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If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
Fair enough, I'll take your word on it. (My knowledge of bows is abysmal at best.)
Looked and saw snipers are 36" range so I understand your point here. I had accidently chosen a bad example of a weapon to compare to.
You're perfectly right, semi-autos and bows are apples and carrots in comparison. The bow was meant for long range combat, I should have compared it to another long range weapon. Haha, I don't normally make argumentative fallacies, and when others do I normally call them out on it.
EDIT: Loving the fluff by the way!
This message was edited 1 time. Last update was at 2012/04/14 11:21:14
If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page
BlapBlapBlap wrote:Scout Sergeant Epher, King of the Forest - 225pts
WS 5
BS 6
S 4
T 4
W 2
I 5
A 2
Ld 10
Sv 4+
Unit type: Infantry
Unit Composition: 1 (Unique)
Wargear:
The Bow of the Night: This is a coveted artifact of the Flesh Tearer's, able to debilitate even the most steadfast warrior with a precise hit. The Bow of the Night is a weapon with the following profile: Str 5 - AP - -Rng 36" - Heavy 1, Rending, Neural Wires. Neural Wires: Any model hit by the Bow of the Night must pass a Toughness test if it causes a wound, regardless of whether it was saved. If the test is failed, they have succumbed to the overwhelming power of the bow. Their senses are completely overloaded, and they become powerless to resist the enemy's attacks. They have their WS, BS and Attacks reduced to 1.
Knife of Orion: This is a normal Close Combat Weapon that grants Epher the Killing Blow attack. Killing Blow: In a turn where Epher assaults an enemy unit, he may attempt a Killing Blow. He must pick out a model in the unit who is in base to base contact with Epher. He hits them on a 4+. The wounds on a 2+, and causes instant death if not saved.
Camo Cloak
Special Rules:
Archer of the Gods: Epher must choose which model in an enemy unit he shoots at. Epher also will ignore cover when shooting.
King of the Forest: If an enemy unit chooses to shoot at Epher, they must do so under the Night Fighting rules.
Scout
Infiltrate
Move through cover
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
There are many Flesh Tearer Scout heroes, who have saved entire missions. Amongst their ranks is Epher, King of the Forest, bearer of the Bow of the Night. He strikes unseen, able to kill a commander in seconds with the Knife of Orion before melting back into the shadows to strike again. He also can use the Bow of the Night, an ancient artefact which fires bolts loaded with neural wires, which drive whomever he hits into a sensory overload that even the devoted servants of Slaanesh find hard to find pleasure in. As the victim lies writhing on the ground, he is then quickly torn apart by the assault squads that flit above the field of battle, or blasted to oblivion by the Devastator squads that lurk behind the trenches. Epher proved his worth during the Third War for Armageddon, where his scout unit joined the Blood Angels forces. His skills proved invaluable in the lush verdant jungles, where his precision aim proved exceedingly useful in taking out the leaders in a band of Ork Boyz. Epher is the embodiment of stealth, able to kill mercilessly before he fades into the woods again.
Do the WS, BS, and attacks remain at 1 for the rest of the game, or just that turn? Or how is it determined?
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This was just a quick type-up I've done. Enjoy!
Konrad Curze, Primarch of the Night Lords
WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++
Unit Type: Infantry
Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades
Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter
- Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner
- Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack
- Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled
- Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
NeoAigaion wrote:This was just a quick type-up I've done. Enjoy!
Spoiler:
Konrad Curze, Primarch of the Night Lords WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++ Unit Type: Infantry Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter - Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner - Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack - Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled - Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
I6 is too high for a MEQ, yet alone I7.
And I don't see a points value
This message was edited 1 time. Last update was at 2012/04/18 06:00:44
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
NeoAigaion wrote:This was just a quick type-up I've done. Enjoy!
Spoiler:
Konrad Curze, Primarch of the Night Lords
WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++
Unit Type: Infantry
Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades
Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter
- Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner
- Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack
- Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled
- Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
I6 is too high for a MEQ, yet alone I7.
And I don't see a points value
Hey hey hey! Yelling at people for ridiculously high Initiative is my job! But for once I would say I6 might make sense, albeit barely. he is a Primarch after all and one known for swift terror on the battle field. If he was a Company Commander I'd say I6 is stupid, but for a Primarch like him, I think lowering it to I6 is reasonable. 6 Attacks are pretty crazy, but once again, Primarch. I honestly would give him another Wound as the Primarchs are supposed to be something crazy on the field (actually they aren't supposed to be fielded, but this thread changes that ). HOWEVER, he's a primarch, so he's gonna be a lot. He rarely can be charged, is hard to shoot at, enemies reroll hits in melee, and his wounds count as 2 in melee? That's a lot... with an extra wound, as is 500 points? And up him to Jump infantry, Night Lords were supposed to be bats, ya?
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
But.he is not MEQ, he is Konrad Kurze, one of the fastest, along with Corax.
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I've never been too good with points values. I guess I like to let the viewers come up with something instead, lest I under-/over-price them.
Now here is another...
MORTARION, PRIMARCH OF THE DEATH GUARD WS7 BS5 S5 T6 W5 I6 A4 LD10 SV2+/4++
Unit Type: Infantry (Character)
Wargear: Manreaper, The Lantern, Armour of Barbaras, Frag and Krak Grenades, Rad Grenades
Special Rules: IC, Fearless, Feel No Pain, Eternal Warrior, Relentless Advance, Immunity
Manreaper: Master-Crafted Power weapon, inflicts ID on to-wound of 6, can choose to make single attack against all enemies in base-contact instead of attacking normally.
The Lantern: Twin-Linked Plasma Gun that does not overheat.
Armour of Barbaras: 2+ armour, 4+ invulnerable.
Relentless Advance: Mortarion, and all Death Guard units that have LoS to him, benefit from the Relentless USR.
Immunity: Poison-profile attacks (most DE weapons, Hellfire ammo, Venom Talons, etc) must roll a 6 to-wound Mortation.
Wargear: power armour, iron halo, power weapon, bolt pistol, bolt gun, frag and krak grenades, meltabombs
Special Rules: ATSKNF, FNP, EW, Relentless, We are all Alpharius, Chapter Tactics (Infiltrate), Rites of Battle (as per Capt. Sicarius in C: SM)
We are all Alpharius: Nominate 1 unit at the start of the game. Alpharius/Omegon is now part of that unit, replacing a normal rank-and-file model. Your opponent need not know this. Declare Alpharius/Omegon as being part of this unit when he either attacks or is attacked, or if his squad is wiped out, or at any point of the game when the controlling player decides to. Alpharius/Omegon is not an Independent Character. If his original squad is wiped out, he may join another squad as per the start of the game and the process continues. Alpharius/Omegon may only join units in power armour and without bikes or jump packs.
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Its because it takes away from the fast armies like DE and Eldar. But then again their squad sergeants get INT 6.
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That makes sense. However, one model among an entire army having I6 isn't going to ruin anyones day. Klaivex's will still be better, Wyches/Hekatrix Bloodbrides will still be better, and so on. Having one model out of an entire army strike at the same I-step as a Klaivex or Wych isn't that bad, and both DE and Eldar have the capacity to wreck that models face in shooting.
I think that if you can justify it in the fluff, it can work. For instance, take a gander the the most recent character I posted. Or second most recent. Arakor. Anyway, The first fluff I wrote was bad. The next fluff I wrote was better, with less stupid and more crazy. Obviously, I'm not the shining Paragon of writing fluff, but if the fluff is good, people will receive your character better.
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Is there a guide to How to make a Unique Character? I ask because I don't want a make a stupid OP character or one that has special rules that will make it unfair for my opponent.
I ask because I like the idea of a Necron Overlord on a Tomb Blade. Here is a example of what I was thinking of.
Arafel, The Warlord of Gehenna HQ
WS4 BS4 S5 T5(6) W3 I2 A3 LD10 SV3+/3++
Unit Type: JetBike
Wargear : Res Orb, War Scythe, Phase Shifter.
Special Rules:
- Tomb Scythes : Can unlock a Royal Court of Necron Lords that must be on Tomb Blades, this unit is armed with TL-Tesla Carbines and War Scythes.
OR
- Tomb Vanguard : Increase the maximum number of Tomb Blades to 10 in the unit he as joined.
Minor points. He can't actually increase the number of Tomb Blades. He needs to join the unit during the game at which point adding more TB will be too late.
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BlapBlapBlap wrote:Scout Sergeant Epher, King of the Forest - 225pts
WS 5
BS 6
S 4
T 4
W 2
I 5
A 2
Ld 10
Sv 4+
Unit type: Infantry
Unit Composition: 1 (Unique)
Wargear:
The Bow of the Night: This is a coveted artifact of the Flesh Tearer's, able to debilitate even the most steadfast warrior with a precise hit. The Bow of the Night is a weapon with the following profile: Str 5 - AP - -Rng 36" - Heavy 1, Rending, Neural Wires. Neural Wires: Any model hit by the Bow of the Night must pass a Toughness test if it causes a wound, regardless of whether it was saved. If the test is failed, they have succumbed to the overwhelming power of the bow. Their senses are completely overloaded, and they become powerless to resist the enemy's attacks. They have their WS, BS and Attacks reduced to 1.
Knife of Orion: This is a normal Close Combat Weapon that grants Epher the Killing Blow attack. Killing Blow: In a turn where Epher assaults an enemy unit, he may attempt a Killing Blow. He must pick out a model in the unit who is in base to base contact with Epher. He hits them on a 4+. The wounds on a 2+, and causes instant death if not saved.
Camo Cloak
Special Rules:
Archer of the Gods: Epher must choose which model in an enemy unit he shoots at. Epher also will ignore cover when shooting.
King of the Forest: If an enemy unit chooses to shoot at Epher, they must do so under the Night Fighting rules.
Scout
Infiltrate
Move through cover
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
There are many Flesh Tearer Scout heroes, who have saved entire missions. Amongst their ranks is Epher, King of the Forest, bearer of the Bow of the Night. He strikes unseen, able to kill a commander in seconds with the Knife of Orion before melting back into the shadows to strike again. He also can use the Bow of the Night, an ancient artefact which fires bolts loaded with neural wires, which drive whomever he hits into a sensory overload that even the devoted servants of Slaanesh find hard to find pleasure in. As the victim lies writhing on the ground, he is then quickly torn apart by the assault squads that flit above the field of battle, or blasted to oblivion by the Devastator squads that lurk behind the trenches. Epher proved his worth during the Third War for Armageddon, where his scout unit joined the Blood Angels forces. His skills proved invaluable in the lush verdant jungles, where his precision aim proved exceedingly useful in taking out the leaders in a band of Ork Boyz. Epher is the embodiment of stealth, able to kill mercilessly before he fades into the woods again.
Do the WS, BS, and attacks remain at 1 for the rest of the game, or just that turn? Or how is it determined?
For one turn. I'm just going to reword that. Otherwise it would be broken to feth.
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?
Deadshot wrote:Minor points. He can't actually increase the number of Tomb Blades. He needs to join the unit during the game at which point adding more TB will be too late.
What if his Special rule if that is deployed in a unit of 10 tomb Blades and can't leave the unit? I know the Max is 5 Tomb blades per squad but is making it 10 just too game breaking? I want my opponent to think 'Yeah that's cool idea lets play! and not just thinking I made a character just get an unfair edge that the codex doesn't have.
If you include him, 1 squad of TB may exceed the listed boudary of 5. It may not have more than 10 models in the squad. He must be deployed with them and may not leave untill all TB are dead.
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McNinja wrote:That makes sense. However, one model among an entire army having I6 isn't going to ruin anyones day. Klaivex's will still be better, Wyches/Hekatrix Bloodbrides will still be better, and so on. Having one model out of an entire army strike at the same I-step as a Klaivex or Wych isn't that bad, and both DE and Eldar have the capacity to wreck that models face in shooting.
I think that if you can justify it in the fluff, it can work. For instance, take a gander the the most recent character I posted. Or second most recent. Arakor. Anyway, The first fluff I wrote was bad. The next fluff I wrote was better, with less stupid and more crazy. Obviously, I'm not the shining Paragon of writing fluff, but if the fluff is good, people will receive your character better.
There's a few good reasons. First, as has been mentioned a million times, even a "fast Primarch" will not be faster than an Eldar Exarch. It's silly to think so. If you want your special character to be invincible then ok. Goodluck finding someone who will let you play him without an excrusiatingly high cost. Secondly, most GW characters that have high I are balanced. Now I know most of you are ignorant of what balance is so let me give an example. Yriel is I6 and with a power weapon that wounds on a 2+. Pretty crazy huh? BUT he's t3 with no Eternal Warrior. Yeah, think about that... Autocannon? Assault Cannon? Force Weapons? All the S6+ MEQ in melee who can target him and one shot him?
Now something like a Primarch is another case. But a captain or a chapter master? No. Not without something extremely offsetting. And most MEQ are overpowered anyways, you won't give us just one stat? Greedy greedy greedy!
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
FYI Modern sniper rifles can have an effective range of well over a kilometer, and sniper kills have been recorded at over a mile away, even simple assault rifles generally have an effective range of 300-600 meters where a respectable shot can reasonably expect to hit his target if the weather isn't terrible. The biggest advantage of a rifle is that it is easy to aim by simply lining up the sights.
Nakor The BlueRider wrote:Is there a guide to How to make a Unique Character? I ask because I don't want a make a stupid OP character or one that has special rules that will make it unfair for my opponent.
I ask because I like the idea of a Necron Overlord on a Tomb Blade. Here is a example of what I was thinking of.
Arafel, The Warlord of Gehenna HQ
WS4 BS4 S5 T5(6) W3 I2 A3 LD10 SV3+/3++
Unit Type: JetBike
Wargear : Res Orb, War Scythe, Phase Shifter.
Special Rules:
- Tomb Scythes : Can unlock a Royal Court of Necron Lords that must be on Tomb Blades, this unit is armed with TL-Tesla Carbines and War Scythes.
OR
- Tomb Vanguard : Increase the maximum number of Tomb Blades to 10 in the unit he as joined.
200 pts.
Well, in terms of fluff, I wrote this http://www.dakkadakka.com/dakkaforum/posts/list/431759.page up about what each point of each characteristic means. It'll help you figure out point costs. Another helpful thing that requires less reading is finding a character with a similar or equal statline, then add on your special wargear and adjust the points.
As for the character, I would make it so that Arafel can start with attached to an additional 5 man unit of Tomb Blades that does not take up a slot on the FOC chart.
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
FYI Modern sniper rifles can have an effective range of well over 2 kilometer, and sniper kills have been recorded at over a mile away, even simple assault rifles generally have an effective range of 300-600 meters where a respectable shot can reasonably expect to hit his target if the weather isn't terrible. The biggest advantage of a rifle is that it is easy to aim by simply lining up the sights.
SAGITTARIUS THE FIRST WS6 BS5 S7 I4 A2 Front14 Side 14 Rear13
Unit Type: Vehicle (Walker)
Wargear: Sanctus Assault Cannon, Master-Crafted Doomfist, Blessed Hull, Extra Armour, Ceramite Plating, Atomanic Shielding, Searchlight
Special Rules: Venerable, Inspiring Presence, Purity of Form, Furious Charge
Sanctus Assault Cannon Rng24" Str7 AP4 Heavy 6 Rending
MC Doomfist Just a master-crafted dreadnought CCW Blessed Hull Daemons moving into base-contact take an automatic Str4 wound, their inv saves must be re-rolled against it
Inspiring Presence Sagittarius counts as a Chapter Banner
Purity of Form Sagittarius counts as having a Psychic Hood, and is Leadership 10 for the purposes of the test
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
FYI Modern sniper rifles can have an effective range of well over 1 kilometer, and sniper kills have been recorded at over 2 kilometers away, even simple assault rifles generally have an effective range of 300-600 meters where a respectable shot can reasonably expect to hit his target if the weather isn't terrible. The biggest advantage of a rifle is that it is easy to aim by simply lining up the sights.
Fix'd, sniper range world record is over 2.5 km.
Fix'd, effective range and the farthest distance a target is hit at are very different. To put it in the simplest terms effective range is the range where a skilled shooter could reasonably expect to land a hit, for most guns 1-1.2 km is about the limit since beyond that luck starts to become much more of a factor. However, yes there have been some extremely long range sniper kills, kills that literally outrange much tank combat (tanks can hit a target up to 4km away with conventional munitions but most combat is much closer).
Bobthehero wrote:I heard a Canadian sniper talking about how shooting someone at 1.5 km was comon, one day 1.5 km was the closest they ever get to a target.
In relative terms 1.5 km is pretty close to the effective range, plus modern snipers are better trained and have more tools at their disposal than a regular joe, although I was off by a bit on my range estimates. Several sniper rifles have an effective range of up to and a bit beyond 1.5 km, Tac-50 is about 1.6 km, Arctic Warfare Magnum is about 1.5 km, AS50 is about 1.5 km. Been a while since I read up on sniper rifles in particular, but the main point of my original post was that bows don't outrange rifles and aren't anywhere near as accurate as a sniper rifle.
McNinja wrote:That makes sense. However, one model among an entire army having I6 isn't going to ruin anyones day. Klaivex's will still be better, Wyches/Hekatrix Bloodbrides will still be better, and so on. Having one model out of an entire army strike at the same I-step as a Klaivex or Wych isn't that bad, and both DE and Eldar have the capacity to wreck that models face in shooting.
I think that if you can justify it in the fluff, it can work. For instance, take a gander the the most recent character I posted. Or second most recent. Arakor. Anyway, The first fluff I wrote was bad. The next fluff I wrote was better, with less stupid and more crazy. Obviously, I'm not the shining Paragon of writing fluff, but if the fluff is good, people will receive your character better.
There's a few good reasons. First, as has been mentioned a million times, even a "fast Primarch" will not be faster than an Eldar Exarch. It's silly to think so. If you want your special character to be invincible then ok. Goodluck finding someone who will let you play him without an excrusiatingly high cost. Secondly, most GW characters that have high I are balanced. Now I know most of you are ignorant of what balance is so let me give an example. Yriel is I6 and with a power weapon that wounds on a 2+. Pretty crazy huh? BUT he's t3 with no Eternal Warrior. Yeah, think about that... Autocannon? Assault Cannon? Force Weapons? All the S6+ MEQ in melee who can target him and one shot him?
Now something like a Primarch is another case. But a captain or a chapter master? No. Not without something extremely offsetting. And most MEQ are overpowered anyways, you won't give us just one stat? Greedy greedy greedy!
I can't really think of the many S6+ MEQ, maybe Relic Blade Honor Guard or Lychguard/Lords/Praetorians with Furious Charge. Anyway, it just goes back to balance and justification. Drazhar is T4, I7, with EW and a S6 PW (if he so chooses). Why? Because he may or may not be a Phoenix Lord. Assassins, on the other hand, have the same stats, minus a wound and the 2+ armor save, but replaced with a 4+ invuln save. Why? Assassins are the best trained agent in the entire Imperium. Although, if I'm fielding any Assassins, they'll be Vindicare, making the I7 pointless, but hey.
In regard to Snipers: Yeah, snipers can snipe. Far. Which really makes you wonder exactly why or how a Plasma cannon can fire just as far as a sniper rifle, or why a standard sniper rifle for the SMs is AP 6 (.50 caliber rifle rounds will penetrate almost all bullet resistance vests available, even to the military. The exception is a certain type of vest that is essentially a 1" thick ceramic plate that is one use only and you still get the force of a .50 cal round slamming into you at probably over 1000 f/s. Basically,for a SM sized sniper rifle AP 4 is far more believable than a huge rifle that can penetrate a best a skintight Wychsuit made of cloth bits of armor), and why the range isn't 48"...
This message was edited 1 time. Last update was at 2012/04/19 05:36:23
I think containing the reasoning behind what distance is on the board will help you negotiate what the range of new weapons should and shouldn't be.
Also, when factoring in real-type situations, you must factor in balance as a final say.
Balance is allowed to re-write reality for gameplay.
A pistol is 12"
Let's say that is 100-150m
now we're saying 6" is 50-75m (Math accuracy not whitstanding.)
Now let's keep that up? How?
2" is 0-25m
this may help
so 36" is...max range 900m
This may not be correct, or justified, but I'm hoping it will help. The barrel firing the bullet needs to be powerful enough to launch it a certain distance, the bullets strength is then taken into consideration. What kind of shell, is it a laser, etc...
In response to AP, I would say when taking into the shot of a Sniper or a gattling gun, both which seem to average a similar range, thus the AP would take into effect the chance of the bullet making target in a sufficient enough sense to wound. (by Gattling I am effectionately refering to a Big Shoota.)
With Snipers, the relevancy of the shot is represented in Rending, which would most likely indicate that the shot was good. Other wise you've clipped the target and in a sense causing a wound should not be easy, thus, not very good AP.
With Gattlings, even the clip of the shell should be enough to tear flesh and armor, thus usually, AP would be higher. No Rending means the aim of the wielder with said automatic weapon, (anything with assault or heavy 2 or higher) is not enough to make this high powered firing machine aim at any specific body part. (Balance>Reality.)
In regards to Initiative, I would say it is not always alloted to the speed of said character, but also in regards to their fighting skill.
To represent better skill one may add a higher Initiative as a higher WS is only so useful. This may be a reason for it.
Though it should be explained in fluff that the character is skilled in combat, and for balance, remember not to have someone who can wipe out sqauds in both combat and shooting and have psychic power awesomness, one of the three is enough. A decent to good ability in the other two is acceptable. A poor to non-existent of the third should then be applied.
A character that can buff an entire army should be treated very carefully, as this is a balance game that becomes more difficult and may require playtesting and discussion.
Survivability should also be taken into account. A characters ability to survive should directly effect their other stats. The more survivable a character is, the more the other stats should be lowered to balance out the time that character would/will be on board.
My work is boring today, hence, long, possibly boring as all hell, post. You know what, I'll make a character.
Automatically Appended Next Post: effectionately is a word I use that means
both effectively and affectionately.
This message was edited 1 time. Last update was at 2012/04/19 06:40:50
“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.”