Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2011/04/11 14:39:01
Subject: Re:Create your special characters! and give feedback on others.
Well, the accusations of "Mary Sue" have sallied forth so I think it is an apt time to post this link...
The Mary Sue Test!
Just remember to be honest with yourself.
Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!
Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."
But come-on, the vast majority of the questions are irrelevant unless you're writing a 500-page novel.
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/04/11 16:00:33
Subject: Re:Create your special characters! and give feedback on others.
I Got 59 probably because I answered 30 questions that were barely relevant to the Character or his backstory. Many of the questions are not relevant to most 40,000 characters and would only be useful in large stories with several characters.
The biggest indicator someone is a loser is them complaining about 3d printers or piracy.
2011/04/11 17:21:52
Subject: Re:Create your special characters! and give feedback on others.
Waiting for my shill money from Spiral Arm Studios
Rocan Selbus got a 15.
very few of the things would even apply to a space marine.
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
It seems that most just want to post their own character(s) and be done with this thread. :\
This message was edited 1 time. Last update was at 2011/04/11 18:39:36
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/04/11 18:44:09
Subject: Re:Create your special characters! and give feedback on others.
gendoikari87 wrote:yeah same here I'd like feedback on my own.... hmm I'll start a review fo the others shortly.
Your first Character Sigurd Chosen of the high dragon seems intresting , adding 30pts wouldn't hurt though. Also who are the Dragon Lords ? Or is that just the name of your Chapter. The rest of your Characters also seem cool.
The biggest indicator someone is a loser is them complaining about 3d printers or piracy.
2011/04/11 19:00:40
Subject: Re:Create your special characters! and give feedback on others.
gendoikari87 wrote:yeah same here I'd like feedback on my own.... hmm I'll start a review fo the others shortly.
Your first Character Sigurd Chosen of the high dragon seems intresting , adding 30pts wouldn't hurt though. Also who are the Dragon Lords ? Or is that just the name of your Chapter. The rest of your Characters also seem cool.
They're in one of the posts, all four special characters have their own custom unit in the codex, just by the nature of how the iron dragons form their companies.
also background
Odin Kriegspiel: Odin's life as a space marine began as none other, while almost all other marines began their transformation around the age of 14, Odin, began his transformation around the age of 30. His life began as a prince of Heoroth one of the four great kingdoms of Ygg. He was a bright and gifted young prince, but cursed, he stopped aging at a young age, and was sent away by his father to the peasant classes to learn strength, honor and valor. Even with his teenage mind, Odin was capable of great feats of intellect and as time grew his experiences in the impovrished underclasses of Heorot, taught him many a great thing about combat. In spite of his agelessly small stature, he grew as a great warrior eventually joining the knights Tempest, the great warriors of Heorot.
It came to be that his father fell ill, and he was recalled to the palace. As his father lay dying, it was his brother Virgil who was proclaimed king, not odin. In time his father passed and Virgil for a time was a fair king. However, after corruption of dark forces thought by the people of Ygg to be a curse of the red dragon (khorne), Virgil began a thoughtless conquest of the three other great kingdoms of ygg. His slaughter was ruthless to the point of exhausting the resources of his own people and a great unrest grew. With time Odin and his band began an uprising, culminating in a siege on the castle where Odin killed his brother in a two hour duel.
unbeknownst to Odin, Virgil had been corrupted by the blood god khorne. The Iron dragons had watched these events unfold suspecting virgils chaotic taint. with his downfall Odin drew the attention of the iron dragons, for anyone in a childs body who could fell a choas lord, is truely a mighty warrior indeed. He was asked if he would stand and defend all mankind and Odin spoke in a voice, far beyond his years, and even farther beyond his small stature. "if it be that my services may aid in the liberation and prosperity of the human race, then I am of not right to refuse such an act", And so it began, Odins journey as space marine.
The apothacaries knew of his ageless condition,and though they could not turn the switch back on, they could advance him in age as the process of creating a space marine progressed. Indeed it was a mighty change for the young prince, his body exploding in rapid succession, making up for the years he spent as a child. By the time of the last steps odin towered above even the mightiest of custodians.
He Eventually became the chapter master of the Iron dragons after the death of Thron the founder of the chapter, but these are tale for another time.
The Valkyries of Odin: During his time as a knight in the knights tempest, odin commanded a great company of warriors, Men and women alike as the people of ygg honored women warriors just as much as they did men. However during the virgils war and the following uprising against virgil, his army withered to the point where only ten women and none of the men remained. it was these women that helped odin fight his way to the castle keep where odin was to vanquish Virgil. After his ascention to Space marine he requested that these women be treated well as they would surely bear great warriors, and it was that they were given the same life extending drugs given to high ranking imperials.
after his rise to Chapter master Odin returned to heoroth, and gathered his warriors once more. Though by now they were over a hundred years old, they still looked to be in their 20's thanks to the aid offered by the Iron Dragons. He took them to Yggdrasil, grand fortress of the Iron Dragons and taught and trained them as space marines. Though they would not be able to recieve the genetic alterations, they were capable of similar feats as any space marine after a century of battlefield experience. And it came to be that Odin ordered Suits of artificier armor for his maidens.
Over the years this decision has sparked many a comment by his fellow marine in inquisitor alike, all were quick to meet a mighty backhand from his massive six foot swing. Saying only, "they fight on equal terms, with equal valor, they shall only be treated with equal respect". Few today criticize his judgment in bringing them in as his personal guard, and even fewer marines would challenge them in a fight, for though they may be smaller and weaker, years of experience and nimble agility make them foes most would fear to loose to.
Heroes and Equipment of the Iron Dragons
The High Dragon: The deity of the people of Ygg the home planet of the iron dragons, and as consequence the name by which the Iron dragons refer to the emperor.
Sigurd Chosen of the High Dragon: Sigurd First rose to prominance during the second Tyrannic war, when he and his squad was sent to guard an adeptus mechanicus survey team. The team fell upon a tyranid assault resulting in the rest of his squads death, and it was only thanks to sigurds heroic defense of the site that the enginseer was able to retrieve the recovered STC print outs before escaping. In gratitude the ad-mech team built the device from the print out and presented it to Sigurd, it was a large two handed sword which would later be called Fafnir, sword of the dragonslayer. It was with this sword that sigurd gained many accomodations for acts of valor and skill, slaying the largest of enemies. Countless carnifexes, wraithlords and gnarlocks, fell before the wrath of sigurd, but it was his battle on the Iron dragons homeworld of Ygg II that would earn him his name.Sigurd was tasked by Chapter master of the Iron Dragons Odin Kriegspiel, to slay a massive Dragon which had began to terrorize the local populus, thought to have chaotic origin. When asked what manner of battle party he required for this task, he said only "my sword, my honor, and valor". With these words sigurd set off to battle and returned three days later from the peaks of the high dragons mountains, long held sacred by the local populus from which the iron dragons pulled their ranks. With his blood soaked sword he returned to Odin declaring only. "it is done. The mighty one shall not bother any again" . With a grin and a smile Odin looked upon Sigurd and spoke, "You have shown great valor and strength, truely you are the chosen of the high dragon of Yggdrasil" and with those words Sigurd was promoted to captain of the first company of the iron dragons.
Myrddin Wyllt Commander of the Iron Dragons third company: Born to a wealthy Brytanyan home in norther byrtanya Myrddin Wyllt was gifted from an early age. on a planet whos warp activity is somewhat suppressed myrddin showed signs of being a great wizard from an early age, as well as an aptitude for pyromancy. He was noticed by a dragon lord of the Iron Dragons when in a duel between him and another young nobel it was found that myrddin set his sword ablaze, a difficult task of even the most distinguished wizards of myrddin, what's more, unlike half of the wizards of myrddin this was no mear trick. at such a young age, myrddin was able to somehow control powers, though not amazing on other worlds but suppressed on ygg.
After his induction into the Iron Dragons third company The Mages of the chapter quickly recognized his potential and sent him off to the lexicannum. The Lexicannum for the iron dragons however is not within the fortress monestary itself but rather on the moon named Vertigo, which is far enough from the planet to still have some protective effects of the unusual war suppression but not hinder the librarians there too much.
Training on Vertigo is a much different experience than the blood soaked battles of the trials of Yggdrasil. Vertigo, is a lush moon full of wildlife. In fact the only presence of civilization is the training facility of Avalon. Avalon serves many other purposes however, in addition to being a training facility for the chapters librarians it also functions a way-station and armory housing all of the chapters dreadnoughts.
It was here that Myrddin would complete his training, and discover his true potential. it was found that myrddin posessed great abilities in the facets of time alteration and pyromancy. And these skills would see him to great victory on the field of battle.
A hundread years passed and myrddin had come to know victory and defeat alike, but it would be in the uprising of Vega IV that Myrddin would come to be known as Merlin, lord of Brytannya. He was tasked to lead the third company in a quest of cleansing of the Vega system. Though he now served the emperor he still held brytannya close, and had already been a great inspiration of the 3rd company of the Yeomen of brytannya. The yeomen were dropped into the heart of the battle sealing off the castle gates and quickly trapping the tainted inside. High in the tallest spire Myrddin and his retinue pushed as his battle breathren fought bravely against the PDF in the streets Things turned for the worst however and a greater daemon of slannesh was summoned and a great gate torn open.
As daemons began pouring through the gate the yeomen were forced to retreate to the woods to hide in the shadows and suppress the daemons from exiting the city. high in the spire the greater daemon crashed its way into Myrddins position, killing his squad. As myrddins rage grew the daemon pressed its way into the spire threatening to slice myrddin in half. But with great wrath myrddin exploded with enormous force, and the tower began to fall. The end result being the total annihilation of the city.
As the smoke cleared and the marines saw the tower in rubble, none had thought myrddin alive. A search was begun for his remains but three hours into the search, he appeared. He had simply time warped away from the blast and never even saw the towers fall. The cleansing of the planet was a simple matter after the fall of the witch leading the rebellion. and to this day he is named by the marines from Brytannya as the great wizard of legend Merlin.
I need to get on making backgrounds for the other two as well.
Automatically Appended Next Post: Ah, found them, i'll re post them alone so you don't have to search for them.
Composition: 5-20 Berserkers
Type: Infantry
Wargear: Two Power Weapons, Power armor
Special Rules:Fearless, Drunken Rage (bonus already included in profile)
Options:
-Any model may replace one or both of thier power weapons with the following
-power fist 5pts
-Thunder hammer 10pts
-Strom Bolter 3pts
Dragon lords 40 point per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
LD:8
Sv:2+
Composition:5 to 10
Type:Infantry
Wargear: Relic Blade, Artificier armor, storm bolter
Special Rules: and they shall know no fear
Options: Any dragon lord may replace their Relic blade with
- thunderhammer 15 pts per model
For every five models in the unit one Dragon lord may replace his storm bolter with
- Assault Cannon for 30 points per model.
- Multi-melta for 10 points per model
- heavy falmer for 5pts per model
Knights of Josephine 30 points per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:1
LD:10
Sv: 3+
Composition:5-10 Knights
Type: Infantry
Wargear: Power weapon, power armor, combat shield
Special Rules: I shall not yield, ATSKNF Options: One knight may upgrade its combat shield do a storm shield for 25 points.
This message was edited 3 times. Last update was at 2011/04/10 15:43:48
This message was edited 1 time. Last update was at 2011/04/11 19:02:00
Asherian Command wrote:My rules need approving!
Anyway everyone elses is great. I really like everyone's characters they are so much better than most fan made stuff.
Calnor Alrnia (How do you even pronounce that?)
His chaper tactics is waay too much.
Furious Charge is likely the better option.
Twisting Fates is basically Kantor's Hold the Line but with the addition of honour guard as elites.(Even though they are unlocked by Chapter Masters so RAW you wouldn't be able to take any without one)
The sword master thing is fine.
Give him 3 wounds instead of 4 and you're fine.
Points are good IMO
Malnar
Wargear is fine.
Change his S to 4 instead.
Not sure he should be at350 points... drop him to 300 maybe 250.
Alpha Squadron
Remove the Daemonhammer option.
And the riotshields.
I don't even know what's going on with the Chapter councillor...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 19:10:28
Subject: Create your special characters! and give feedback on others.
Looks ok.... a bit low on cost mainly due to the bonuses granted by the sword.
gendoikari87 wrote:Odin Kriegspiel 250
Does he really need what amounts to 3 ccw's? or are they just different options? If the second what points cost for the hammer option, if any?
Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!
Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."
I_am_a_Spoon wrote:My brother and I recently decided to liven our 40k games up by creating custom special characters to lead our armies (IG and Tyranids respectively).
Anyway, here's mine. I'll admit that he isn't the most original character, but I hope he doesn't come off as completely generic:
- Field-Major Lexus Decker, the Hero of Bahr -
Character's Backstory and Rules:
Spoiler:
- Field-Major Decker
Of all the fighting men and women that make up the 14th Xanderian Infantry Regiment, Field-Major Lexus Decker is perhaps the most revered and admired; a hard, weathered man, forged by the searing heat, black deserts and lethal wildlife of his home world, Xanderia.
He first rose to prominence during the siege of Bahr Primaris, a small but important mining planet under threat from an impending Tyranid invasion by rogue, outlying elements of Hive Fleet Leviathan. Already regarded by his superiors as a relatively competent, if untested commander, Decker (then a Captain) was deployed along with the rest of the 14th to Bahr's only settlement: the industrial city of Taniir. There they hoped to reinforce the existing PDF garrison, and hold any Tyranid invaders at bay until reinforcements from a nearby Naval battle group could arrive.
Though able to deploy successfully before any Tyranid organisms could make landfall, Xanderian commanders and planetary authorities were later left stunned when the true magnitude of the enemy force they faced was finally revealed. Millions upon millions of creatures had descended to the planet's surface, choking the skies with mycetic spores, and blotting out the light from their sun. Troops on the ground were gripped by terror, invaded on a scale that they had never been prepared for, let alone able to repel.
Tacticians calculated that available ammunition would run out before the fifth day, that defences and emplacements were inadequate, that food, water and medical supplies were insufficient, and that ultimately the garrison could not hold until reinforcements arrived.
With no hope of victory for the defenders of Bahr Primaris, all seemed lost. Many deserted or fled the city into the surrounding deserts and wastelands, only to be slaughtered by lictors or other vile alien vanguards. Others, civilian men, women and children alike, formed makeshift militias and made ready to defend their homes to the last. All were sure that they, along with the planet, were doomed.
It was then that Bravo Company began its famous march from Taniir; a last-ditch gambit conceived by Decker and supported by the regiment and it's senior officers, to manoeuvre around the approaching force and attack it from the rear, destroying whichever foul hive-consciousness commanded the assault.
With all Imperial orbital craft driven away by the Tyranid fleet, no air support able to function within the spore-clouds tainting the air, and without transport vehicles that could be relied upon to traverse the fierce sands of Bahr, most considered it a suicide mission, a suicide march. Kilometres untold into a barren desert occupied by millions of vicious alien monstrosities, out of communications range, without any form of vehicular support whatsoever. Many argued that no such feat was possible, and that to attempt the offensive would be a major waste of what little manpower they had at their disposal. Ultimately however, it was decided that the march would go ahead, in the hope that if successful, the Tyranid siege might fail.
A force of over two-hundred men led by Captain Decker set out from Taniir, farewelled by citizens on the streets, and equipped with generous provisions of food and water for the journey ahead.
Less than two days later, the city was besieged.
Defences on all fronts held out for three days.
On the fourth day, Taniir's Northern outer walls were breached, and fierce fighting erupted throughout the outlying streets and suburbs of the city.
By sunrise on the fifth day, almost half a million of Taniir's defenders lay dead.
Those still alive fought a desperate, city-wide retreat through twisted roads and burning buildings towards a walled-in fall-back position within Taniir's centre districts. Soldiers at the front held the terrifying enemy at bay with their last reserves of promethium, and requisitioned emergency danger-close artillery barrages to stem the overwhelming tide of alien flesh, hoping to buy time for others to reach the inner defences.
By nightfall, non-energy based ammunition reserves within the inner city walls were expended. Unable to recharge their lasguns rapidly enough to effectively repel the constant assault, many resorted to prayer. Others to suicide. Some of the more ingenuous threw flaming sacra bottles at the Tyranid hordes instead, dropped mines, primed artillery shells and improvised bombs into their midst, or poured fuel, oil, and other flammable liquids onto those too large or well-armoured to kill with lasguns or explosives alone. Men and women rotated to and from the walls, some sleeping or eating whilst others outside maintained the unrelenting defence. Meanwhile, children replenished weapon charges, and helped to carry the wounded away from the front, where overworked medics and civilian doctors extracted burrowing alien insects and treated horrific acid burns to the best of their ability. All had hoped for a miracle.
It was then that the hive-presence on Bahr had been suddenly extinguished, almost a hundred kilometres to the north.
Upon hearing the psychic death-cry of their leader, the besieging Tyranid hordes faltered, and began to lose cohesion. Confused and afraid, many aliens reverted to more primitive, instinctual behaviour, fleeing in panic, attacking one another and even feeding upon their own dead.
With the enemy forces in utter disarray, those inside the city took advantage of the reprieve, reinforcing barricades, helping the injured, and most importantly of all, recharging their weaponry. Strengthened by new resolve and a fierce determination to succeed and survive, the few troops and civilians remaining within Taniir pushed the enemy away from the inner walls, and managed to clear the immediate city area of xeno corpses.
After Imperial officials aboard the supercarrier Pride of Altan and its battle group arrived in orbit over Bahr Primaris, and eventually managed to drive off the large number of Tyranid vessels above the planet, they were amazed to discover that the garrison at Taniir still held. Communicating with the Astropaths aboard the Imperial fleet, ground commanders managed to coordinate, organise and carry out a mass landing of almost fifty-thousand Imperial troops, who then set about the task of exterminating every living alien upon the planet's surface. Attack ships strafed the city with barrages of gunfire and gouts of flame, systematically purging the outer streets of any alien organisms that remained there.
Beyond the city's walls were almost a million scattered Tyranid survivors, an enormous host of glistening, swarming alien bodies that stretched on for almost fifty kilometres across the sand. Targeted orbital bombardments from above annihilated their ranks, killing hundreds of thousands in a matter of minutes. Dozens of Guard regiments followed up the attack, sweeping across the desert towards the city, supported by armoured vehicles and gunships.
Over the course of the next twelve hours, the Tyranid hordes, broken and panicked, were slowly destroyed. Further bombardments and the massive infantry offensive into their ranks left them powerless to fight back, and by sunset, Taniir was declared safe once more.
Of the city's original population of five million, only one-and-a-half million survived the slaughter.
A day after the siege ended, a series of aerial transports were deployed to the approximate designated location of Bravo Company, guided by advanced sensory equipment aboard the orbiting battleship Darian's Revelation.
Once found, they were transported to the safety of Taniir, and welcomed as heroes by the soldiers and civilians within the city.
Over two-hundred had left. Forty returned, those missing lost to the desert, or killed in combat against whatever horrific monstrosity had led the Tyranid armies. None who fought the creature ever spoke of it to others, and were forever changed by their ordeal.
Decker, perhaps the most changed of all, was immediately declared a Hero of Bahr, decorated with the highest honours the planet had to offer, and was promoted to Major for his role in breaking the siege (although at his own request, he was permitted to remain the field-commander of Bravo Company). As a further gesture of thanks on behalf of Taniir's grateful citizens, a committee of the city's most skilled weaponsmiths presented Decker with a unique las-rifle, custom tailored for his use alone, and crafted with the finest workmanship and materials the mining settlement of Taniir had to offer.
As a result of their stoic actions on Bahr, the 14th Xanderian Infantry Regiment have become famous within Xanderian military culture. Even amongst their fellow sand-dwelling brethren, the 14th "Desert Rifles" are notoriously skilled at conducting operations within desert theatres of war.
To this very day, Field-Major Decker remains in command of Bravo Company, or the "Fighting Sandmen". Those under his command often refer to themselves as "Decker's Lot", or simply as "Sandmen", prestigious titles that they wear with pride and distinction.
Decker himself is a reserved, but quietly-intense man, a solemn officer who leads by example, and who isn't afraid to get stuck into the thick of a fight alongside his troops. He cares about preserving the men and women under his command, as any good officer does, but knows from experience that each must be expendable, that sacrifices are often necessary in order to achieve overall victory, and that ultimately a costly or even pyrrhic victory is still a victory. He shares this bleak mentality openly with those around him, and although many find his frank outlook on warfare confronting or unnerving, all accept the reality of life within the company, trust him implicitly for his honest nature, and are unquestioningly loyal to their legendary commander.
Where many officers would rely on discipline and order to carry their charges in battle, Decker instead believes in the power of ideas, and encourages free, independent thought within his ranks. He promotes those with initiative, leadership and resourcefulness, eschewing to a large degree the traditional values of blind and submissive obedience. Above all other disciplines he emphasises decisiveness and patience, preferring a steady, methodical and careful approach over the rushed and often costly tactics all too typical of his peers.
Because of this, Bravo Company (and to a certain degree, the 14th Xanderian Infantry Regiment as a whole) is a dynamic and often unpredictable force on the battlefield.
Forever scarred by his experiences on Bahr Primaris, Field-Major Decker has vowed to keep Xanderia safe from Tyranid infestation, and along with the rest of the 14th Desert Rifles, his Fighting Sandmen are often deployed to arid battlefields across their sub-sector as part of the Imperium's endless campaign against the outlying forces of Hive Fleet Leviathan.
All amongst the regiment are already veterans of such warfare on Xanderia, where monstrous lizards and insidious creatures rule the Black Wastes, and most of the Surviving Forty still serve under Decker's command. With such a wealth of experience at their disposal, the Field-Major and his Fighting Sandmen are invaluable to their commanders, and will never relent in their war against the Tyranid threat.
Under Decker's leadership, they will fight and die for the safety of their beloved home planet... until either the Company is wiped out, or the Tyranid invaders are.
Spoiler:
One Company Command Squad may replace it's Company Commander with Field-Major Decker.
------ Experienced Officer: Decker may issue up to three orders per turn, and has a command radius of 12". He can issue the Bring it Down!, Fire on my Target!, Get Back in the Fight!, Incoming! and Move! Move! Move! orders, as well as the following unique order:
- Advance!: At Decker's command his troops press onwards, carefully and methodically, maintaining fire on enemy positions to cover their movement.
If successfully issued, for the duration of the controlling player's shooting phase any models within the ordered unit that choose to fire a Rapid-Fire weapon count as having been stationary in the previous Movement phase (for shooting purposes only), and their weapons count as Pinning.
------ Sworn Enemy of the Hive Mind: Both Decker and his Company Command Squad have the Preferred Enemy special rule (Tyranids).
------ Advocate of Independent Thought: Any non-vehicle units within Decker's company that are led by a requisite "Leader" model (either a Platoon Commander, Sergeant, Veteran Sergeant, Storm Trooper Sergeant, Rough Rider Sergeant, special character* that has replaced one such model, or of course, Decker himself) may always re-roll a single die when taking Morale tests (whether successful or not).
Additionally, any such unit within Decker's company that is issued an order (by any officer within Decker's company) may choose to undergo an Initiative test in lieu of a standard Leadership test (using the Initiative value of their Leader model).
Note that choosing to undergo an Initiative test prevents the rolling of Incompetent Command or Inspired Tactics die results.
Squads that lose their Leader may not use the above abilities, although these rules still apply should Decker be killed.
* These rules may never apply to the following special characters:
------ Lateral Thinker: Whilst Decker is alive, any D6 test to determine whether an Outflanking, non-vehicle unit (or Infantry Platoon) from within Decker's company may enter from reserve can be re-rolled (whether successful or not).
------ Of Unshakeable Mettle: Field-Major Decker is a truly inspiring figure on the battlefield, rousing his men to courageous deeds from the frontlines, and imbuing those around him with a steady, determined resolve to succeed, whatever the odds.
All friendly units within 6" of Decker gain the Stubborn USR.
His Bodyguards:
Spoiler:
- The Black Guards
A Company Command Squad that includes Field-Major Decker may replace any existing Bodyguard with a Black Guard.
Hailing from a unique, elite regiment of only one-hundred soldiers, Black Guards are impeccably-trained, superbly-equipped Xanderian troops assigned only to the most important high-ranking field officers. Tasked with both assisting their assignment in combat and protecting him or her with their own bodies if necessary, the professional dedication and fearsome skills possessed by Black Guards have turned the tide of many a pitched battle.
Gifted to Decker by a committee of senior Bahrian weaponsmiths in recognition of his actions during the siege of Taniir, this unusual weapon is a work of impeccable craftsmanship, light, powerful and unfalteringly reliable in the field. Of special note is the carbine's bayonet: crafted from an incredibly strong metal alloy exclusive to the forges of Bahr Primaris, it's leading edge and tip are astoundingly sharp, and the long, curved blade is mounted in a way that allows the weapon to double as a lethal two-handed sabre or spear when fighting hand-to-hand with an opponent.
It has served Decker well, and his skills with the remarkable weapon are the stuff of legend within the 14th Xanderian Infantry Regiment.
Range... 24"
Str........ 4
AP......... -
Type...... Heavy 3 or Assault 2*
*Close combat attacks with this weapon count as Rending.
Underslung Grenade Launcher:
Mounted beneath a rifle's forestock, an Underslung Grenade Launcher allows it's user to address a wide variety of battlefield threats at a moment's notice. Though rare, wealthy worlds such as Xanderia have access to small caches of such weaponry.
NOTE: Though similar in principle to an SM Auxiliary Grenade Launcher, an Underslung Grenade Launcher may NOT be fired in tandem with another weapon. Though listed as a separate weapon, for all intents and purposes it counts as an upgrade that enables the weapon it's mounted on to use the following firing modes in addition to it's default profile:
NOTE: Most of you guys are 40k veterans, and I'd really appreciate some feedback on the fluff and rules, especially suggestions about potential points costs and balancing issues.
Back story is fine.
BS5 might be a bit much for a guardsman, change it to 4.
Lascarbine is fine.
Not sure on how much the bodyguards would be but make them more expensive than normal ones... +15 points each should do it.
Type: Independant Character
Wargear: Terminator Armour, Axe of Olympia, Dornbane, Frag & Krak Grenades.
Axe of Olympia functions as a thunderhammer, but striking at initiative.
Dornbane is a master-crafted storm bolter.
Special Rules: Independant Character, Feel No Pain
Man the garrions!: All friendly models who can draw a line of sight to Warsmith Vaubane gain +1 to any cover save.
Break down their walls!: All enemy models who can draw a line of sight to Warsmith Vaubane suffer -1 to any cover save.
Change his BS to 5.
Mark him up at 220points... maybe 250...
This message was edited 1 time. Last update was at 2011/04/11 19:14:49
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 19:22:35
Subject: Re:Create your special characters! and give feedback on others.
Blacksails wrote:I really want a Mordian Iron Guard special character...
Lieutenant-Colonel (name here) - /100pts
This guy works.... need a name and maybe find a material other than "pure Awesomeness".
Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!
Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."
I took the test I made for the farseer I posted on page 1.
I feel like I got docked a lot of points for it being Elven, and Psychic. Which you know, when making a Farseer is pretty much the basic qualifications for the character...
To mention Warsmith Vaubane, change his Axe of Olympia to a relic blade. thunder hammers and power fists stiking at initiative is just bad. Abadon the despoiler is the only infantry model who is capable of that, and it should stay that way. Unless he is a vehicle or a monstrous creature he shouldn't have a strength doubling weapon at initiative.
There is, however plenty of precedent for +2 strenght at initiative weapons. The Executioner in the Eldar Codex, and the Relic Blade in the SM codex both do this.
I really don't understand why people think this is at all a good idea.
Also why does he have FnP? Does he worship nurgle? Does he drink from a blood chalice of bloody blood from a blood priest? or collect pain tokens? I mean why does he have this? Without some sort of fluffy reason it just doesn't make any sense, and "new codexes handing it out like candy" isn't a good reason ;-).
sorry if it seems like I'm picking on you, that at initiative thunder hammer caught my attention...
First, Sigurd's Fafnir ought to be a Two handed weapon. Just saying.
it is, wrist mounted storm bolter.
At least base the ability around a Toughness test or something
Initiative test?
Corasies Hellsing, Chapter Master of the Hellsing Crusaders - he's a bit strong and tough to kill and hist hard but otherwise his rules are okay, I'd say in the 300pt range.
Lord Commissar Von Humps- I3 Powerfist is a bit oTT, but otherwise he's interesting. Eat it could use some work though, as funny as it is. Maybe just have the blast marker over him or a model in base contact with him.
Captain Aedan Duran Pts- Good, fairly balance except for that lasgun, way OP for a lasgun, sounds more like a hot shot las machine gun.
Warsmith Vaubane- the cover stuff is a bit over the top, as is the initiative thunderhammer at base str 5.
Calnor Alrnia the Grand Templar- Good job, slap him in a codex and call it a day.
Field-Major Lexus Decker, the Hero of Bahr - nice. slap a 125pt sticker on him and call it a day.
akaean wrote:I took the test I made for the farseer I posted on page 1.
I feel like I got docked a lot of points for it being Elven, and Psychic. Which you know, when making a Farseer is pretty much the basic qualifications for the character...
To mention Warsmith Vaubane, change his Axe of Olympia to a relic blade. thunder hammers and power fists stiking at initiative is just bad. Abadon the despoiler is the only infantry model who is capable of that, and it should stay that way. Unless he is a vehicle or a monstrous creature he shouldn't have a strength doubling weapon at initiative.
There is, however plenty of precedent for +2 strenght at initiative weapons. The Executioner in the Eldar Codex, and the Relic Blade in the SM codex both do this.
I really don't understand why people think this is at all a good idea.
Also why does he have FnP? Does he worship nurgle? Does he drink from a blood chalice of bloody blood from a blood priest? or collect pain tokens? I mean why does he have this? Without some sort of fluffy reason it just doesn't make any sense, and "new codexes handing it out like candy" isn't a good reason ;-).
sorry if it seems like I'm picking on you, that at initiative thunder hammer caught my attention...
Didn't spot that weapon...
I would chalk the FnP to extensive augmetics
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 19:31:16
Subject: Re:Create your special characters! and give feedback on others.
I_am_a_Spoon wrote:My brother and I recently decided to liven our 40k games up by creating custom special characters to lead our armies (IG and Tyranids respectively).
Anyway, here's mine. I'll admit that he isn't the most original character, but I hope he doesn't come off as completely generic:
- Field-Major Lexus Decker, the Hero of Bahr -
Character's Backstory and Rules:
Spoiler:
- Field-Major Decker
Of all the fighting men and women that make up the 14th Xanderian Infantry Regiment, Field-Major Lexus Decker is perhaps the most revered and admired; a hard, weathered man, forged by the searing heat, black deserts and lethal wildlife of his home world, Xanderia.
He first rose to prominence during the siege of Bahr Primaris, a small but important mining planet under threat from an impending Tyranid invasion by rogue, outlying elements of Hive Fleet Leviathan. Already regarded by his superiors as a relatively competent, if untested commander, Decker (then a Captain) was deployed along with the rest of the 14th to Bahr's only settlement: the industrial city of Taniir. There they hoped to reinforce the existing PDF garrison, and hold any Tyranid invaders at bay until reinforcements from a nearby Naval battle group could arrive.
Though able to deploy successfully before any Tyranid organisms could make landfall, Xanderian commanders and planetary authorities were later left stunned when the true magnitude of the enemy force they faced was finally revealed. Millions upon millions of creatures had descended to the planet's surface, choking the skies with mycetic spores, and blotting out the light from their sun. Troops on the ground were gripped by terror, invaded on a scale that they had never been prepared for, let alone able to repel.
Tacticians calculated that available ammunition would run out before the fifth day, that defences and emplacements were inadequate, that food, water and medical supplies were insufficient, and that ultimately the garrison could not hold until reinforcements arrived.
With no hope of victory for the defenders of Bahr Primaris, all seemed lost. Many deserted or fled the city into the surrounding deserts and wastelands, only to be slaughtered by lictors or other vile alien vanguards. Others, civilian men, women and children alike, formed makeshift militias and made ready to defend their homes to the last. All were sure that they, along with the planet, were doomed.
It was then that Bravo Company began its famous march from Taniir; a last-ditch gambit conceived by Decker and supported by the regiment and it's senior officers, to manoeuvre around the approaching force and attack it from the rear, destroying whichever foul hive-consciousness commanded the assault.
With all Imperial orbital craft driven away by the Tyranid fleet, no air support able to function within the spore-clouds tainting the air, and without transport vehicles that could be relied upon to traverse the fierce sands of Bahr, most considered it a suicide mission, a suicide march. Kilometres untold into a barren desert occupied by millions of vicious alien monstrosities, out of communications range, without any form of vehicular support whatsoever. Many argued that no such feat was possible, and that to attempt the offensive would be a major waste of what little manpower they had at their disposal. Ultimately however, it was decided that the march would go ahead, in the hope that if successful, the Tyranid siege might fail.
A force of over two-hundred men led by Captain Decker set out from Taniir, farewelled by citizens on the streets, and equipped with generous provisions of food and water for the journey ahead.
Less than two days later, the city was besieged.
Defences on all fronts held out for three days.
On the fourth day, Taniir's Northern outer walls were breached, and fierce fighting erupted throughout the outlying streets and suburbs of the city.
By sunrise on the fifth day, almost half a million of Taniir's defenders lay dead.
Those still alive fought a desperate, city-wide retreat through twisted roads and burning buildings towards a walled-in fall-back position within Taniir's centre districts. Soldiers at the front held the terrifying enemy at bay with their last reserves of promethium, and requisitioned emergency danger-close artillery barrages to stem the overwhelming tide of alien flesh, hoping to buy time for others to reach the inner defences.
By nightfall, non-energy based ammunition reserves within the inner city walls were expended. Unable to recharge their lasguns rapidly enough to effectively repel the constant assault, many resorted to prayer. Others to suicide. Some of the more ingenuous threw flaming sacra bottles at the Tyranid hordes instead, dropped mines, primed artillery shells and improvised bombs into their midst, or poured fuel, oil, and other flammable liquids onto those too large or well-armoured to kill with lasguns or explosives alone. Men and women rotated to and from the walls, some sleeping or eating whilst others outside maintained the unrelenting defence. Meanwhile, children replenished weapon charges, and helped to carry the wounded away from the front, where overworked medics and civilian doctors extracted burrowing alien insects and treated horrific acid burns to the best of their ability. All had hoped for a miracle.
It was then that the hive-presence on Bahr had been suddenly extinguished, almost a hundred kilometres to the north.
Upon hearing the psychic death-cry of their leader, the besieging Tyranid hordes faltered, and began to lose cohesion. Confused and afraid, many aliens reverted to more primitive, instinctual behaviour, fleeing in panic, attacking one another and even feeding upon their own dead.
With the enemy forces in utter disarray, those inside the city took advantage of the reprieve, reinforcing barricades, helping the injured, and most importantly of all, recharging their weaponry. Strengthened by new resolve and a fierce determination to succeed and survive, the few troops and civilians remaining within Taniir pushed the enemy away from the inner walls, and managed to clear the immediate city area of xeno corpses.
After Imperial officials aboard the supercarrier Pride of Altan and its battle group arrived in orbit over Bahr Primaris, and eventually managed to drive off the large number of Tyranid vessels above the planet, they were amazed to discover that the garrison at Taniir still held. Communicating with the Astropaths aboard the Imperial fleet, ground commanders managed to coordinate, organise and carry out a mass landing of almost fifty-thousand Imperial troops, who then set about the task of exterminating every living alien upon the planet's surface. Attack ships strafed the city with barrages of gunfire and gouts of flame, systematically purging the outer streets of any alien organisms that remained there.
Beyond the city's walls were almost a million scattered Tyranid survivors, an enormous host of glistening, swarming alien bodies that stretched on for almost fifty kilometres across the sand. Targeted orbital bombardments from above annihilated their ranks, killing hundreds of thousands in a matter of minutes. Dozens of Guard regiments followed up the attack, sweeping across the desert towards the city, supported by armoured vehicles and gunships.
Over the course of the next twelve hours, the Tyranid hordes, broken and panicked, were slowly destroyed. Further bombardments and the massive infantry offensive into their ranks left them powerless to fight back, and by sunset, Taniir was declared safe once more.
Of the city's original population of five million, only one-and-a-half million survived the slaughter.
A day after the siege ended, a series of aerial transports were deployed to the approximate designated location of Bravo Company, guided by advanced sensory equipment aboard the orbiting battleship Darian's Revelation.
Once found, they were transported to the safety of Taniir, and welcomed as heroes by the soldiers and civilians within the city.
Over two-hundred had left. Forty returned, those missing lost to the desert, or killed in combat against whatever horrific monstrosity had led the Tyranid armies. None who fought the creature ever spoke of it to others, and were forever changed by their ordeal.
Decker, perhaps the most changed of all, was immediately declared a Hero of Bahr, decorated with the highest honours the planet had to offer, and was promoted to Major for his role in breaking the siege (although at his own request, he was permitted to remain the field-commander of Bravo Company). As a further gesture of thanks on behalf of Taniir's grateful citizens, a committee of the city's most skilled weaponsmiths presented Decker with a unique las-rifle, custom tailored for his use alone, and crafted with the finest workmanship and materials the mining settlement of Taniir had to offer.
As a result of their stoic actions on Bahr, the 14th Xanderian Infantry Regiment have become famous within Xanderian military culture. Even amongst their fellow sand-dwelling brethren, the 14th "Desert Rifles" are notoriously skilled at conducting operations within desert theatres of war.
To this very day, Field-Major Decker remains in command of Bravo Company, or the "Fighting Sandmen". Those under his command often refer to themselves as "Decker's Lot", or simply as "Sandmen", prestigious titles that they wear with pride and distinction.
Decker himself is a reserved, but quietly-intense man, a solemn officer who leads by example, and who isn't afraid to get stuck into the thick of a fight alongside his troops. He cares about preserving the men and women under his command, as any good officer does, but knows from experience that each must be expendable, that sacrifices are often necessary in order to achieve overall victory, and that ultimately a costly or even pyrrhic victory is still a victory. He shares this bleak mentality openly with those around him, and although many find his frank outlook on warfare confronting or unnerving, all accept the reality of life within the company, trust him implicitly for his honest nature, and are unquestioningly loyal to their legendary commander.
Where many officers would rely on discipline and order to carry their charges in battle, Decker instead believes in the power of ideas, and encourages free, independent thought within his ranks. He promotes those with initiative, leadership and resourcefulness, eschewing to a large degree the traditional values of blind and submissive obedience. Above all other disciplines he emphasises decisiveness and patience, preferring a steady, methodical and careful approach over the rushed and often costly tactics all too typical of his peers.
Because of this, Bravo Company (and to a certain degree, the 14th Xanderian Infantry Regiment as a whole) is a dynamic and often unpredictable force on the battlefield.
Forever scarred by his experiences on Bahr Primaris, Field-Major Decker has vowed to keep Xanderia safe from Tyranid infestation, and along with the rest of the 14th Desert Rifles, his Fighting Sandmen are often deployed to arid battlefields across their sub-sector as part of the Imperium's endless campaign against the outlying forces of Hive Fleet Leviathan.
All amongst the regiment are already veterans of such warfare on Xanderia, where monstrous lizards and insidious creatures rule the Black Wastes, and most of the Surviving Forty still serve under Decker's command. With such a wealth of experience at their disposal, the Field-Major and his Fighting Sandmen are invaluable to their commanders, and will never relent in their war against the Tyranid threat.
Under Decker's leadership, they will fight and die for the safety of their beloved home planet... until either the Company is wiped out, or the Tyranid invaders are.
Spoiler:
One Company Command Squad may replace it's Company Commander with Field-Major Decker.
------ Experienced Officer: Decker may issue up to three orders per turn, and has a command radius of 12". He can issue the Bring it Down!, Fire on my Target!, Get Back in the Fight!, Incoming! and Move! Move! Move! orders, as well as the following unique order:
- Advance!: At Decker's command his troops press onwards, carefully and methodically, maintaining fire on enemy positions to cover their movement.
If successfully issued, for the duration of the controlling player's shooting phase any models within the ordered unit that choose to fire a Rapid-Fire weapon count as having been stationary in the previous Movement phase (for shooting purposes only), and their weapons count as Pinning.
------ Sworn Enemy of the Hive Mind: Both Decker and his Company Command Squad have the Preferred Enemy special rule (Tyranids).
------ Advocate of Independent Thought: Any non-vehicle units within Decker's company that are led by a requisite "Leader" model (either a Platoon Commander, Sergeant, Veteran Sergeant, Storm Trooper Sergeant, Rough Rider Sergeant, special character* that has replaced one such model, or of course, Decker himself) may always re-roll a single die when taking Morale tests (whether successful or not).
Additionally, any such unit within Decker's company that is issued an order (by any officer within Decker's company) may choose to undergo an Initiative test in lieu of a standard Leadership test (using the Initiative value of their Leader model).
Note that choosing to undergo an Initiative test prevents the rolling of Incompetent Command or Inspired Tactics die results.
Squads that lose their Leader may not use the above abilities, although these rules still apply should Decker be killed.
* These rules may never apply to the following special characters:
------ Lateral Thinker: Whilst Decker is alive, any D6 test to determine whether an Outflanking, non-vehicle unit (or Infantry Platoon) from within Decker's company may enter from reserve can be re-rolled (whether successful or not).
------ Of Unshakeable Mettle: Field-Major Decker is a truly inspiring figure on the battlefield, rousing his men to courageous deeds from the frontlines, and imbuing those around him with a steady, determined resolve to succeed, whatever the odds.
All friendly units within 6" of Decker gain the Stubborn USR.
His Bodyguards:
Spoiler:
- The Black Guards
A Company Command Squad that includes Field-Major Decker may replace any existing Bodyguard with a Black Guard.
Hailing from a unique, elite regiment of only one-hundred soldiers, Black Guards are impeccably-trained, superbly-equipped Xanderian troops assigned only to the most important high-ranking field officers. Tasked with both assisting their assignment in combat and protecting him or her with their own bodies if necessary, the professional dedication and fearsome skills possessed by Black Guards have turned the tide of many a pitched battle.
Gifted to Decker by a committee of senior Bahrian weaponsmiths in recognition of his actions during the siege of Taniir, this unusual weapon is a work of impeccable craftsmanship, light, powerful and unfalteringly reliable in the field. Of special note is the carbine's bayonet: crafted from an incredibly strong metal alloy exclusive to the forges of Bahr Primaris, it's leading edge and tip are astoundingly sharp, and the long, curved blade is mounted in a way that allows the weapon to double as a lethal two-handed sabre or spear when fighting hand-to-hand with an opponent.
It has served Decker well, and his skills with the remarkable weapon are the stuff of legend within the 14th Xanderian Infantry Regiment.
Range... 24"
Str........ 4
AP......... -
Type...... Heavy 3 or Assault 2*
*Close combat attacks with this weapon count as Rending.
Underslung Grenade Launcher:
Mounted beneath a rifle's forestock, an Underslung Grenade Launcher allows it's user to address a wide variety of battlefield threats at a moment's notice. Though rare, wealthy worlds such as Xanderia have access to small caches of such weaponry.
NOTE: Though similar in principle to an SM Auxiliary Grenade Launcher, an Underslung Grenade Launcher may NOT be fired in tandem with another weapon. Though listed as a separate weapon, for all intents and purposes it counts as an upgrade that enables the weapon it's mounted on to use the following firing modes in addition to it's default profile:
NOTE: Most of you guys are 40k veterans, and I'd really appreciate some feedback on the fluff and rules, especially suggestions about potential points costs and balancing issues.
Back story is fine.
BS5 might be a bit much for a guardsman, change it to 4.
Lascarbine is fine.
Not sure on how much the bodyguards would be but make them more expensive than normal ones... +15 points each should do it.
Thanks for the reply mate.
He only has BS5 because Yarrick, Marbo and Lord Commissars are BS5. But ok, BS4.
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/04/11 19:33:02
Subject: Create your special characters! and give feedback on others.
@I_Am_A_Spoon Marbo is a psycho. Yarrcik is a couple of centuries old. Lord Commissars must be a reaching 100 at least. Your guy is obviously good but he isn't reaching the point where he has spent longer fighting than anything else.
This message was edited 1 time. Last update was at 2011/04/11 19:36:14
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 19:35:37
Subject: Create your special characters! and give feedback on others.
My Chapter Master scored 29 on the Mary Sue test. But then again, considering that they are Chapter Masters, and supposed to represent the very best of the chapter, I'm not surprised he walks a little bit on hte line of Sue-ness.
2011/04/11 19:38:18
Subject: Create your special characters! and give feedback on others.
At least base the ability around a Toughness test or something
Initiative test?
Not sure actually, hahahaha...
I just think that tougher/more expensive models should have a greater chance of surviving.
Maybe stick to a flat Str. 7-9 blast? Or chuck in a D3 (for example, the attack could be Str. 6+D3).
An Initiative test would work though, for infantry at least. Maybe the attack could roll to wound against a target's Initiative value?
Anyway, love the concept.
purplefood wrote:@I_Am_A_Spoon
Marbo is a psycho.
Yarrcik is a couple of centuries old.
Lord Commissars must be a reaching 100 at least.
Your guy is obviously good but he isn't reaching the point where he has spent longer fighting than anything else.
Well, when you put it that way...
Updated original post. Thanks btw.
This message was edited 2 times. Last update was at 2011/04/11 19:41:18
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/04/11 19:38:48
Subject: Create your special characters! and give feedback on others.
I got either 7 or 15 for my character.
Not sure whether some of the things apply to him or not...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 19:43:10
Subject: Create your special characters! and give feedback on others.
purplefood wrote:I got either 7 or 15 for my character.
Not sure whether some of the things apply to him or not...
I got 54, and the only thing checked that didn't apply to ALL space marines was his name, they're all norse.
It depends what angle you look at it though...
From an SM view they might be quite low but from an Ig view they would be really high and from our view they would be even higher...
Bit of a flawed system... better than nothing...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 20:13:43
Subject: Re:Create your special characters! and give feedback on others.
Odin Kriegspiel: Odin's life as a space marine began as none other, while almost all other marines began their transformation around the age of 14, Odin, began his transformation around the age of 30. His life began as a prince of Heoroth one of the four great kingdoms of Ygg. He was a bright and gifted young prince, but cursed, he stopped aging at a young age, and was sent away by his father to the peasant classes to learn strength, honor and valor. Even with his teenage mind, Odin was capable of great feats of intellect and as time grew his experiences in the impovrished underclasses of Heorot, taught him many a great thing about combat. In spite of his agelessly small stature, he grew as a great warrior eventually joining the knights Tempest, the great warriors of Heorot.
It came to be that his father fell ill, and he was recalled to the palace. As his father lay dying, it was his brother Virgil who was proclaimed king, not odin. In time his father passed and Virgil for a time was a fair king. However, after corruption of dark forces thought by the people of Ygg to be a curse of the red dragon (khorne), Virgil began a thoughtless conquest of the three other great kingdoms of ygg. His slaughter was ruthless to the point of exhausting the resources of his own people and a great unrest grew. With time Odin and his band began an uprising, culminating in a siege on the castle where Odin killed his brother in a two hour duel.
unbeknownst to Odin, Virgil had been corrupted by the blood god khorne. The Iron dragons had watched these events unfold suspecting virgils chaotic taint. with his downfall Odin drew the attention of the iron dragons, for anyone in a childs body who could fell a choas lord, is truely a mighty warrior indeed. He was asked if he would stand and defend all mankind and Odin spoke in a voice, far beyond his years, and even farther beyond his small stature. "if it be that my services may aid in the liberation and prosperity of the human race, then I am of not right to refuse such an act", And so it began, Odins journey as space marine.
The apothacaries knew of his ageless condition,and though they could not turn the switch back on, they could advance him in age as the process of creating a space marine progressed. Indeed it was a mighty change for the young prince, his body exploding in rapid succession, making up for the years he spent as a child. By the time of the last steps odin towered above even the mightiest of custodians.
WS: 6
BS: 5
S:5
T:5
W: 4
I: 4
A:3
LD: 10
SV: 3+
Wargear: Power armor, Fists of the high dragon, Hammer of might, Armor of titan.
Armor Of titan: so vast did Odins growth explode when his pituitary glands were fixed, that no longer could he fit in the standard power armor and for many missions odin fought through the worst in nothing more than his scout armor until a campaign which to this day is shrouded in mystey. Not much is known about this mission but afterward the Iron dragons and mars became close , it was then that the mars techpriests began giving favors to captains of the iron dragons that either showed them great trust, or saved their lives. Odin was no different, a special suit of armor, adapted from those worn by the adeptus custodes was made for him. It confers a 3+ save and a 4+ invuln save
Fists of the high dragon: As slow as a brute as odin as he is, he still prefers to be as fast as he can, as such he refused to use such weapons as powerfists, instead he uses gauntlets made for him of pure adamantium, light, and yet strong, with, a short katar on each.
The fists of the high dragon are Twin close combat weapons, which grant the rending special rule to his attacks.
Hammer of might: given to him by the techpreists for use against larger targets than he, the Hammer of might is a gigantic thunderhammer, a copy of those used by the custodes.
the hammer of might counts as a two handed thunder hammer, and in addition adds +1 to rolls on the vehicle damage chart and may re roll wounds against monstrous creatures.
special rules: And they shall know no fear, independant character, feel no pain.
In addition odin may take a retinue of up to ten valkyries
Odins valkyries 20 points per model, maximum of ten
WS: 5
BS: 4
S:3
T:3
W:1
I: 3
A: 2
LD: 9
SV: 2+
Wargear: Artificier armor, Power weapon, Storm bolter
Sigurd Chosen of the high dragon. 200 pts
Sigurd Chosen of the High Dragon: Sigurd First rose to prominance during the second Tyrannic war, when he and his squad was sent to guard an adeptus mechanicus survey team. The team fell upon a tyranid assault resulting in the rest of his squads death, and it was only thanks to sigurds heroic defense of the site that the enginseer was able to retrieve the recovered STC print outs before escaping. In gratitude the ad-mech team built the device from the print out and presented it to Sigurd, it was a large two handed sword which would later be called Fafnir, sword of the dragonslayer. It was with this sword that sigurd gained many accomodations for acts of valor and skill, slaying the largest of enemies. Countless carnifexes, wraithlords and gnarlocks, fell before the wrath of sigurd, but it was his battle on the Iron dragons homeworld of Ygg II that would earn him his name.Sigurd was tasked by Chapter master of the Iron Dragons Odin Kriegspiel, to slay a massive Dragon which had began to terrorize the local populus, thought to have chaotic origin. When asked what manner of battle party he required for this task, he said only "my sword, my honor, and valor". With these words sigurd set off to battle and returned three days later from the peaks of the high dragons mountains, long held sacred by the local populus from which the iron dragons pulled their ranks. With his blood soaked sword he returned to Odin declaring only. "it is done. The mighty one shall not bother any again" . With a grin and a smile Odin looked upon Sigurd and spoke, "You have shown great valor and strength, truely you are the chosen of the high dragon of Yggdrasil" and with those words Sigurd was promoted to captain of the first company of the iron dragons.
WS: 6
BS: 5
S:4(5)
T:4
W:3
I: 5
A:3
LD: 10
SV: 2+
Wargear: Artificier Armor, Storm Bolter, Fafnir, Iron Halo
Fafnir: Fafnir was made from the STC template of an ancient battle blade found and restored by techpriests whom Sigurd Saved many years, it is a massive Claymore with a powerful field generator which not only increases it's cutting ability but also decreases it's felt weight.
Fafnir is a Master crafted Power sword which bestows +1 St This bonus has already been included and marked in Sigurds profile. In addition sigurd can attempt a single 'coup de grace' attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at a Strength of 6 and causes Instant Death, regardless of the wounded model's Toughness.
Special Rules: And they shall know no fear, Independant character, Master of the first company
Master of the first company: Dragon lords in an army led by Sigurd may take Dragon lords as troops units.
Myrddin Wyllt - 300 points
Myrddin Wyllt Commander of the Iron Dragons third company- Born to a wealthy Brytanyan home in norther byrtanya Myrddin Wyllt was gifted from an early age. on a planet whos warp activity is somewhat suppressed myrddin showed signs of being a great wizard from an early age, as well as an aptitude for pyromancy. He was noticed by a dragon lord of the Iron Dragons when in a duel between him and another young nobel it was found that myrddin set his sword ablaze, a difficult task of even the most distinguished wizards of myrddin, what's more, unlike half of the wizards of myrddin this was no mear trick. at such a young age, myrddin was able to somehow control powers, though not amazing on other worlds but suppressed on ygg.
After his induction into the Iron Dragons third company The Mages of the chapter quickly recognized his potential and sent him off to the lexicannum. The Lexicannum for the iron dragons however is not within the fortress monestary itself but rather on the moon named Vertigo, which is far enough from the planet to still have some protective effects of the unusual war suppression but not hinder the librarians there too much.
Training on Vertigo is a much different experience than the blood soaked battles of the trials of Yggdrasil. Vertigo, is a lush moon full of wildlife. In fact the only presence of civilization is the training facility of Avalon. Avalon serves many other purposes however, in addition to being a training facility for the chapters librarians it also functions a way-station and armory housing all of the chapters dreadnoughts.
It was here that Myrddin would complete his training, and discover his true potential. it was found that myrddin posessed great abilities in the facets of time alteration and pyromancy. And these skills would see him to great victory on the field of battle.
A hundread years passed and myrddin had come to know victory and defeat alike, but it would be in the uprising of Vega IV that Myrddin would come to be known as Merlin, lord of Brytannya. He was tasked to lead the third company in a quest of cleansing of the Vega system. Though he now served the emperor he still held brytannya close, and had already been a great inspiration of the 3rd company of the Yeomen of brytannya. The yeomen were dropped into the heart of the battle sealing off the castle gates and quickly trapping the tainted inside. High in the tallest spire Myrddin and his retinue pushed as his battle breathren fought bravely against the PDF in the streets Things turned for the worst however and a greater daemon of slannesh was summoned and a great gate torn open.
As daemons began pouring through the gate the yeomen were forced to retreate to the woods to hide in the shadows and suppress the daemons from exiting the city. high in the spire the greater daemon crashed its way into Myrddins position, killing his squad. As myrddins rage grew the daemon pressed its way into the spire threatening to slice myrddin in half. But with great wrath myrddin exploded with enormous force, and the tower began to fall. The end result being the total annihilation of the city.
As the smoke cleared and the marines saw the tower in rubble, none had thought myrddin alive. A search was begun for his remains but three hours into the search, he appeared. He had simply time warped away from the blast and never even saw the towers fall. The cleansing of the planet was a simple matter after the fall of the witch leading the rebellion.
Wargear: force weapon, Power armor, Psychic hood, Iron Halo.
Special Rules: psyker level 3, And they shall know no fear, Independant character. Master of the thrid company
Master of the third company: Scout Squads in an army that includes Myrddin have +1BS
Psychic Powers: The Shifting, Lightning blast, Annihilation of anthros.
The shifting: Myrddin is able to shift his form and even flicker out of time for a brief period
This power is used at the start of the players assault phase, if successful, myrddin gainst +1str, +1 initiative, +1ws, and all successfull rolls to hit against myrddin must be re-rolled. the effects of this power last until the start of the next turn.
Lightning Blast: Myrrdin calls forth a ball of lightning capable of striking with emmense power.
This is a psychic shooting attack with the profile below
Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.
This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+2" of Myrddin (friend and foe, excluding myrddin), suffer a str 10 ap1 hit, with no cover saves allowed. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.
lol, too long for one post more coming soon
Automatically Appended Next Post: This will tell a bit about both of these characters
"Hrothgar!, Hrothgar!, Hrothgar!" The marines chanted as as a single man walked through the great mead hall of yggdrasil, his green armor stained red. He Stopped, and held his axe high for all to see, and the mead hall grew quite. A crude grin drew across his face and uncovered his gnarly fanges, as he spoke, "Tonight, Keltyca, we. Have. VICTORY!" and as cheer broke out in the great mead hall, so too was great kasks of mead. However one table, one company, sat still as an imposing figure seated at the head of the table adorned in white and hold stood. "Congratulate your brothers for their victory, and celebrate the lives of those who have not returned, may Josephine go with them." and with this the last of the marines joined in celebration.
And with these words the man in white made his way to the one soaked in blood.
"Hrothgar my Friend, I trust that is not your blood you wear"
Hrothgar shrugs, "Some of it, What of you I hear you recently purged a world of chaos tain, yets I see not a single drop of blood or even a scratch upon your armor"
" yes well some of us actually take time to clean and maintain our equipment"
"So tell me richard, of this great crusade over the forces of chaos?"
"well it started out fairly simple our forces arrived by thunderhawk, and we sent out detachments of the thrid company for advanced recon, after learning of several power stations to our south that would cripple the capital we surgiacally struck and destroyed those, while I and my cabal dropped into the heart of the city. With the defenses down the tainted PDF was no match for us, and as I found the the governor of the planet, by now a Daemon Prince, responsible for all this in the high tower I challenged him to single combat, at which point... he either accepted or just simply attacked, I cared not it as counted either way, and parried this attack with my shield avalon, and thrust my sword deep into his heart cutting it out and removing his head. Overall a quick victory for us as the rest of the forces now without a leader or chaos power, crubled before our might. Now my friend, what about you and this massive ork victory I'm hearing all of this clamour about"
"well we got smashed, dropped in by pods, and to be totally honest I don't remember much else other than waking up to the bivacated bodies of the ork warboss and his squiggoth. Overall a nice party but now it's time to relax. Table Wenches! More Mead for me and Richard the lionhearted over here!!!"
"yes your ... cunning never ceases to amaze Hrothgar"
Hrothgar, captain of the second company 225
WS:4
BS:4
S:4
T:4
W:3
I:5
A:3+D3
LD: 8
Sv: 2+
Wargear: Terminator armor, Jaws of the celestial bear, Storm botler
Jaws of the celestial bear: These are a matched pair of power axes. They confer +2A instead of the usual +1A for having 2 CCW's
Special Rules: Fearless, Independent character, Drunken rage, Master of the second company.
Drunken Rage: such is the way of the berserker that they give in to absolute blood lust in battle, often at the expense of skill, percision, or even basic thought. Hrothgars attacks charatersitic is 3 +d3A. In addition, he follows the rules for the Rage USR.
Master of the second Company: Berserkers in an army led by Hrothgar are counted as troops units.
Richard lionheart, captain of the fourth company. 200 points
Wargear: power armor, Shield of avalon,Josephines Mercy
Shield of Avalon: A relic dating back to the formation of the chapter, it is a storm shield blessed by the emperor himself, in additon it also confers the eternal warrior to richard.
Josephines Mercy: This is an ancient relic originally belonging to the sororitas, it is a master crafted power weapon.
Special Rules: And they shall know no fear, I shall not yield, independant character, Master of the fourth company
I shall not yield: Such is the stauch adherance to the imperial cult of the tytanians that, they will never give up, never yeild, or faulter. They train fervently outside of combat to take the worst punishment a marine can bear. They practice nearly constant self mortification, even in the heart of battle, as to cleanse their soul. any model with this special rule is granted the stubborn, feel no pain, and preferred enemy: daemons, USR's.
Master of the fourth company: Knights of josephine are troops in an army led by richard
Composition: 5-20 Berserkers
Type: Infantry
Wargear: Two Power Weapons, Power armor
Special Rules:Fearless, Drunken Rage (bonus already included in profile)
Options:
-Any model may replace one or both of thier power weapons with the following
-power fist 5pts
-Thunder hammer 10pts
-Strom Bolter 3pts
Dragon lords 45 point per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
LD:8
Sv:2+
Composition:5 to 10
Type:Infantry
Wargear: Power Claymore, Artificier armor, storm bolter
Special Rules: and they shall know no fear
Options: Any dragon lord may replace their Relic blade with
- thunderhammer 15 pts per model
For every five models in the unit one Dragon lord may replace his storm bolter with
- Assault Cannon for 25 points per model.
- Multi-melta for 10 points per model
- heavy falmer for 5pts per model
Power Claymores are two handed power weapons that confer +1str
Knights of Josephine 30 points per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:1
LD:10
Sv: 3+
Composition:5-10 Knights
Type: Infantry
Wargear: Power weapon, power armor, combat shield
Special Rules: I shall not yield, ATSKNF Options: One knight may upgrade its combat shield do a storm shield for 25 points.
This message was edited 4 times. Last update was at 2011/04/11 23:14:24
Asherian Command wrote:My rules need approving!
Anyway everyone elses is great. I really like everyone's characters they are so much better than most fan made stuff.
Calnor Alrnia (How do you even pronounce that?)
His chaper tactics is waay too much.
Furious Charge is likely the better option.
Twisting Fates is basically Kantor's Hold the Line but with the addition of honour guard as elites.(Even though they are unlocked by Chapter Masters so RAW you wouldn't be able to take any without one)
The sword master thing is fine.
Give him 3 wounds instead of 4 and you're fine.
Points are good IMO
Malnar
Wargear is fine.
Change his S to 4 instead.
Not sure he should be at350 points... drop him to 300 maybe 250.
Alpha Squadron
Remove the Daemonhammer option.
And the riotshields.
I don't even know what's going on with the Chapter councillor...
he Is pronounced Kael-i-n-or Al-nar-ai
Malnar okay 250 and s4
Alpha Squadron Daemon Hammer and Riot Shields will be rid of.
Chapter Councilor is confusing they are just lore.
From whom are unforgiven we bring the mercy of war.
2011/04/11 22:07:20
Subject: Create your special characters! and give feedback on others.
Okay people!
Can we do them 1 profile at a time?
I don't want to have to quote a massive page of text each time...
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 22:10:26
Subject: Create your special characters! and give feedback on others.
Asherian Command wrote:Calnor Alrnia the Grand Templar
Spoiler:
A Legend Among the Storm Crusaders Calnor Alrnia is the Grand Templar of the Storm Crusaders. His services in the Imperium date back over 8 centuries. His first years of a Space Marine Showed a promising young Neophyte with the honor of a Warrior, he's ambitions to be the best, and to one day save humanity grown even more closer. Calnor Alrnia was once part of the Alpha Squadron along with Val and Malick. And the three of them are now brothers in arms and Leaders of the Chapter. As a Grand Templar Calnor Alrnia is the embodiment of the Chapter. Calnor is proud, taciturn, intelligent, a natural leader. He is fearless as a warrior and his swordsmanship is only matched by the Black Templar's High Marshal. Calnor is also bearer of two relics of the chapter. The Talnris, a sword of an ever burning spirit and the Angel Armor, the self repairing armor and the spirit of the chapter. Truly Calnor is a legend, as he has taken slew of enemies. Killing of a Daemon Prince in the Griminar System, Assassination of a Chaos Lord, Killing of a Dark Eldar Lord, and even banishing over 200 demons in his time in the Storm Crusaders, this is but a small fraction of acts he has done. As the missions of his time in the Alpha Squadron are still shrouded in Mystery. But Calnor Alrnia Bears a secret that all of the Members of the Chapter Council hold as a burden. To speak of it would mean death. And those outside of the Council would meet their death because of this secret. He is also well known for bringing peace between the Wanderers Chapter and his chapter. Which was strangled by hate for centuries. He is also rumored to be a pyschic blank, though many doubt this, and those that doubt this say he is instead a psychic senstivity, hence why he was almost recommended to become a chaplain. Calnor Alrnia has fought for 8 centuries and he has yet to show his age. With those 8 centuries passed he has noticed that many of the originals that he once served with are now mostly gone. With each passing year, he wonders if he shall be the next to fall.
Spoiler:
WSBS S T W I A LdSv 6 5 4 4 3 6 5 10 +2 ++4 Points 235 Special Rules And they shall know no fear, Independent Character, Combat Tactics, Orbital Bombardment, Feel No Pain.
Chapter Tactics If you include Calnor Alrnia then all your army lose the Combat Tactics special rule. If you include Calnor Alrnia then all your army lose the Combat Tactics special rule for Furious Charge.
*The Sword Master- Calnor is deadly in combat espically with the blade. He may reroll all failed attempts to wound. (no reroll-rerolls!)
Wargear Eagle Helm (iron halo). Armor of the Crusader (artficer armor). Jump Pack. Melta Bomb, Frag and Krak Grenades. Astartes Launcher, Combi-Melta, Hell Fire Rounds, Sword of the Grand Templar (relic blade)
Malnar
Spoiler:
Malnar WSBS S T W I A LdSv 6 5 4 5 4 7 4 10 +3 ++4 Special Rules Master Pysker,And they shall know no fear, Independent Character, Combat Tactics, Fearless, Eternal Warrior,
*The Arch Templar- All Storm Crusaders are all considered fearless if Malnar is played.
Equipment Slayer Sword- If Malnar Faces a Monstrous Creature he gains +2 to Strength against them. Force Weapon of Asherian- The Legendary halbried of Asherian Himself is imbued with the power of pyschic abilities of the former head Arch Templar, You may reroll (only once per a power) a pyschic test or to hit with a pyschic power. Power Armor, Bolt Pistol, Blessing's of The Emperor- This blessing grants a shield around all that Malnar joins, Malnar gains a +4 invulnerable Save and his squad gains a +5 invulnerable. Points 300
Alpha Squadron
Spoiler:
Alpha Squadron is organized into 5 man squads. Each squad is given a specefic funtiction as such each squad must peform tasks assigned too them by a specific Grand Guardian. Each Alpha Squad is moblizied in different compainies and are given certain weapons for their jobs. Each Squad is also given a specific name and Target of interest. Each member that survives the Alpha Squadron Trials become captains after the trails are completed. There are 30 squads in total. But only 20 are active at one time. The 10 other squads are kept with the Grand Templars. Each Alpha Squadron Leader is also given a specific duty in the chapter. And are also told of the secrets of the chapter. Many Librarians are joint into Alpha Squads as acting as seers and powerful aids against demons. Librarians are joint to these squads for extended periods. Each squad member when he joins the Alpha Squadron Abandons all names and titles until the trails are finished. But the most famous Alpha Squads is the Squad Calnor Alrnia, Malick Tori, Val Yoal, Mortis "Wolf", Garane Oron, and Talick Tori, are one of the most legendary squads of the alpha squadron. The Alpha Squadron are by the strangest of all the orgainzations of the Storm Crusaders. As they appear as if out of nowhere on battlefields with no warning, they appear and then they disappear after the battle was won, returning into a vessels that even the Imperium worries is not all human made. The Alpha Squadron is organized into certain aspects each representing different parts of the teachings of the Codex Ignantus. The Chapter Council of the Storm Crusaders ensures the outmost loyalty from this sect. IT is even believed the Alpha Squadron targets other chapter marines that are perceived a threat. Though this has never been proofed.
WSBS S T W I A LDSV Alpha Leader 5 5 4 4 1 4 2 10 3+ Legionarie 4 5 4 4 1 4 2 10 3+ (uses legion of the Damned basically but with some buffs) Special Rules Fearless, Slow and Purposeful.
Unyielding Assassins of the Dark. The Alpha Squadron wear armor that protect them against even the most powerful weaponry. This armor is handed down to each generation of the Alpha Squadron. Their Saving throw is also invulnerable
Strike Experts All Alpha Squadron squads always start the game in reserve and always arrive by Deep Strike, even in missions that do not normally use these rules. The Alpha Squadron is feared for its timely arrival at the best moment possible for all of the members who they save. You may re-roll the deepstrike scatter dice.
Equipment Power Leg Enhancements - Power Leg Enhancements are used by Alpha Squadron Members to be able to go through cover/doors/walls/barracides/etc. For purposes of game they gain Move through Cover, and may replace their Strike Experts ability for the Scouts Special rule. Points 125 Options 1 Alpha Leader and 4 Legionaries
May be Equipped with Special Issue Ammunition for 10 points.
The Alpha Leader Replace his Bolt Pisto/Boltgun with Chainsword Free PowerWeapon or Lightning Claw +10 Plasma Pistol or Relic Blade +15 Power Fist or a ThunderHammer +25
All Squad Members may take Leg Enhancements for Free
One Legonarie May be Replaced with a Libarain but he is only allowed 1 pyschic power +60 points One may replace his boltgun with a...... flamer, meltagun, heavy bolter, a multimelta, or a missile launcher +5 a plasma gun, plasma cannon, or heavy flamer +10 A Lascannon +15
Any Squad members may replace their bolter with a combi-plasma, combi melta, combi-flamer, storm bolter, for +5 points
Spoiler:
Chapter Councilor The Storm Crusaders are unlike any other chapter in that they are lead by a council and a Grand Templar this way the Chapter is not controlled only by one man. Each Councilor is a God amongst men, his words can inspire entire regiments or fellow Astrates to bring their full power to bare. Each Councilor brings to bare respect amongst many chapters and awe among his fellow astrates. He is often seeked for advise on the battlefield and they usually fight in the thickest with their dreadful guardians, The Dusk Knights. The Councilors are often tactical leaders and often leave it to other Captains to learn from the field. Each Councilor also has an important job within the chapter, each one controls 5 companies. For a Total of 7 councilors are active at one time within the Storm Crusaders Chapter. "We are the Knights of Asherian and we are your doom!" Follows Chapter Master Rules. For 25 points they may replace his chainsword AND his bolt pistol/bolter for a Weapon of the Crusaders (ETC.) +2 to Strength +1 Initiative. +25 (may not be taken when upgraded to pysker.)
Already there ya go. I will also try to find my other character that I made a while ago.
Hey and I was wrong Calnor Alrnia is 8 centuries old not 1 millenia lol But still someone who is stronger than Calnor Alnria is rumored to be a pyschic blank doesn't make sense!
This message was edited 5 times. Last update was at 2011/04/11 22:26:26
From whom are unforgiven we bring the mercy of war.
2011/04/11 22:19:26
Subject: Re:Create your special characters! and give feedback on others.
Here's another one. The fluff's not quite as good as the Arch-Arsonist.
Warlord Nazdreg Ug Urdgrub
A kunning and ruthless warlord of the Bad Moon clan, he leads his fleet wherever the teef and the gold leads him, making him one of the richest Orks in the the galaxy , with the possible exception of Kaptain Badrukk, which causes a rivalry between the two Orks. The large Warboss actually seems rather intelligent compared to his fellow greenskin, which has allowed him to harass the Imperium at every turn and get away unharmed before the big ships arrive. His personal space hulk, the Scylla, was last seen on Medusa V before Nazdreg managed to escape the impending Warp Storm.
Cost: 186
Stats: 5/4/5/5/3/3/4/9/2+
Wargear: Bosspole, Mega armour, Stikkbombs, Mega Boosta, Kustom Blasta-X Mk. 2
Mega Boosta: The greatest weakness of Mega Armor is it's hulking slowness. While most nobs would take it a fair trade for the increased protection, others refuse to not be the first one stuck in. During any movement (Movement phase, Running, or Assault), mega armored units may roll an additional die for maximum distance.
Kustom Blasta-X Mk. 2
An upgraded version of Nazdreg's signiture weapon, built into his mega-armor.
Rg 36" S 7 Ap 2 Assault 2, Blast, Gets Hot!
Special Rules: Indepenent Character, Eternal Warrior, Furoius Charge, Mob Rule, Waaagh!, Teef Is No Obstacle
Teef Is No Obstacle: Warlord Nazdreg Ug Urdgrub immense wealth allows his boyz to have the best of the best when it comes to equipment. Each unit may have a 5 (or less) point upgrade or weapon for free. Nobs and Freebootaz may instead take a 5 point upgrade that is given to all models in an unit, but the total cost of the upgrade is halved rather than free.
It's okay until you reach TiNO, you were right about that...
Without it though he seems a lttle bland...
Maybe try and think up another rule that reflects his wealth?
All Ork units recieve +1 to their armour save or one armour value (You pick 1 armour value for all your vehicles e.g. all side AV increases by 1) to a maximum of 2+ or AV14
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.