastly different. Powerful generators maintain a monomolecular edge sheathed in energy, allowing the King of Death to slice through the toughest armor. Even more impressive is its ability to separate into multiple sections, turning from a staff into a whip-like weapon in an instant and nearly tripling in length. The King of Death is a power weapon that wounds on a 3+. A frequent tactic of Arakor’s involves him leaping into the air, over the weapons of his opponents, and separating his weapon at the same moment that he thrusts it forward, practically shooting the blade into an opponent. If Arakor assaults, he may choose to use up one of his attacks to strike at Initiative 10. Note that this attack is not in addition to his other attacks, so if he assaults and uses this ability he is left with 5 attacks.

Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. It incorporates a sort of clone field, making it seem as though he is somewhere he is not. Arakor cannot be hit, whether in close combat or by a shooting weapon, on anything less than a 5+.

Special Rules: Counter-Attack, Agile, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop, Preferred Enemy (Dark Eldar)*, Fearless

Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor Deep Strikes, and is not part of a unit, he may assault that turn.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor 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. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.

Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor has the preferred Enemy Special rule against all Dark Eldar and is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of being exposed to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play amd reverting back to all Dark Eldar if Drazhar is killed.

Not sure how much of a bad thing Rage is. If Eternal Warrior automatically adds points to a models cost, how much dies Rage take away, if any?


Automatically Appended Next Post:
TheCrazyCryptek wrote:Iron Captain Victor Velikor of the Iron Hands 5th Company

(I did counts as Space Wolves army) Captain Velikor uses Logan Grimnars rules. I also used the Carab Culn model to represent him, which was perfect.

My second army is Necrons so...

Anaxes the Voidmaster, Overlord of Coreworld Onuris and surrounding fringeworlds of the Ogdobekh Dynasty

I just use Imotekh's rules, as not bringing Imotekh always seems like a bad idea.
It is. Every game I've used him in he always kills at least his point cost in enemy models with his storm alone.

This message was edited 1 time. Last update was at 2012/04/06 06:16:33


 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

McNinja wrote:
felixander wrote:. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff..

Ok, I know what's wrong with the fluff, what about the statline, wargear, and rules?


OK, initiative 6 is insane to give anything outside of Eldar, Dark Eldar, and Slaanesh. 7 is down right derptastic and 9 with his weapon is downright stupid. Gonna agree with Ovion that 3+ armor doesn't seem to fit, and neither does the 3++/4++ without some points tuning. I know that T3 without EW is good for the opponent, but inside a Landraider or drop pod it's not going to matter much as you'll need to tear through all the troops he's with first. And anything shooting at him prefers to aim at the dirt. Charges on Deep Strike. Oh and +2 attacks on the charge.


As to your modified profile I think 230 as a minimum would be more accurate. It is good to see an original character, you just need to account for everything he gets to do. 6 power attacks that wound even Swarmlords on 3+ after charging from Deepstrike. Oh and he can only be hit on a 5+ instead of a 3+. I know he can get 1 shotted, but he gets to pick who he fights, so it doesn't really matter too much. And he's a Beast (????) so he has a 12" charge range with fleet so he's even less likely to get caught

4500 Points
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3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in cn
Flashy Flashgitz






China

I have to agree about him not being able to assault after deepstriking, but for middle ground, how about he can choose to assault but not shoot, or shoot but not assault. Or be really ridiculous and say may choose to deepstrike into combat if there is one taking place and be treated as charging for this turn of assault. That's a bit OP but it's cool, and it fits his flipping into stuff fluff, which made me laugh by the way.

Everything needs a 5+ to hit him, not neccessary, he already has a high WS, a dodge invulnerable save, and a high initiative. It belittles the point I made earlier about why he was playable, he needs to be vulnerable in some for or area of the game, or he needs to be slow and unable to do mass damage, which he isn't either of. He is fast, pretty damn safe, and able to kill anything walking.

The best way to write a characters statline is to see if you have to actually utilize strategy to get him to do what you want him to do, or if you can just go ahead and do it because he can do that.

If you don't have to use some strategy, your not making your opponents want to play against him.

I had the first write-up of Forling as a monster, he was the descendant of the God that cracked a planet I thought, I needed to show it. Granted he was point heavy, but it didn't change the fact that my opponent was getting tired of wasting shots and losing men trying to kill him. My whole army had lost, but Forling had 2 wounds left and he was still going. Even though I lost the game, the playtest helped me realize two things, too much is too much even if it's point effecient, and balance requires to consider playing against the units you are writing about, and trying to defeat them. The subsequent playtest after re-write, both me and my 40k crowd at that time were happy. (Oh, how I miss playing.)

As much as we don't want our characters to die, even when they are fun, we should remember to keep that chance that the enemy may spit in our cereal by killing them quick when we make a bad move.

He's a beast??? No man, no way. Sorry, I just can't go with you on that one.

If you are going to make him so fast, less armor is more reliable. You're worried about things that ignore invulnerable saves, that's good, he should have worries on the field. It means he's playable. Right now, he's not really worried about much except bad luck.

Why not sacrifice two attacks for the Initiative 10 strike, otherwise who would ever not do that?

Rage in the form of only Dark Eldar when also getting to re-roll attacks against them would actually be a slight increase in points because of his other stats. But only slight.

Wounding on a 3+ is also a bit much. You had a good idea with just giving him a +1 to strength and maybe attack. Or make it more unique.
(Idea for you.)
Say...he may sacrifice one point of his initiative to gain +1 strength with this weapon during an assault phase to a maximum of +3. He may instead choose to do this to gain +1 attacks to a maximum of 2. He cannot do this if you have chosen to attack at initiative ten this combat phase and he cannot do both. Still a power weapon of course, that can be any of the three morphs. +st is the sword, +att the whip, normal the staff. Right? Now capable of wrecking small vehicles and fighting monstrous creatures. But heavy vehicles he should avoid.

An idea for you anyways.

If you really enjoy that armor, have the enemy take a leadership test, if they fail, then they need 5's. It won't effect the points much, keeps his armor, and doesn't means the enemy has to be unlucky to not shoot him down in most cases where they had to be lucky to do it before.

I agree with 230pnts also.



“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in us
Fireknife Shas'el





United States

felixander wrote:
McNinja wrote:
felixander wrote:. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff..

Ok, I know what's wrong with the fluff, what about the statline, wargear, and rules?


OK, initiative 6 is insane to give anything outside of Eldar, Dark Eldar, and Slaanesh. 7 is down right derptastic and 9 with his weapon is downright stupid. Gonna agree with Ovion that 3+ armor doesn't seem to fit, and neither does the 3++/4++ without some points tuning. I know that T3 without EW is good for the opponent, but inside a Landraider or drop pod it's not going to matter much as you'll need to tear through all the troops he's with first. And anything shooting at him prefers to aim at the dirt. Charges on Deep Strike. Oh and +2 attacks on the charge.


As to your modified profile I think 230 as a minimum would be more accurate. It is good to see an original character, you just need to account for everything he gets to do. 6 power attacks that wound even Swarmlords on 3+ after charging from Deepstrike. Oh and he can only be hit on a 5+ instead of a 3+. I know he can get 1 shotted, but he gets to pick who he fights, so it doesn't really matter too much. And he's a Beast (????) so he has a 12" charge range with fleet so he's even less likely to get caught
You would have loved my first iteration of this guy. He was base Initiative 8. He is supposed to be extremely quick, though. Far moreso than any normal Space Marine. As for Beast... well, he is a beast in close combat, right? I'm still debating whether or not he should stay Beast, as he would get the charge, but I'll also change some other stuff around so he can't move then run then charge after DSing.


Automatically Appended Next Post:
His new stuff:
-5+ to hit him requires activation and is only used in shooting or assault phase rather than permanently.
-Changed from Beast to Infantry, and acts normally after DSing alone. and fleet.
Spoiler:

-----------------------------------------------------------
WS:7 BS:5 S:3 T:4 W:3 I:7 A:4 Ld:10 Sv: 3+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The King of Death, Voidforged Armor

The King of Death: The King of Death is an extremely unique weapon. Built to have the aesthetics of a Hellglaive, it weighs far less and is a few feet shorter than an actual Hellglaive. On the inside, however, it is vastly different. Powerful generators maintain a monomolecular edge, allowing the King of Death to slice through the toughest armor. Even more impressive is its ability to separate into multiple sections, turning from a staff into a whip-like weapon in an instant and nearly tripling in length. The King of Death is a close combat weapon with the Rending special rule that, due to Arakor’s skill, Rends on a 4+. A frequent tactic of Arakor’s involves him leaping into the air, over the weapons of his opponents, and separating his weapon at the same moment that he thrusts it forward, practically shooting the blade into an opponent. If Arakor assaults, he may choose to use up his two bonus attacks to strike once at Initiative 10. Note that this attack is not in addition to his other attacks, so if he assaults and uses this ability he is left with 4 attacks.

Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. It incorporates a sort of clone field, making it seem as though he is somewhere he is not. Once per turn, in the beginning of either the shooting or the assault phase, Arakor may activate this field. While the field is active, Arakor cannot be hit with anything less than a 5+.

Special Rules: Counter-Attack, Agile, Fleet, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop, Preferred Enemy (Dark Eldar)*, Fearless

Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor Deep Strikes, and is not part of a unit, he may act normally that turn.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor 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. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.

Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play and reverting back to all Dark Eldar if Drazhar is killed.

This message was edited 2 times. Last update was at 2012/04/06 16:28:01


 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Lord Castellan, Knight of Slaanesh - 400pts

WS: 6
BS: 5
S: 5
T: 5
W: 4
I: 8
A: 4
Ld: 10
Sv: 2+/3++

Composition: 1 (Unique)
Unit Type: Cavalry

Wargear: Shield of Darkness: This gives Castellan a 4++, Armour of Lust: This gives Castellan a 2+, Halberd of Unearthly Pleasure: This is a Master Crafted Power Weapon which adds 1 Attack and 1 Initiative (Already included in profile) to Lord Castellan's profile, Warp Portal: Gives Castellan the Deep Strike special rule.

Special Rules: Fearless, Fleet, Daemonic Assistance: This rule gives Castellan Eternal Warrior

Castellan is considered one of the most devoted worshipers of Slaan ever known. He is a legend amongst legends, bursting into the middle of the battlefield in a hail of warp fire, bursting through a gaping hole in the fabric of reality, charging straight towards the stunned enemy on his daemonic steed. His ancient armor proves a match for almost all small arms fire, and his shield can deflect almost all blows that come into contact with it. His presence will give the soldiers under his command a new energy inside of them, allowing them to move across the battlefield at uncanny speed. When Castellan finally ascends to Daemonhood, the galaxy is doomed. He shall command his armies, wiping all traces of the Imperium of Man, and of the Eldar as he begins his unholy crusade.

I will produce Knights for the other gods soon.

This message was edited 6 times. Last update was at 2012/04/08 09:18:11


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
Ichor-Dripping Talos Monstrosity






I was reading taht thinking 'Ok, it's a bit powerful, but hardly 300pts worth'.
Then I saw it gave the whole army fleet.

1: Why is it cavalry?
2: What codex is it for? C:SM or DoC?

   
Made in gb
Fixture of Dakka






Dorset, Southern England

Codex CSM, and Cavalry fits into the whole Slaaneshi theme (Swift and Deadly)


Automatically Appended Next Post:
Lord Pestilus, Warden of Nurgle - 500pts
Unit Type: Infantry
Composition: 1 (Unique)

WS: 5
BS: 5
S: 6
T: 6
W: 5
I: 2
A: 3
Ld: 10
Sv: 2+/3++

Wargear: Plagued Armor: This gives Pestilus a 2++ and a 3++, Master Crafted Bolt Pistol, Axe of the Grandfather: This is a 2 Handed Close Combat Weapon that inflicts Instant Death and adds 2 Strength in an assault (Not included in profile)

Special Rules: Fearless, Daemonic Assistance: This rule gives Pestilus Eternal Warrior

Pestilus is a half man, half daemon monster that plagues the minds and bodies of all those who fight his legions. Where he treads, the plants die, the animals perish and the air fills with a cloud of flies. He is a master in the art of Necromancy, bringing mortally wounded and dead soldiers back into the fray. He wields a massive axe, which will cut most enemies into two pieces , and will infect and destroy almost all others that still stand. He is the immense guard of Nurgle, and he shall destroy all that threaten the work of the Grandfather.


This message was edited 5 times. Last update was at 2012/04/08 09:18:21


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 us
Fireknife Shas'el





United States

EDIT: It would seem that I cannot read.

This message was edited 2 times. Last update was at 2012/04/07 16:20:52


 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Just found the Perfect Model for Castellan:



Just slap on a 40mm base and it's 40K legal!


Automatically Appended Next Post:
Lord Azephael, Herald of Tzeentch - 450pts
Unit Type: Jump Infantry
Composition: 1 (Unique)

WS: 5
BS: 5
S: 4
T: 4
W: 4
I: 5
A: 3
Ld: 10
Sv: 2+/4++

Wargear: Enchanted Armour: This gives Azephael a 2+/4++, Disk of Tzeentch: This makes Azephael Jump Infantry, Force Weapon, Plasma Pistol

Psychic Powers: Azephael has all powers from Codex:CSM, and may use up to 3 a turn

Special Rules: Fearless, Daemonic Assistance: This rule gives Azephael Eternal Warrior

Azephael is a horrifying creature, once a proud member of the Thousand Sons Legion, now a twisted conduit of raw psychic power that radiates with the change of many worlds. He floats above the battlefield on a glowing disk of blue fire, casting great arcs of lightning and turning proud warriors into husks of black ash. He can bring down the mightiest hero, turning them into huffs of black smoke, or possessing them, turning them against their own men. Many people have tried to eradicate Azephael, but only a few have weathered the magical storms that storm the battlefield, and even less have actually managed to strike him. All those that have were veiled in black smoke, then revealed, paralysed corpses that lay twisted in agony. Where Azephael treads, your demise will come.


Automatically Appended Next Post:
Lord Exscarburus, Executioner of Khorne - 450pts
Unit Type: Cavalry
Composition: 1 (Unique)

WS: 9
BS: 5
S: 6
T: 5
W: 5
I: 5
A: 5
Ld: 10
Sv: 2+/3++

Wargear: Armour of Skulls: this is a suit of armor that gives a 2+, Shield of Blood: Gives the bearer a 3++, Glaive of Khorne: This is a Master Crafted Power Weapon that may make another attack for each unsaved wound it causes. These may not generate further attacks.

Special Rules: Fearless, Daemonic Assistance: This rule gives Exscarburus Eternal Warrior

Exscarburus is the mightiest mortal warrior that Chaos has to offer, able to destroy regiments of Imperial Guard in a single devastating assault: He can take on even the greatest monster, cutting them in half. It is rumored that Exscarburus is truly at one with Chaos, that he has taken place alongside Khorne personally in the battle for Chaos. He can destroy monuments and level mountains at a single command. Even the Daemons obey his commands. It takes but a single word for the armies of chaos to burn and purge the inhabitants of the world under his command. Exscarburus is the nigh on unstoppable, and when he attacks, you are finished.


Automatically Appended Next Post:
Lord Pestilus



Again, a 25mm round base to make it 40K legal.



Flying Base to make it Legal


This message was edited 10 times. Last update was at 2012/04/08 09:19:00


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 cn
Screaming Shining Spear





Hagerstown, MD

Edited: I said things that came across as being mean for the sake of being mean. Sorry.

I'm going to assume you're a herald of Khorne sent to simply to make people angry and spread rage so that they will spill more blood for the blood god. Nothing else seems like a logical explanation.

All of the above characters are over powered and undercosted. Some more so than others. Let's look at Tzeentch's pal, the least of the overpowered ICs.
He's 50 points more than Ahriman, has a 2+ armor save, plasma pistol, Disk, +1 wound, Eternal Warrior, more powers to choose from, and Eldar's Runes of Warding.

Do you REALLY think all of that is only worth 50 points? Because I definitely don't and I think anyone else you show him will agree with that.


Now let's look at debatably the most OP one, Nurgle. So there isn't much of anything close to what he is so let's compare him to Typhus.
+2 S, +1 T, +1 W, -3 I, and gains 3++. Now I'll admit that the -3 Initiative is a big thing. Going AFTER most mech instead of before is hard. But considering what he gains on the statline alone it's definitely a huge gain.
Now he looses the Psychic powers which are another loss to consider, as well as grenades. So definitely have to keep that in mind. BUT. He becomes an Eternal Warrior. That's a big points hike. He becomes S8 in melee... So you can wound Trygons on a 2+ and ID them? No. Just no. OH and he gives THE ENTIRE ARMY Feel No Pain? That is absolutely ridiculous. Remove the FNP army and he'd still be OP.
S8 T6 2+/3++ FNP are the kind of things that make these characters you posted unplayable. And honestly. I think that a lot of players would simply refuse to play you at all after even requesting to play one of these.

Please put more thought into whether an IC is fun to play against too. You might enjoy having an unbeatable behemoth, but if no one will play you how fun is that?

This message was edited 2 times. Last update was at 2012/04/08 00:21:58


4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Lustful Cultist of Slaanesh




That khorne guy...and my 50 guard blob... Saturday at dawn...

Heavy Bolter: 36" 5 4 Heavy 3- Do not disturb

2500pts~ Mentors Legion
1500pts~ Rouge guard
3500pts~ Ultramarines' Fallen 8th Assault Company, Now with Nurgle like Space Wolves!!
2500+pts~

 
   
 
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