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Albert Wesker in 40k (Resident Evil Fans!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Scuttling Genestealer





'Sup Dakka.
Okay okay. I had this wierd dream last night after playin' a game of 40k, following it up with a few hours of Resident Evil 4 for downtime (Some downtime, huh?)
Anyways, I dreamed that Wesker joined my Space Marines on the table as a miniature in one of my games. That got me thinking:
If Albert Wesker was a Unique Character in 40k, what would his Stat-line/Special Rules be? Just for fun, I made a little list, with some rules.
I'm comparing his stat line to that of a normal Space Marine.

200Pts.

WS: 5
I would definitely picture him more skilled in CC than some Sargant swinging around his chainsword
BS: 3
He doesn't really have a shooting attack, though I'd imagine if did, he wouldn't be quite as adept as a SM
Str: 4
If you think about it, this is saying a lot. He's definitely stronger than your average Gaurdsman (He punched all through a person for Pete's sake! Not to mention he can lift a full grown man off his feet with one hand) But certainly not stronger than a SM in ceremite armour.
T: 6
Again, this is saying a lot. He doesn't even wear armour, and he can withstand RPG rocket blasts at point blank range. He can take bullets in the chest and recover alarmingly fast. Definitely tougher than an average SM.
I: 6
Definitely faster than a Gaurdsman, certainly faster than a SM. Even up there with the Genestealers, and Commander Dante, I'd say.
W: 3
Remember, he's only human. Actually, the only reason I'd give him more than one wound is that he's a special Character.
A: 5
I wouldn't want to fight him in CC
Ld: 10
Sv: 5+ (he doesn't wear armour!)

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

USR: Fleet, Eternal Warrior
Special Rules:
Quickness: Wesker can move up to 12" in the movement phase. In addition, he can choose to run in the shooting phase. If he does so, roll 3D6 and pick the highest. If Wesker has moved a full 12", enemy units must roll a 6+ to hit him in the shooting phase.

Quick Relfexes: Albert has a 3++ Invul. Save in Close Combat, due to his lightning quick reflexes

So! What do you all think? Post what you think his Stats should be if you disagree.
   
Made in my
Sagitarius with a Big F'in Gun





Not sure on the T6, drop it to T5 or even T4.




 
   
Made in us
Boosting Space Marine Biker





GA

T6 seems fair to me.

The 6+ to hit doesn't, as well as the lack of a weapon.

I would go more along the lines of something like this:
remove all movement special rules.
Add this special rule: When Whesker runs in the shooting phase, he can always run up to 9". If he runs the full 9" in a strait line, enemies shooting at him can only do so using snap-fire.

 
   
Made in us
Calculating Commissar





 The Zoat wrote:
Not sure on the T6, drop it to T5 or even T4.


I would keep it at T6. Mephy is T6, so it is not unheard of. Plus, keep Albert in the spirit of the game and make him OTT!
   
Made in us
Rough Rider with Boomstick




Places

Just really a lot of things ( even a lasgun) would blow holes in him , as for 3 wounds ? feth no , Imperial Guard ( special characters ) only have 1 wound with the exception to Commisar Yarrack and Col. Stracken . And with most things in the 40k universe there is a lot more gak that is scarier then him (I.E tyranids and Chaos demons ). So in terms of his wounds that is FUBAR. As well as his strength (5 if I recall ) is rediculous , 12 foot tall armoured mechs are strength 5 ( crisis suits) good idea but compare a bit to the rest of the 40k universe before you do

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Shas'la with Pulse Carbine






Wesker isnt human however, he has the tyrant virus fully merged with his dna. Hes able to survive molten lava for some (idiotic) reason for christsake.

Wesker ought to be a monstrous creature, hands down.
   
 
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