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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Mortarion was pwned by Draigo.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Deadshot wrote:Mortarion was pwned by Draigo.


Don't remind me.

This is a signature. It contains words of an important or meaningful nature. 
   
Made in us
Troubled By Non-Compliant Worlds






Philadelphia, PA

Been rolling some ideas around for this guy.

Chulthrax the Pestilent


A product of the gifts of Papa Nurgle and the various contagions spread across Vraks Prime, Lord Chulthrax has become a monstrous, bloated form of his former self, though none would argue that he does not relished in this new transformation. Where Chulthrax walks, destruction and affliection follow, as he trudges alongside the Apostles of Contagion. He seems to take the most delight in the slaughter of workers and crewmen, then turning their crude tools against their allies, having been spotted with construction tools and Imperial heavy weapons fused to his body for lack of better equipment. Chulthrax as gained a small following of renegades and heretic, many throwing themselves at feet than face his sadistic wrath. Though his forceful assaults and affinity for sowing havoc is great, little strategic has been seen in his battles. Imperial tacticians debate whether this is a blessing or a curse for the defenders of Vraks Prime.


Spoiler:
Chulthrax the Pestilent- 220 pts

WS: 6
BS: 5
S: 5(10)
T: 6
W: 4
In: 2
At: 4
Ld: 10
Sv: 3+/ 5+ Invul

Rules[u]
Monstrous Creature
Slow and Purposeful
Eternal Warrior
Feel No Pain
5+ Invulnerable Save

Scrap Weaponry: Chulthrax 's arsnel is made up of "reclaimed" Imperial weaponry and machinery. At the end of your turn, roll 1d6 for each weapon used that turn. One a 1, that weapon cannot be used for the rest of the game.
Decrepit Follower: Chulthrax has been often see with a small child following by his side, though its origins is unknown. In the assault phase, Chulthrax receives an additional S3 I3 Poisoned Attack.

Wargear:
Corroded Drill- Counts as a Power Fist in all regards.
Autocannon
Cloud of Flies: Treated as having assault and defensive grenades.
Psychic Power: Nurgle's Rot


This message was edited 2 times. Last update was at 2012/04/20 20:59:30


   
Made in gb
Ichor-Dripping Talos Monstrosity






Converted big daddy huh.
Which version of Big Daddy is it? A toy, or one of the collectors ed statuettes?

With a quick glance, it seems alright - but question: Why does it have Slow and Purposeful?
It's already a Monstrous Creature so it's already relentless, unless you particularly wanted it always counting as moving through difficult terrain.

Also Eternal Warrior seems a little tacked on there.

Though it generally seems OK for the points.

   
Made in au
Regular Dakkanaut




Though I am guilty of doing it myself, people tend to make Primarchs too powerful. Ws for some of the fightier ones like Russ, Angron, Sanguinius and Horus is fine. WS 8 should be the cap for ther others. Bs 7/8 should be the cap across board. Str and T 7 should be the cap, possibly 6. Kahn would obviuosly have T8 for his bike, and maybe Dorn and Perturabo be tougher (natural toughness for Dorn, Iron skin for Perturabo).
W 5 is aout the cap, maybe 4, with 5 for Horus. I would say int 6 for all primarchs, 7 for Kurze and Corax and 5 for Vulkan as he had slower reactions.


Fair enough. The stats do have to be balanced and planned accordingly, in order to make them fair but have them represented as accurately as possible.

The Emperor's would be like this, as I'd imagine:
WS8 BS5 S7 T7 W5 I7 A5 LD10 SV2++

A staline that is a fusion of Sanguinor and Mephiston seems appropriate for the Big E. The 2++ is his Invulnerable save, which can be attributed to his immense psychic powers.

Moving onto the Primarchs, they'd naturally have slightly different stats, as has already been said. The baseline would be something like:
WS7 BS5 S6 T6 W4 I6 A4 LD10 SV2+/4++

Variations would exist of course, depending on the war-doctrine of every Primarch:
- Melee lovers like Russ and Angron, and possibly Lion and Dorn, would have WS8
- Physically strong Primarchs like Angron would have S7
- Physically resilient Primarchs like Mortarion and Perturabo could have T7, and possibly increased W as well
- Agile Primarchs like Konrad and Corax would have I7 (and be classed as Jump Infantry), Fulgrim may fall into this category too
- Alpharius and Omegon could possibly have increased A, and possibly increased I as well
- Lorgar was not much of a fighter, so his stats would be slightly above those of a Chapter Master
- Vulkan could have I5, due to Nocturne's gravity having influence on his reaction-time
- Horus, and possibly even Sanguinius, would have stats halfway between Primarch-Baseline and The Emperor (with Horus being closer to the latter, in both stats and relations)
- Depending on wargear, psychic potential, or natural abilities, their Invulnerable save could be altered (3++), or in the case of Alpharius+Omegon, be turned into a Cover save
   
Made in us
Fireknife Shas'el





United States

So, I got another guy. Well, same guy, but he's changed quite a bit.


Pyralis, Chapter Master of the Forge Knights.............................................190 points
Spoiler:

Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.

Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.


------------------------------------------------------------------------------
WS:5 BS:7 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)

Wargear:
Spoiler:

Stealth suit and Advanced Camo Cloak, Bow of Hyperion

Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule and a 4+ cover save (Stealth cover save bonus included and even when out in the open), if Pyralis is not attached to any unit, it also causes all shooting attacks at Pyralis to be made as if Night Fighting was in effect. In addition, attackers must subtract 4” from the outcome of their Night Fighting roll to see if they can see Pyralis, before adding any more multipliers, such as Blacksun Filters.

Bow of Hyperion: This magnificent weapon is a technological marvel as it weapon contains technology unheard of outside of the most advanced xenos species, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile, and may only be fired if Pyralis is prone:
R:60” S:X* AP:1 Heavy 1, Sniper, Lance, Gets Hot!
*This weapon wounds on a 2+. If a 6 is rolled to wound, rather than a single wound, two wounds are inflicted. Against vehicles, this weapon has a Strength of 9.

Special Rules:
Spoiler:
Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate

Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Prone Special Rule. This ability may be activated in the movement phase, prior to any movement. The unit counts as going to ground, with two major exceptions: the unit may fire in the shooting phase, and the unit gains +1 BS for as long as they are prone.

Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic than Orbital Bombardment: shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.

Sniper Team Primaris: Instead of an Honor Guard squad, Pyralis may take (and if taken, must be deployed with) a unit of 4 Sternguard for 130 points. These Sternguard do not take up a Force Organization Chart, and are all equipped with Stalker Pattern Bolters and Camo Cloaks. These Sternguard also have the Scout, Move Through Cover, and Infiltrate special rules. They may also utilize their specialized ammunition, with the following effects:

-Dragonfire Bolts: Uses the profile R:36” S:4 AP:5 Heavy 2, Rending, Pinning, Ignores Cover*
-Hellfire Rounds: Wounds on a 2+ regardless of toughness.
-Kraken Bolts: Uses the profile R:42” S:4 AP:4 Heavy 2, Rending, Pinning
-Vengeance Rounds: Uses the profile R:30” S:4 AP:3 Heavy 2, Rending, Pinning, Gets Hot!

Marksmen: If Pyralis leads your army, Sternguard may replace their standard Bolters with Stalker Pattern Bolters for +5 points per model. They also can make use of their specialized ammunition as listed above. A single unit of Scouts may also trade their Bolters in for Stalker Pattern Bolters for +5 points per model.
   
Made in us
Troubled By Non-Compliant Worlds






Philadelphia, PA

Ovion wrote:Converted big daddy huh.
Which version of Big Daddy is it? A toy, or one of the collectors ed statuettes?

With a quick glance, it seems alright - but question: Why does it have Slow and Purposeful?
It's already a Monstrous Creature so it's already relentless, unless you particularly wanted it always counting as moving through difficult terrain.

Also Eternal Warrior seems a little tacked on there.

Though it generally seems OK for the points.


Its neither, its built from a Nurgle Daemon Prince model with GS The slow and purposeful was indeed to have him count as moving through difficult terrain, wouldn't have given it to him otherwise .EW is more or less to avoid GK force weapon overkill.

This message was edited 1 time. Last update was at 2012/04/21 07:23:54


   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

One of the most notable troops of the Pacifius regiments is Colonel Puller who deployed in the Sabbat Worlds with Guadalcanal, who was part of 7th Marines as an officer during Fortis Binary. He went out of the trenches, mocking what the Lord Commissar’s would say like ‘Forward you dogs’ and ‘Do not fail your duties to the Emperor!’. He was in the very front, protecting the Moore Corps during the action. He was wielding a chainsword and a bolt pistol and executed one of the officers of the Boson 94th because he went AWOL and started shooting anyone, killing 2 Marines, 4 Boson and injuring three more guardsmen. When they retreated back to the lines, the General Dravere requested a meeting with the officer. He was found guilty of losing his Commissar uniform and despite his protest that he wasn’t one, he was dubbed Commissar Puller.
When he returned the troopers were in dismay and thought their officer had been ‘replaced permanently’ by the Commissar but was relieved by the site of Puller in the commissar uniform.
After Fortis Binary the unit went home and started participating in other campaigns. To this day Puller has done almost 85 Tours of Duty and is over 150 years of age but because of Genetic replacements he only looks 60. He suffered serious injury while battling on the Solomon Island’s facing up to a Daemon he distracted in time for the 11th Marines to arrive. On the Herodias V Space Campaign he was lit on fire by a Tau commander, which he ripped off the helmet and proceeded to burn both of them. On Fortis Binary he was wounded by a piece of shrapnel to the stomach, slicing it open and he just got it stitched up. On Armageddon he was ambushed by Ork Commandos in the Sewers of Hive Infernus, which he got his all famous thrice scar on his left cheek. He got his bandanna from the blood of an Ork Warboss Skidoo he killed while in the Hive City Infernus, wrestling the Ork and snapping its neck and then coated the blood on his sleeve, ending the Commandos presence there. He is currently deployed at home with the K Marines. He has been awarded 60 Medals including the Golden Eagle, 3 Bronze Eagles, Silver Bullet, Purple Eagle, Lord Commissar and commissar badge, Peleliu, Cape Gloucester, Guadalcanal and Okinawa badges and many more. But he is known for his outstanding courage, verging on the point of insanity and those that follow him are known as the Rough Ones, for they get the bloodiest bits of the battle, fighting in the worst meat grinders you can imagine, for they are either the best, most fanatical or just want to redeem themselves.

This HQ unit is for Codex: Imperial Guard
HQ: Colonel Puller………………………………………………… 125 points
WS5 BS4 S6 T4 W3 I6 A3 Ld10 Sv4+


Unit Composition: 1 Infantry, Unique
Wargear: Plasma Pistol, Bolt Pistol, the Sword of the Marines, Carapace Armour, Camo Cloak, Melta Bombs, Plasma Pistol, Bolt Pistol
The Sword of the Marines is a Force Weapon with the Rending rule and has got a flamer attached onto it but it fires only 6”.
Special Rules: Fearless Universal Rule, Feel No Pain, Furious Charge, Heroic Sacrifice, Cold Steel and Courage, Aura of Discipline, Independent Character
Hero of the Marines: Puller is one of the most famous Marine of all time and has been injected with everything to keep himself alive including a Dark Angel Terminator Gene-seed because without him the Marines have been known to lose Morale quick. All Marines within 6” of him have an extra attack with the Rending Universal Rule. IF Puller is slain roll for all allied models within 18” for a Leadership test.
Duel Wield: Colonel Puller is at the heart of the action and as a result has employed two pistols and his sword and has been seen on occasion to be multi-tasking between them. He can shoot his Plasma Pistol, bolt pistol and Power Weapon flamer in the same turn.

• William H Rupertus is said to be the reincarnation of the legendary Vandegrift and Yusuf as he was the full blood great grandson of Yusuf and learned on the field, seeing Vandegrift die at Fortis Binary. Rupertus lead the Marines on many fronts including the 3rd War for Armageddon, Bealleu Woods, the final hours of Fortis Binary and the space battle of Herodias V to name a few. He is named the Over-Lord of the Marines and is a decorated Marine; Earning no less than 38 Medals of Honour including the Silver Bullet in the battle of Fief, where he picked up a fallen comrades sniper rifle and killed a Chaos Sorcerer over 200 Miles away where the Cadian 84th and the Marines were getting slaughtered by Obliterators.

You May Upgrade your Company Commander to William H Rupertus
William H Rupertus…………………………………………… 85 points
WS5 BS5 S4 T4 W3 I8 A3 Ld10 Sv3+

Unit Composition: Infantry Unique
Wargear:
The Ancient Relic: Twin-Linked Plasma Pistol
The Armour of A.A Vandegrift: Counts as Power armour
Graha Wired: Counts as Master of Ordinance and Officer of the Fleet
Yusuf’s Gift: Eviscerator
Fief’s Honour: Sniper Rifle
The Marines Cap: Force-field
Special Rules: Fearless, Eternal Warrior, Iron Will, Inspirational Hero, Listen up Maggots
Over-Lord: Because of his prestigious status and his hollow voice, Rupertus can give up to 4 Orders a turn. He can issue;
-Bring it down!
-Fire on my Target
-Get back in the fight!
-First Rank Fire! Second Rank fire!
-Incoming
-Move Move Move!
-Order 38: This takes all command orders and you don’t have to roll to receive the order. All vehicles fire into the landscape at least 6” away from the allied forces. All units move D6” +2 forward and all fleeing units rally and all Infantry count as having a 3+ cover save but cannot move, charge or run until the next turn, but receive a BS 2 shooting attack when charged by an enemy.
-The Assault: A Chimera move 2D6” +1 forward and immediately form a combined Infantry Squad.
Top-shot: After years of hard work, the Marines have learned well from the Commander. All units within 6” of Rupertus (including his Command Squad and himself) re-roll all failed to hits.

• Air Marshal 'Ace' Swimmer is Graha's most remembered hero. He is simply known as the Ace. A Graha man, he was born on nobility and went into the Admiral Fleet of the Emperor. He was instructed during the War over Herodias V as a Valkyrie pilot to transport the guardsmen squadrons to the surface of the planet but when the orders were given, it was Ace who in the confusion grabbed a handful of the peaceful Vastus, (Except for Boas Husk, who was roaring in delight the entire time) three of the last ones ordered to leave the ship to the Tau Cruisers. He lead the assault of the Valkyries, personally finding the weak spot of one of the cruisers when almost two dozen other ships raced forward to be crushed. He punched a hole through the massive hulk and set down his men and single-handedly from there lead a squad of three Vendetta's that were in his squad to battle against an assault squad of nineteen small Tau fighters, distracting them from the ships embarking the infantry squads onto the Cruiser. But when things turned to worst, the leading cruiser of the Tau open-firing onto the recently captured Tau cruiser, he found the one weakness and despite being told against it, launched every single rocket he had available into the engines of the Power Generator and destroyed the massive destroyer that had downed 6 Guard Destroyers personally. Ace was awarded the Bronze Eagle for his actions over Herodias V and kept his Valkyrie. He was de-commissioned shortly after the battle after hanging the High Marshal of the Destroyer 'Raymond' after the Marshal went rogue and just escaped. He enlisted in the army until he was severely wounded when his squad was ambushed while on a patrol by Orks. He was the only survivor, but killed three of them. Because of the wound to his leg, he couldn't be deployed on the ground as an assault trooper so he was discharged but then volunteered for battle to be a pilot of an assault transport carrier and so as destiny had it, was assigned to the Eye of Graha.
You can upgrade a Valkyrie to have ‘Ace’
Air Marshal 'Ace' Swimmer………………………….. 80 points
The Valkyrie becomes the Eye of Graha.
Eye of Graha:
-Lascannon
-Multiple Rocket Pods
-Pair of Sponsored Heavy Bolters
-Twin-Linked Autocannon turret on top of the vehicle.
Special Rules: Crack Shot
-Eye of Graha: Ace is reporting directly to Central Intelligence. All allied squads/platoons/vehicles within Line of Sight of the Valkyrie have the Stubborn Special Rule.
-You boys are up! Ace is known to have employed the tactic of having Para-chutes. Roll for all men jumping. On a 2+ they survive the jump out and are in mid-air. On a 1 they die. The people that survive are in mid-air. The Valkyrie instantly moves 12”. Roll a D6 for each man. On a 4+ they land where they are placed. If not successful, roll artillery and scatter dice and place accordingly and keep repeating. The troops will un-doubted land in different ends. The opponent is allowed to hit them, but while in mid-air, negative another 4” to their shooting Line of Sight. While on ground, attach them to the nearest squad.
-On Me: If Ace is leading a Squadron of Valkyries/Vendettas, all weapons count as Twin-linked.

This message was edited 1 time. Last update was at 2012/07/06 03:26:49


"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
Made in au
Alluring Mounted Daemonette





Melbourne

Jago Sevatarion, 'Sevatar the Condemned', 1st Captain of the 8th Legion, 'Prince of Crows'

for Chaos Marines codex

200 points

Type: Infantry (unique)

WS7 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+

Wargear: artificer armour, iron halo, frag and krak grenades, bolt pistol, bolt gun

chain-halberd: 2 handed close combat weapon, gives +4 to Strength and Rending

Special Rules: Fearless, Independent character, Furious Charge

Atrementar Lord: CHaos Terminator squads can be taken as Troops choices

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 
   
Made in gb
Proud Triarch Praetorian





S8 Rending? S6 Rending is alot more balanced (+2 strength, not +4)

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  
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Why the hell not

Elwood and Jake
-------------WS---BS---S---T---W---I---A---Ld---Sv
Elwood----3-----3----3---3---2---3---2---10---4+/4+
Jake--------3-----3----3---3---3---3---2----7----4+/4+

Equipment: Swish suits (4+ armour saves, no one wants to damage those things), Nifty hats (4+Invulnerable save)

Special Rules:
Attached to the Bluesmobile: Elwood and Jake may never voluntarily disembark from the bluesmobile.

Attached to eachother: If forced to disembark, they must form a squad of 2, no one may join them and they may not join anyone else. They may not split up.

Reckless Driving: If the blues brothers move within 2” of an enemy vehicle, the vehicle’s crew will attempt to chase them and bring them to justice. The vehicle immediately turns to face where the blues brothers ended their movement, and moves full speed towards them. At the end of their movement, they realize that they cannot keep up with the blues brothers driving. They immediately crash, suffering a ram on their front armour. This counts as being rammed by an identical vehicle (i.e. a Land Raider counts as being rammed by an AV14 vehicle, a rhino by an AV11 vehicle, etc). Skimmers cannot dodge this ram. The speed of the ram is the speed the vehicle moved chasing the blues brothers. Any friendly units in the way remain as they are (they just hop out of the way then move back as they were, no penalties).

No, I didn't. Honest... I ran out of gas. I... I had a flat tire. I didn't have enough money for cab fare. My tux didn't come back from the cleaners. An old friend came in from out of town. Someone stole my car. There was an earthquake. A terrible flood. Locusts! IT WASN'T MY FAULT, I SWEAR TO GOD!: At the start of each turn, after they have left the bluesmobile, the blues brothers must take a leadership check. If it is passed, they must move in a straight line towards their home board edge. If they fail, they are pinned for the turn.

The Bluesmobile
F------S-----R---BS
10---10---10---0

Vehicle Type: Very Fast

Very Fast: adds 6” to their movement (can move a maximum of 24”). Gain a 3+ cover save when moving at that speed.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

motyak wrote:Why the hell not

Elwood and Jake
Spoiler:

-------------WS---BS---S---T---W---I---A---Ld---Sv
Elwood----3-----3----3---3---2---3---2---10---4+/4+
Jake--------3-----3----3---3---3---3---2----7----4+/4+

Equipment: Swish suits (4+ armour saves, no one wants to damage those things), Nifty hats (4+Invulnerable save)

Special Rules:
Attached to the Bluesmobile: Elwood and Jake may never voluntarily disembark from the bluesmobile.

Attached to eachother: If forced to disembark, they must form a squad of 2, no one may join them and they may not join anyone else. They may not split up.

Reckless Driving: If the blues brothers move within 2” of an enemy vehicle, the vehicle’s crew will attempt to chase them and bring them to justice. The vehicle immediately turns to face where the blues brothers ended their movement, and moves full speed towards them. At the end of their movement, they realize that they cannot keep up with the blues brothers driving. They immediately crash, suffering a ram on their front armour. This counts as being rammed by an identical vehicle (i.e. a Land Raider counts as being rammed by an AV14 vehicle, a rhino by an AV11 vehicle, etc). Skimmers cannot dodge this ram. The speed of the ram is the speed the vehicle moved chasing the blues brothers. Any friendly units in the way remain as they are (they just hop out of the way then move back as they were, no penalties).

No, I didn't. Honest... I ran out of gas. I... I had a flat tire. I didn't have enough money for cab fare. My tux didn't come back from the cleaners. An old friend came in from out of town. Someone stole my car. There was an earthquake. A terrible flood. Locusts! IT WASN'T MY FAULT, I SWEAR TO GOD!: At the start of each turn, after they have left the bluesmobile, the blues brothers must take a leadership check. If it is passed, they must move in a straight line towards their home board edge. If they fail, they are pinned for the turn.

The Bluesmobile
F------S-----R---BS
10---10---10---0

Vehicle Type: Very Fast

Very Fast: adds 6” to their movement (can move a maximum of 24”). Gain a 3+ cover save when moving at that speed.




stolen from http://www.dakkadakka.com/dakkaforum/posts/list/60/424711.page
You can see my excitement on the 4th page, halfway down along with some discussion about Blues Brothers 40k mashup song ideas

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




Chicago

Second Class Officer Andrue "Hot-head" Molasus
Upgrade to company command squad, replaces company commander.
WS: 4 BS:4 S: 3 T:4 W: 3 I: 3 A: 3 LD: 10 SV: 4+/ 4++
Andrue Molasus is a middle ranking field officer of the Valian second infantry legion. While a brilliant tactician, and an inspiring presence to his troops, his rage at the loss of his compatriots has caused him to lose control, and make critical mistakes during combat. His constant attempts to engage enemies have resulted in a score of debilitating wound, which he has had repaired constantly with bionic augmentations.
Special Rules: Command talent: Andrue is a commendable leader, with the ability to lead and inspire his men to greatness. He has a command radius of 18", and any unit within 12" have a +1 modifier to leadership. He can give all the orders a company commander could give.
Unstoppable rage: If Andrue witnesses the destruction of a squad in his command, take a leadership check. If it fails, he gains the rage and furious charge USR, breaking from his squad. He returns to normal after the destruction of the unit or squad which caused it.
Wargear: Close combat weapon
Las-pistol
Carapace armor
Frag grenades
Bionics (4++)

I don't know how many points I should make him.

Guardsmen, Fire!
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Maybe qualify what counts as 'witnesses'?

If you DS'd something in on the other side of the table, and it got rolled up, would he go into a rage just because he has LOS? or is it a smaller range?

Also, 'returns to normal' means what...makes a beeline for his old CCS? becomes an IC?

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Chicago

motyak wrote:Maybe qualify what counts as 'witnesses'?

If you DS'd something in on the other side of the table, and it got rolled up, would he go into a rage just because he has LOS? or is it a smaller range?

Also, 'returns to normal' means what...makes a beeline for his old CCS? becomes an IC?

Hrm. I debated simply giving it to the whole squad, but I decided against it.

He becomes an IC, but he cannot join any squad, and must move six inches toward his command squad until he rejoins it. He can shoot, and assault as normal, but cannot give orders until reaching the squad. If his squad is killed while he is gone from it, he returns to his status as a commander, not an IC.

I think there should be consequence for having him away from the squad too long. Of course he's still high and dry until then.

Let's say any unit within 24" and in LOS will cause the morale check.

This message was edited 1 time. Last update was at 2012/04/22 03:08:35


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I don't think there needs to be any consequences, he'll get smacked pretty easily while he's away from the squad, thats consequence enough

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Okay. Well, I hope that clears it up. I was thinking like 95 point upgrade? Should it be more, or less?

This message was edited 1 time. Last update was at 2012/04/22 03:08:18


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IHateNids wrote:S8 Rending? S6 Rending is alot more balanced (+2 strength, not +4)


I refer you to Chapter Master Gabriel Seth of the Flesh Tearers

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 
   
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I don't play SM in any form, so I wouldnt know if anyone had S8 Rending

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Yeah, to me this just seems like a new identity for Seth. the differences include Artificer armour, a Boltgun and the ABILITY TO TAKE TERMINATORS AS TROOPS.

I would leave that a DA thing...

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BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
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BlapBlapBlap wrote:Yeah, to me this just seems like a new identity for Seth. the differences include Artificer armour, a Boltgun and the ABILITY TO TAKE TERMINATORS AS TROOPS.

I would leave that a DA thing...


he is the Captain of the Night lords first company

ergo Terminators as troops

also, Seth has a couple of special rules that Sevatar doesn't, and Seth is cheaper, and Sevatar is for the Chaos marine book

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 
   
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CalasTyphon216 wrote:
BlapBlapBlap wrote:Yeah, to me this just seems like a new identity for Seth. the differences include Artificer armour, a Boltgun and the ABILITY TO TAKE TERMINATORS AS TROOPS.

I would leave that a DA thing...


he is the Captain of the Night lords first company

ergo Terminators as troops

also, Seth has a couple of special rules that Sevatar doesn't, and Seth is cheaper, and Sevatar is for the Chaos marine book


Night Lords in fluff would let Raptors become troops. Terminators might work for Khorne forces.

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BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
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CalasTyphon216 wrote:Jago Sevatarion, 'Sevatar the Condemned', 1st Captain of the 8th Legion, 'Prince of Crows'

for Chaos Marines codex

200 points

Type: Infantry (unique)

WS7 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+

Wargear: artificer armour, iron halo, frag and krak grenades, bolt pistol, bolt gun

chain-halberd: 2 handed close combat weapon, gives +4 to Strength and Rending

Special Rules: Fearless, Independent character, Furious Charge

Atrementar Lord: CHaos Terminator squads can be taken as Troops choices


Waht is artificier armor? Only loyalists can have that. If your guy has it, then you must say what it means. Terminator armor is Terminator armor, but it still described individually in every codex that includes it.

A chain-halberd giving 4+ strength is somwhat strange. I mean, a relic blade or big choppa or executioner gives +2.

Isn't chain-weapons Khorne's domain?

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Yeah, I agree with BrotherHaraldus. CSM don't have access to Artificer armor, though you could simply write it in that the armor is blessed by chaos or something.

Although anyone can wield Chain-weapons. Khorne Berzerkers tend to have more of them because they are reliable CC weapons.
   
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someone obviously hasn't read ADB's Night lords books......

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 
   
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Regular Dakkanaut




ORELIS TYR, CHAPTER MASTER OF THE PROTECTORS
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+/3++
Unit Type: Infantry (Character)
Wargear: Thunder Claws, Armour of Adamas, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Chapter Tactics
Thunder Claws: A pair of Master-Crafted Lightning Claws whose hits are resolved at Strength 6.
Armour of Adamas: Confers a 2+ Armour save and a 3+ Invulnerable save. Also comes with a Teleport Homer.
Chapter Tactics: When Orelis Tyr is in play, all Protectors with Combat Tactics lose it and gain Chapter Tactics. In close-combat they may re-roll one failed save per assault at the cost of one Attack.


??? THE WRAITH LORD
WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils
Special Rules: IC, Fearless, Phase Attacks, Wraithflight, Transdimensional Gaze
Transdimensional Gaze: This counts as a Transdimensional Beamer with Assault instead of Heavy.
Notice: Wraiths may be taken as Troop choices when ??? is in your army.
   
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NeoAigaion wrote:ORELIS TYR, CHAPTER MASTER OF THE PROTECTORS
WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+/3++
Unit Type: Infantry (Character)
Wargear: Thunder Claws, Armour of Adamas, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Chapter Tactics
Thunder Claws: A pair of Master-Crafted Lightning Claws whose hits are resolved at Strength 6.
Armour of Adamas: Confers a 2+ Armour save and a 3+ Invulnerable save. Also comes with a Teleport Homer.
Chapter Tactics: When Orelis Tyr is in play, all Protectors with Combat Tactics lose it and gain Chapter Tactics. In close-combat they may re-roll one failed save per assault at the cost of one Attack.


??? THE WRAITH LORD
WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils
Special Rules: IC, Fearless, Phase Attacks, Wraithflight, Transdimensional Gaze
Transdimensional Gaze: This counts as a Transdimensional Beamer with Assault instead of Heavy.
Notice: Wraiths may be taken as Troop choices when ??? is in your army.


3+ invuln from armour? Not even GK has that TBH.

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I see no points values.
Yet another samey marine char with 2+/3+*. The cc monterness is probably countered by the complete lack of ranged ability, so long as its points are fair, and I actually like how that tactics thing works (though a lil clarification on when / where / how it loses an attack would be nice) it's a solid idea.

   
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CalasTyphon216 wrote:someone obviously hasn't read ADB's Night lords books......


I just don't like taking away the one redeeming quality of DA currently (Except for Ravenwing) And put it into a combat hulk. Also, Night Lords are quite fond of their fanatical Jump Troops. Ergo, it should probably be Raptors. BL =/= Canon.

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?
 
   
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THE SCREECHING BANSHEE 150(?) POINTS
The Screeching Banshee is a single Elites selection for any army that fights against an Eldar army except Chaos Daemons and Tyranids.
WS BS S T W I A Ld Sv
The Screeching Banshee 6 5 4 4 2 6 3 10 3+
Composition:
• 1 The Screeching Banshee

Unit Type:
• Infantry (Unique)

Wargear:
• Powered suit (bonus already in profile)
• Fusion pistol
• The Hagslayer
• Plasma grenades

Special Rules:
• Fleet
• Independent Character
• Counter-Attack
• Furious Charge
• Banshee Grudge
• Psyker

Psychic Powers:
• Haywire Screech

Powered Suit: Made from multi-layered neoplas and reinforced with nanofibres, the powered suit is not just simple armour, but a complex defence system that makes the wearer both stronger and tougher. The powered suit confers a 3+ armour save and increase the Strength and Toughness characteristics of The Screeching Banshee by 1 (already included in the profile above).

The Hagslayer: This sleek bastard sword was the doom of many Howling Banshees. It is said that the spirits of the slain Eldar are trapped within the weapon, fueling it with their torment and despair. The Hagslayer is a master-crafted power weapon.

Banshee Grudge: The Screeching Banshee has the Preferred Enemy (Howling Banshees) special rule and gains a 2+ invulnerable save against attacks made by Howling Banshees (including their Phoenix Lord!). In return, all Howling Banshees may re-roll all failed to-hit rolls against The Screeching Banshee for both shooting and close-combat (it is either she or them!).

Haywire Screech: This is a psychic shooting attack that automatically hits an enemy unit within 6" from The Screeching Banshee. Once hit, the unit immediately loses all benefits from any wargear it possesses. Saves (both armour and invulnerable) remains but they must be re-rolled. No other wargear may be used by any model of the unit. In addition, if the targeted unit is a vehicle, then it automatically suffers a Crew Stunned result (note that the vehicle will also lose the benefits of all wargear it possesses as normal!). Haywire Screech remains in play until the start of The Screeching Banshee's next turn.


The Screeching Banshee is a living myth, a stuff of nightmares for all Howling Banshees in the galaxy. Long ago, she was a Howling Banshee herself, an average aspect warrior who only wanted to fight alongside of her sisters. But something terrible happened, and she left her Craftworld with a raving grudge in her heart against her former shrine. All records about this event were purged by Jain Zar herself, and not even the most trusted Farseers were allowed to investigate. Shortly after this incident, the fallen Banshee returned as the Screeching Banshee, using the technolgies of another race and with a shocking power that could turn even the most advanced technology into useless scrap. Since then, The Screeching Banshee fights a merciless war of total annihilation against the Howling Banshees, slaughtering all of them without even the slightest show of compassion.
Though, some says that this isn't the whole truth. Rumours about Howling banshees spared or even saved by the Screeching Banshee apppears from time to time, and Exarches already whisper about a monstrous pattern in her actions, a possibility so vile and nefarious that it is nigh impossible to comprehend with a sane mind.

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